23 ObjectParticleSystem::ObjectParticleSystem(
const string&
id,
Model* model,
const Vector3& scale,
bool autoEmit,
bool contributesShadows,
bool receivesShadows, int32_t maxCount,
ParticleEmitter* emitter) :
30 for (
auto object:
objects)
object->setParentEntity(
this);
35 ObjectParticleSystemInternal::setTransform(transform);
42 ObjectParticleSystemInternal::update();
50 if (this->enabled ==
enabled)
return;
64 ObjectParticleSystemInternal::setEnabled(
enabled);
69 ObjectParticleSystemInternal::updateParticles();
81 if (this->frustumCulling ==
true) {
97 ObjectParticleSystemInternal::setAutoEmit(
autoEmit);
104 ObjectParticleSystemInternal::dispose();
112 ObjectParticleSystemInternal::setEngine(
engine);
117 ObjectParticleSystemInternal::setRenderer(
renderer);
unique_ptr< Partition > partition
void deregisterEntity(Entity *entity)
Removes a entity from internal lists, those entities can also be sub entities from entity hierarchy o...
void registerEntity(Entity *entity)
Adds a entity to internal lists, those entities can also be sub entities from entity hierarchy or par...
Object particle system entity to be used with engine class.
void updateParticles() override
Updates the particle entity.
void dispose() override
Dispose this entity.
void initialize() override
Initiates this entity.
void update() override
Update transform.
void setTransform(const Transform &transform) override
Set transform.
bool isAutoEmit() override
void setFrustumCulling(bool frustumCulling) override
Set frustum culling.
void setAutoEmit(bool autoEmit) override
Set auto emit.
void setEngine(Engine *engine) override
Set up engine.
void setEnabled(bool enabled) override
Enable/disable rendering.
bool isFrustumCulling() override
void setRenderer(Renderer *renderer) override
Set up renderer.
Object to be used with engine class.
Representation of a 3D model.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Particle system which displays objects as particles.
vector< Object * > objects
Vector3 class representing vector3 mathematical structure and operations with x, y,...
Particle emitter interface.