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#ifndef SHURIKENMODULEFORCE_H
#define SHURIKENMODULEFORCE_H
#include "ParticleSystemModule.h"
#include "Runtime/Graphics/ParticleSystem/ParticleSystemCurves.h"
#include "Runtime/Math/Random/rand.h"
class ForceModule : public ParticleSystemModule
{
public:
DECLARE_MODULE (ForceModule)
ForceModule ();
void Update (const ParticleSystemReadOnlyState& roState, const ParticleSystemState& state, ParticleSystemParticles& ps, const size_t fromIndex, const size_t toIndex, float dt);
void UpdateProcedural (const ParticleSystemReadOnlyState& roState, const ParticleSystemState& state, ParticleSystemParticles& ps);
void CalculateProceduralBounds(MinMaxAABB& bounds, const Matrix4x4f& localToWorld, float maxLifeTime);
void CheckConsistency() {};
inline MinMaxCurve& GetXCurve() { return m_X; }
inline MinMaxCurve& GetYCurve() { return m_Y; }
inline MinMaxCurve& GetZCurve() { return m_Z; }
inline bool GetRandomizePerFrame() { return m_RandomizePerFrame; }
template<class TransferFunction>
void Transfer (TransferFunction& transfer);
private:
MinMaxCurve m_X;
MinMaxCurve m_Y;
MinMaxCurve m_Z;
bool m_InWorldSpace;
bool m_RandomizePerFrame;
Rand m_Random;
};
#endif // SHURIKENMODULEFORCE_H
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