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#ifndef PARTICLESTRUCT_H
#define PARTICLESTRUCT_H
#include "Runtime/Math/Vector3.h"
#include "Runtime/Math/Color.h"
#include "Runtime/Geometry/AABB.h"
#if UNITY_WII
#include "Runtime/Misc/Allocator.h"
#endif
struct Particle
{
Vector3f position; //12
Vector3f velocity; //12
float size; //4
float rotation; //4
float angularVelocity; //4
float energy; //4
float startEnergy; //4
ColorRGBA32 color; //4
};
struct SimpleParticle
{
Vector3f position;
Vector3f velocity;
float size;
float rotation;
float angularVelocity;
float energy;
float startEnergy;
ColorRGBAf color;
};
// 24 bytes
typedef UNITY_VECTOR(kMemParticles, Particle) ParticleArray;
struct PrivateParticleInfo
{
MinMaxAABB aabb;
float maxEmitterParticleSize;// Maximum size of any particle of emitted particles
float maxParticleSize;// max particle size of any particle after particle animation is done
float maxEnergy;
bool useWorldSpace;
bool hadEverEmitOn; // had "emit" flag ever set?
bool isEmitOn; // is "emit" flag currently set?
};
const float kTimeEpsilon = 0.001f;
inline void KillParticle (ParticleArray& array, int i)
{
array[i] = array.back ();
array.pop_back ();
}
#endif
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