[DEV] Think at a particule engine
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@ -10,7 +10,50 @@
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#define __EGE_PARTICULE_H__
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namespace ege {
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class Particule
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{
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private:
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etk::UString m_name; //!< name of the particule
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bool m_standalone; //!< if true, no control of the particule...
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public:
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/**
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* @brief Constructor.
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* @param[in] _name Name of the particule.
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* @param[in] _standalone The particule are created and have there own life (no dynamic control)
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*/
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Particule(const etk::UString& _name, bool _standalone) : m_name(_name) { };
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/**
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* @brief Destructor.
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*/
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~Particule(void) { };
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/**
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* @brief Get the particule type name.
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* @return the particule name.
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*/
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const etk::UString& GetName(void) { return m_name; };
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/**
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* @brief Get the standalone status.
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* @return true if standalone
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*/
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bool GetStandalone(void) { return m_standalone; };
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/**
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* @brief Update the paticule properties
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* @param[in] _delta Delta time from the previous call
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*/
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virtual void Update(float _delta) { };
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// note : For multiple instance only (standalone==false)
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/**
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*
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*/
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/*
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virtual int32_t Add(void) { return -1; };
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virtual void SetLife(int32_t _id, float _life);
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virtual void SetLevel(int32_t _id, float _level);
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virtual void SetPosition(int32_t _id, const vec3& _pos);
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virtual void SetAngleSpeed(int32_t _id, const vec4& _angle);
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virtual void SetMoveSpeed(int32_t _id, const vec3& _speed);
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*/
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};
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};
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#endif
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@ -10,7 +10,13 @@
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#define __EGE_PARTICULE_ENGINE_H__
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namespace ege {
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class PariculeEngine
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{
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public:
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PariculeEngine(ege::Environement& _env);
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~PariculeEngine(void);
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Keep(
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};
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};
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#endif
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