diff options
Diffstat (limited to 'src/libjin/Graphics/particle/je_particle_system.h')
-rw-r--r-- | src/libjin/Graphics/particle/je_particle_system.h | 91 |
1 files changed, 0 insertions, 91 deletions
diff --git a/src/libjin/Graphics/particle/je_particle_system.h b/src/libjin/Graphics/particle/je_particle_system.h deleted file mode 100644 index 8526da8..0000000 --- a/src/libjin/Graphics/particle/je_particle_system.h +++ /dev/null @@ -1,91 +0,0 @@ -#ifndef __JE_PARTICLE_EMMITTER_H -#define __JE_PARTICLE_EMMITTER_H - -#include <vector> - -#include "../../common/je_temporary.h" -#include "../../game/je_gameobject.h" - -#include "../je_sprite.h" - -#include "je_particle_emitter.h" -#include "je_particle_pool.h" -#include "je_particle.h" - -namespace JinEngine -{ - namespace Graphics - { - - /// - /// Definition of particle system. - /// - struct ParticleSystemDef : public Temporary - { - uint maxParticleCount = 1; ///< Max count of particles in pool. 1 by default. - - ParticleEmitterDef emitterDef; ///< Particle emitter definition. - ParticleDef particleDef; ///< Particle definition. - }; - - /// - /// Particle emitter, handle all particles it emitts. - /// - class ParticleSystem : public Game::GameObject - { - public: - /// - /// Particle system constructor - /// - /// @param def Definition of particle system. - /// - ParticleSystem(const ParticleSystemDef& def); - - /// - /// Particle system destructor. - /// - ~ParticleSystem(); - - /// - /// Render particle system's all particles. - /// - void render(int x, int y, float sx = 1, float sy = 1, float r = 0, float ax = 0, float ay = 0); - - /// - /// Set sprite to render. - /// - /// @param sprite Sprite to render. - /// - void setSprite(Sprite* sprite); - - /// - /// Release particle and make it available in particle pool. - /// - void releaseParticle(); - - private: - // Disable default constructor. - ParticleSystem(); - - /// - /// Sprite to be drawn. - /// - Sprite* mSprite; - - /// - /// Particle emitter. - /// - ParticleEmitter mEmitter; - ParticlePool mParticlePool; - - /// - /// Alive particles, that means these particles could join to the life cycle loop. - /// - std::vector<Particle*> mAliveParticles; - - }; - - } // namespace Graphics -} // namespace JinEngine - -#endif
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