ad5cd7b16a
match the genesis editor version 1.3.1.921.
685 lines
19 KiB
C++
685 lines
19 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __particlesystem_H__
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#define __particlesystem_H__
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#include "particles/particle_fwd_decl.h"
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#include "foundation/util/scriptbind.h"
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#include "particles/particleemitter.h"
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#include "particles/particleaffector.h"
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#include "particles/particletarget.h"
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#include "particles/particle.h"
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#include "particles/emitters/particleModelEmitter.h"
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namespace Particles
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{
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class BoxEmitter;
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class SphereSurfaceEmitter;
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class ConeEmitter;
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class ModelEmitter;
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class ParticleBillBoardTarget;
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class ParticleBeamTarget;
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class ParticleDecalTarget;
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class ParticleEntityTarget;
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class RibbonTrailTarget;
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class ParticleTrailTarget;
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class ParticleSystem : public Core::RefCounted, Serialization::ISerialize
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{
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__DeclareClass(ParticleSystem);
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__ScriptBind
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public:
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ParticleSystem();
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virtual ~ParticleSystem(void);
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const static GPtr<ParticleSystem> NullParSystem;
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const static Timing::Time DefaultFrameTime;
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const static Timing::Time MinFrameTime;
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const static float MinUpdateTime;
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const static float MaxUpdateTime;
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const static float UpdateFactor;
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//-------------------------------Method-----------------------------------------
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void Active(void);
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void DeActive(void);
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bool IsActive(void) const;
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bool IsDirtyPrim(IndexT) const;
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void SetDirtyPrim(IndexT, bool bset = true);
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void SetSort(signed char sort);
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signed char GetSort() const;
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//// the ParticleSystem's WorldPosition means the own's world position, like Actor or ParticleSystemComponent
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const Math::matrix44& GetWorldMatrix(void) const;
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void SetWorldMatrix( const Math::matrix44& m );
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void SetCameraMatrix(const Math::matrix44& m);
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const Math::matrix44& GetCameraMatrix(void) const;
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//--------------------------------property----------------------------------------
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void SetName( const Util::String& name);
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const Util::String& GetName(void) const;
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//---------------------------------update---------------------------------------
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// called by app
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void Addtime(Timing::Time t, IndexT frameIndex);
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// called by ParticleServer
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void Update(void);
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//- [Add LIBIN] Sprint16 2012-10-22
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void SetPreLoop(bool bSet);
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bool IsPreLoop(void) const;
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float GetPreDelay(void) const;
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void SetPlayBackTime(float time);
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float GetPlayBackTime(void) const;
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void SetPlayRateScale(float rate);
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float GetPlayRateScale(void) const;
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void SetTransparency(ubyte transp);
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ubyte GetTransparency(void) const;
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void SetPlayOnAwake(bool isPlay, bool updatePlayState = false);
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bool GetPlayOnAwake() const;
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//------------------------------------------------------------------------
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void Play();
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void Pause();
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void Stop();
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void StepOne();
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void SetPlayTime(Timing::Time timePoint);
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Timing::Time GetPlayTime();
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bool IsPlaying();
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bool IsPaused();
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bool IsStepOne();
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bool IsStop();
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//particletechnique
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SizeT GetParticleQuota(void) const;
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void SetParticleQuota(SizeT quota);
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const Math::bbox& GetBoundingBox(void) const;
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void SetUseExternBoundingBox(bool useExtern);
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bool IsUseExternBoundingBox(void) const;
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void SetExternBoundingBox( const Math::bbox& externBB ); // extern bb. set by extern
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const Math::bbox& GetExternBoundingBox( void ) const;
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void SetLocalBoundingBox( const Math::bbox& innnerBB); // inner bb. if need, compute every frame
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bool IsMoveWorldCoord(void) const;
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void SetMoveWorldCoord(bool bSet);
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bool IsLoadEmitterMesh(void) const;
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void SetLoadEmitterMesh(bool bset);
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Math::float3 GetDerivedPosition(void);
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Math::float3 GetDerivedScale(void);
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Math::quaternion GetDerivedRotation(void);
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void _resetPool(int nQuota);
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void _prepareParticles();
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void _preparePool(void);
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void _emitParticles(void);
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void _preProcessParticles(void);
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void _processParticles(void);
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void _postProcessParticles(void);
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void _executeEmitParticles(ParticleEmitterPtr& emitter, SizeT requested);
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void _initParticleForEmission(Particle* particle);
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void _processAffectors(Particle* particle, bool firstActiveParticle);
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bool _isExpired(Particle* particle, Timing::Time frameTime);
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void _switchToMoveWorldCoord(bool isWorld);
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SizeT GetAffectorCount(void) const;
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const ParticleAffectorPtr& GetAffector(IndexT i) const;
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void AddAffector( const ParticleAffectorPtr& affector, IndexT index = -1 );
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void RemoveAffector( IndexT index );
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void RemoveAllAffector(void);
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const ParticleEmitterPtr& GetEmitter() const;
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void SetEmitter( const ParticleEmitterPtr& );
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void RemoveEmitter();
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//------------------------target------------------------------------------------
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const ParticleTargetPtr& GetTarget(void) const;
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void SetTarget( const ParticleTargetPtr& );
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void RemoveTarget();
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/**
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*/
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Timing::Time GetEmitterTime();
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void SetEmitterTime(Timing::Time emtTime);
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Timing::Time GetCurrentFrameTime();
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Timing::Time GetCurEmitTime();
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Timing::Time GetCorrectTime(void) const;
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void SetDelayTime(Timing::Time startTime );
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/// used for ui
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Timing::Time GetDelayTime(void) const;
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void SetLoop(bool loop);
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const bool GetLoop() const;
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void SetDuration(Timing::Time loopTime);
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const Timing::Time GetDuration() const;
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void ResetLoop();
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bool IsPoolInvaild() { return mPool.isvalid(); }
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SizeT GetParticleFPS() const;
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void SetParticleFPS(SizeT fps);
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void SetUpdateUnVis(bool _update);
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const bool GetUpdateUnVis() const;
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void _NeedUpdate();
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void SetupSpriteGPUParticles(SpriteGPUParticleVertex* particleVertex,int quato);
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void SetupBoardGPUParticles(BoardGPUParticleVertex* particleVertex,ushort* indicies,int quato);
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bool _NeedUpdateBox();
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void ParticleSystemDataChanged();
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void SetShaderParam();
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void InitShaderParam();
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void _switchParticleType(bool _isMobile);
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void SetShaderMask(const GPtr<ShaderProgramCompiler::ShaderMarcro>& pMarcro);
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#ifdef __GENESIS_EDITOR__ // edtior use
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private:
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GPtr<BoxEmitter> mCubeEmitter;
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GPtr<SphereSurfaceEmitter> mSphereEmitter;
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GPtr<ConeEmitter> mConeEmitter;
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GPtr<ModelEmitter> mModelEmitter;
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GPtr<ParticleBillBoardTarget> mBillBoardTarget;
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GPtr<RibbonTrailTarget> mRibbonTarget;
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#endif
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protected:
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void _onActive(void);
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void _onDeactive(void);
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void _InitTime();
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void _repeatUpdate(float);
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void _techUpdate(Timing::Time frameTime,IndexT frameIndex );
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void _fpsControl();
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const Math::float3 _getEndPos(const Math::float3& pos,const Math::float3 speed,float time);
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protected:
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bool mIsActive;
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bool mPlayOnAwake;
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bool mIsPlaying;
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bool mIsStop;
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bool mbStepOne;
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float mPreDelay;
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bool mIsPreLoop;
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float mPlayBackTime;
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float mPlayRateScale;
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ubyte mTransparency;
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Timing::Time mCurFrameTime; // current frame time
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IndexT mFrameIndex;
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IndexT mLastUpdateFrameIndex;
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Math::matrix44 mWorldMatrix;
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Math::matrix44 mCameraMatrix;
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Util::String mName;
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bool mNeedUpdate;
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friend class ParticleServer;
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//particletechnique
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typedef Util::Array<ParticleAffectorPtr> ParticleAffectorList;
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typedef ParticleAffectorList::Iterator ParticleAffectorIterator;
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Timing::Time mLiveTime; // emitter's live time
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bool mUseExternBB;
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Math::bbox mExternBB;
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Math::bbox mInnerBB;
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SizeT mQuota;
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bool mPoolNeedIncrease;
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ParticlePoolPtr mPool;
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bool mIsMoveWorldCoord;
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ParticleEmitterPtr mEmitter;
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ParticleAffectorList mAffectors;
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ParticleTargetPtr mTarget;
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bool mIsLoadEmitterMesh;
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bool mLoop;
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Timing::Time mDelayTime;
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Timing::Time mDuration;
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Timing::Time mspf;
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SizeT mfps;
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Timing::Time mCurrentTimeForFps;
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bool mUpdateUnVis;
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bool mUpdateTarget;
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bool mNeedUpdateBox;
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Timing::Time mMobileTime;
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signed char mSort;
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public:
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void Reset();
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// @ISerialization::GetVersion. when change storage, must add SerializeSVersion count
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virtual Serialization::SVersion GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Serialization::SVersion ver, Serialization::SerializeReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( Serialization::SerializeWriter* pWriter ) const;
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// copy
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virtual void CopyFrom( const ParticleSystemPtr& parSystem );
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};
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//------------------------------------------------------------------------
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inline
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bool
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ParticleSystem::IsActive(void) const
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{
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return mIsActive;
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}
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//----------------------------------------------------------------
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inline
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void
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ParticleSystem::SetSort(signed char sort)
