52 ObjectParticleSystemInternal::setParentTransform(transform);
97 return ObjectParticleSystemInternal::isEnabled();
114 return ObjectParticleSystemInternal::getEmitter();
118 return ObjectParticleSystemInternal::getEffectColorAdd();
126 return ObjectParticleSystemInternal::getEffectColorMul();
133 inline const string&
getId()
override {
134 return ObjectParticleSystemInternal::getId();
138 return ObjectParticleSystemInternal::isContributesShadows();
146 return ObjectParticleSystemInternal::isReceivesShadows();
154 return ObjectParticleSystemInternal::isPickable();
158 ObjectParticleSystemInternal::setPickable(
pickable);
236 return ObjectParticleSystemInternal::isActive();
240 return ObjectParticleSystemInternal::isAutoEmit();
244 return ObjectParticleSystemInternal::emitParticles();
251 return ObjectParticleSystemInternal::getLocalTransform();
254 ObjectParticleSystemInternal::setLocalTransform(transform);
Color 4 definition class.
@ ENTITYTYPE_OBJECTPARTICLESYSTEM
Object particle system entity to be used with engine class.
BoundingBox * getBoundingBox() override
const Vector3 & getTranslation() const override
void updateParticles() override
Updates the particle entity.
const Transform & getTransform() const override
void setLocalTransform(const Transform &transform) override
Set local transform.
RenderPass getRenderPass() const override
void dispose() override
Dispose this entity.
void setTranslation(const Vector3 &translation) override
Set translation.
void removeRotation(const int idx) override
Remove rotation.
Rotation & getRotation(const int idx) override
Get rotation at given index.
const int getRotationCount() const override
ObjectParticleSystem(const string &id, Model *model, const Vector3 &scale, bool autoEmit, bool contributesShadows, bool receivesShadows, int32_t maxCount, ParticleEmitter *emitter)
Public constructor.
const Vector3 & getRotationAxis(const int idx) const override
void initialize() override
Initiates this entity.
bool isReceivesShadows() override
void setRenderPass(RenderPass renderPass) override
Set render pass.
void setReceivesShadows(bool receivesShadows) override
Enable/disable receives shadows.
void addRotation(const Vector3 &axis, const float angle) override
Add rotation.
void update() override
Update transform.
void setPickable(bool pickable) override
Set this entity pickable.
void setEffectColorMul(const Color4 &effectColorMul) override
Set effect color that will be multiplied with fragment color.
bool isPickable() override
ParticleEmitter * getEmitter() override
void setTransform(const Transform &transform) override
Set transform.
bool isAutoEmit() override
const vector< Object * > & getObjects()
const Quaternion & getRotationsQuaternion() const override
void setScale(const Vector3 &scale) override
Set scale.
bool isContributesShadows() override
const Vector3 & getScale() const override
const float getRotationAngle(const int idx) const override
BoundingBox * getWorldBoundingBox() override
const Color4 & getEffectColorMul() const override
The effect color will be multiplied with fragment color.
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.
const Transform & getParentTransform() const override
const Matrix4x4 & getTransformMatrix() const override
const string & getId() override
int emitParticles() override
Adds particles to this particle entity at given position.
void setParentTransform(const Transform &transform) override
Set parent transform.
EntityType getEntityType() override
const vector< Object * > & getEnabledObjects()
void setContributesShadows(bool contributesShadows) override
Enable/disable contributes shadows.
void setRotationAxis(const int idx, const Vector3 &axis) override
Set rotation axis.
bool isFrustumCulling() override
bool isEnabled() override
void setEffectColorAdd(const Color4 &effectColorAdd) override
Set effect color that will be added to fragment color.
const Color4 & getEffectColorAdd() const override
The effect color will be added to fragment color.
const Transform & getLocalTransform() override
void setRenderer(Renderer *renderer) override
Set up renderer.
void setRotationAngle(const int idx, const float angle) override
Particle system group, which combines several particle systems into a group, to be used with engine c...
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.
Transform parentTransform
unique_ptr< ParticleEmitter > emitter
vector< Object * > objects
BoundingBox worldBoundingBox
Matrix4x4 entityTransformMatrix
vector< Object * > enabledObjects
Matrix4x4 class representing matrix4x4 mathematical structure and operations for 3d space.
Quaternion class representing quaternion mathematical structure and operations with x,...
Vector3 class representing vector3 mathematical structure and operations with x, y,...
Particle system entity interface.
Particle emitter interface.
#define FORBID_CLASS_COPY(CLASS)