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ezEngine Release 25.08
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A particle system stores all data for one 'layer' of a running particle effect. More...
#include <ParticleSystemInstance.h>
Public Types | |
| using | ParticleDeathHandler = ezEvent< const ezStreamGroupElementRemovedEvent & >::Handler |
Public Member Functions | |
| void | Construct (ezUInt32 uiMaxParticles, ezWorld *pWorld, ezParticleEffectInstance *pOwnerEffect, float fSpawnCountMultiplier) |
| void | Destruct () |
| bool | IsVisible () const |
| void | SetEmitterEnabled (bool bEnable) |
| bool | GetEmitterEnabled () const |
| bool | HasActiveParticles () const |
| void | ConfigureFromTemplate (const ezParticleSystemDescriptor *pTemplate) |
| void | Finalize () |
| void | ReinitializeStreamProcessors (const ezParticleSystemDescriptor *pTemplate) |
| void | CreateStreamProcessors (const ezParticleSystemDescriptor *pTemplate) |
| void | SetupOptionalStreams () |
| void | SetTransform (const ezTransform &transform, const ezVec3 &vParticleStartVelocity) |
| const ezTransform & | GetTransform () const |
| const ezVec3 & | GetParticleStartVelocity () const |
| ezParticleSystemState::Enum | Update (const ezTime &diff) |
| ezWorld * | GetWorld () const |
| ezUInt64 | GetMaxParticles () const |
| ezUInt64 | GetNumActiveParticles () const |
| ezProcessingStream * | QueryStream (const char *szName, ezProcessingStream::DataType type) const |
| Returns the desired stream, if it already exists, nullptr otherwise. | |
| void | CreateStream (const char *szName, ezProcessingStream::DataType type, ezProcessingStream **pStream, ezParticleStreamBinding &ref_binding, bool bExpectInitializedValue) |
| Returns the desired stream, if it already exists, creates it otherwise. | |
| void | ProcessEventQueue (ezParticleEventQueue queue) |
| ezParticleEffectInstance * | GetOwnerEffect () const |
| ezParticleWorldModule * | GetOwnerWorldModule () const |
| void | ExtractSystemRenderData (ezMsgExtractRenderData &ref_msg, const ezTransform &instanceTransform) const |
| void | AddParticleDeathEventHandler (ParticleDeathHandler handler) |
| void | RemoveParticleDeathEventHandler (ParticleDeathHandler handler) |
| void | SetBoundingVolume (const ezBoundingBoxSphere &volume, float fMaxParticleSize) |
| const ezBoundingBoxSphere & | GetBoundingVolume () const |
| bool | IsContinuous () const |
| float | GetSpawnCountMultiplier () const |
A particle system stores all data for one 'layer' of a running particle effect.