Drag[en]gine Game Engine  1.21
deParticleEmitterController Class Reference

Particle Emitter Class. More...

#include <deParticleEmitterController.h>

Public Member Functions

Constructors and Destructors
 deParticleEmitterController (const char *name="Controller")
 Create controller with range 0 to 1 and the value 0. More...
 
 ~deParticleEmitterController ()
 Clean up controller. More...
 
Management
const decStringGetName () const
 Name. More...
 
void SetName (const char *name)
 Set name. More...
 
float GetLower () const
 Lower value. More...
 
float GetUpper () const
 Upper value. More...
 
void SetRange (float lower, float upper)
 Set value range. More...
 
float GetValue () const
 Current value. More...
 
void SetValue (float value)
 Set current value. More...
 
void Increment (float amount)
 Increment value. More...
 
bool GetFrozen () const
 Che controller is frozen. More...
 
void SetFrozen (bool frozen)
 Set if controller is frozen. More...
 
bool GetClamp () const
 Values passed the range are clamped or wrapped around. More...
 
void SetClamp (bool clamp)
 Set if values passed the range are clamped or wrapped around. More...
 

Operators

deParticleEmitterControlleroperator= (const deParticleEmitterController &controller)
 Copy controller parameters. More...
 

Detailed Description

Particle Emitter Class.

Particle emitter controllers provide the user with control over how the individual particles are cast. Controllers are written in a way that you can use them without having to do scaling or transformation on your own. You can provide a minimum and maximum value matching your setup. The controller takes care of transforming the current value into the proper 0 to 1 range required by the cast curves in parameters. The current value is set by the user and is clamped to the range specified before. The real value is in the range 0 to 1 and is used by the cast curves. The real value can only be read. Furthermore a controller can be frozen. If a controller is frozen the current value can be changed. This is useful to prevent a controller from changing without having to change all code path to account for the frozen state.

Constructor & Destructor Documentation

◆ deParticleEmitterController()

deParticleEmitterController::deParticleEmitterController ( const char *  name = "Controller")

Create controller with range 0 to 1 and the value 0.

◆ ~deParticleEmitterController()

deParticleEmitterController::~deParticleEmitterController ( )

Clean up controller.

Member Function Documentation

◆ GetClamp()

bool deParticleEmitterController::GetClamp ( ) const
inline

Values passed the range are clamped or wrapped around.

◆ GetFrozen()

bool deParticleEmitterController::GetFrozen ( ) const
inline

Che controller is frozen.

◆ GetLower()

float deParticleEmitterController::GetLower ( ) const
inline

Lower value.

◆ GetName()

const decString& deParticleEmitterController::GetName ( ) const
inline

Name.

◆ GetUpper()

float deParticleEmitterController::GetUpper ( ) const
inline

Upper value.

◆ GetValue()

float deParticleEmitterController::GetValue ( ) const
inline

Current value.

◆ Increment()

void deParticleEmitterController::Increment ( float  amount)

Increment value.

◆ operator=()

deParticleEmitterController& deParticleEmitterController::operator= ( const deParticleEmitterController controller)

Copy controller parameters.

◆ SetClamp()

void deParticleEmitterController::SetClamp ( bool  clamp)

Set if values passed the range are clamped or wrapped around.

◆ SetFrozen()

void deParticleEmitterController::SetFrozen ( bool  frozen)

Set if controller is frozen.

◆ SetName()

void deParticleEmitterController::SetName ( const char *  name)

Set name.

◆ SetRange()

void deParticleEmitterController::SetRange ( float  lower,
float  upper 
)

Set value range.

◆ SetValue()

void deParticleEmitterController::SetValue ( float  value)

Set current value.


The documentation for this class was generated from the following file: