Class: ege::ParticuleEngine
Synopsis:
+ ParticuleEngine (ege::Environement & _env);
+ ~ParticuleEngine (void);
+ void clear (void);
+ void add (Particule * _particule);
+ void update (float _deltaTime);
+ void draw (const ege::Camera & _camera);
+ Particule * respown (const char * _particuleType);
- void addRemoved (Particule * _particule);
Detail:
ege::ParticuleEngine ()
ParticuleEngine(ege::Environement & _env);
ege::~ParticuleEngine ()
~ParticuleEngine(void);
clear ()
void clear(void);
clear the particule engine
add ()
void add(Particule * _particule);
add a particule in the engine (internal acces only)
Parameter [input]: _particule Pointer on the particule to add
update ()
void update(float _deltaTime);
update particule properties
Parameter [input]: _deltaTime delta time to process
draw ()
void draw(const ege::Camera & _camera);
draw all the active Particule
Parameter [input]: _camera Reference on the current camera
respown ()
Particule * respown(const char * _particuleType);
get a particue with his type, we get particule that has been already removed, otherwise, you will create new
Notes: If you did not want to use respawn set type at NULL.
Parameter [input]: _particuleType Particule type, this chek only the pointer not the data.
Return: NULL, the particule has not been removed from the created pool
Return: The pointer on the requested element (an init has been done).
addRemoved ()
void addRemoved(Particule * _particule);
add a particule in the removed section == > this not delete the particule, but just set it in an other list
Parameter [input]: _particule Pointer on the particule to add
ege::ParticuleEngine ()
ParticuleEngine(ege::Environement & _env);
ege::~ParticuleEngine ()
~ParticuleEngine(void);
clear ()
void clear(void);
clear the particule engine
add ()
void add(Particule * _particule);
add a particule in the engine (internal acces only)
-
Parameter [input]: _particule Pointer on the particule to add
update ()
void update(float _deltaTime);
update particule properties
-
Parameter [input]: _deltaTime delta time to process
draw ()
void draw(const ege::Camera & _camera);
draw all the active Particule
-
Parameter [input]: _camera Reference on the current camera
respown ()
Particule * respown(const char * _particuleType);
get a particue with his type, we get particule that has been already removed, otherwise, you will create new
Notes: If you did not want to use respawn set type at NULL.
-
Parameter [input]: _particuleType Particule type, this chek only the pointer not the data.
Return: NULL, the particule has not been removed from the created pool
Return: The pointer on the requested element (an init has been done).
addRemoved ()
void addRemoved(Particule * _particule);
add a particule in the removed section == > this not delete the particule, but just set it in an other list
-
Parameter [input]: _particule Pointer on the particule to add