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{
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mSort = sort;
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}
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//----------------------------------------------------------------
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inline
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signed char
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ParticleSystem::GetSort() const
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{
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return mSort;
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleSystem::SetName( const Util::String& name)
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{
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if ( name.IsEmpty() )
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{
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return;
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}
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mName = name;
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}
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//------------------------------------------------------------------------
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inline
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const Util::String&
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ParticleSystem::GetName(void) const
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{
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return mName;
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}
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//------------------------------------------------------------------------
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inline
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const Math::matrix44&
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ParticleSystem::GetWorldMatrix(void) const
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{
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return mWorldMatrix;
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleSystem::SetWorldMatrix( const Math::matrix44& m )
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{
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mWorldMatrix = m;
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}
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//------------------------------------------------------------------------
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inline
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void ParticleSystem::SetCameraMatrix(const Math::matrix44& m)
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{
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mCameraMatrix = m;
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}
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//------------------------------------------------------------------------
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inline
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const Math::matrix44&
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ParticleSystem::GetCameraMatrix(void) const
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{
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return mCameraMatrix;
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}
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//------------------------------------------------------------------------
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inline void ParticleSystem::SetPreLoop(bool bSet)
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{
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mIsPreLoop = bSet;
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if (!mIsPreLoop)
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{
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mPreDelay = 0.0f;
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}
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsPreLoop(void) const
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{
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return mIsPreLoop;
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}
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//--------------------------------------------------------------------------------
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inline float ParticleSystem::GetPreDelay(void) const
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{
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return mPreDelay;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::SetPlayBackTime(float time)
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{
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mPlayBackTime = time;
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}
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//--------------------------------------------------------------------------------
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inline float ParticleSystem::GetPlayBackTime(void) const
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{
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return mPlayBackTime;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::SetPlayRateScale(float rate)
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{
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mPlayRateScale = rate;
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}
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//--------------------------------------------------------------------------------
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inline float ParticleSystem::GetPlayRateScale(void) const
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{
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return mPlayRateScale;
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}
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//--------------------------------------------------------------------------------
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inline ubyte ParticleSystem::GetTransparency(void) const
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{
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return mTransparency;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::SetTransparency(ubyte transp)
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{
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mTransparency = transp;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::Play()
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{
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mIsPlaying = true;
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if(mIsStop)
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ParticleSystemDataChanged();
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mIsStop = false;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::Pause()
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{
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mIsPlaying = false;
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mIsStop = false;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::StepOne()
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{
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mbStepOne = true;
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}
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//--------------------------------------------------------------------------------
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inline Timing::Time ParticleSystem::GetPlayTime()
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{
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// return mLiveTime;
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return -1.0f;
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsPlaying()
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{
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return mIsPlaying;
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsPaused()
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{
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return !mIsPlaying && !mIsStop;
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsStepOne()
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{
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return mbStepOne;
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}
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//------------------------------------------------------------------------
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inline bool ParticleSystem::IsStop()
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{
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return mIsStop;
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}
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//------------------------------------------------------------------------
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inline void ParticleSystem::SetPlayOnAwake(bool isPlay, bool updatePlayState)
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{
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mPlayOnAwake = isPlay;
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if (updatePlayState)
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{
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mIsPlaying = mPlayOnAwake;
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}
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}
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//------------------------------------------------------------------------
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inline bool ParticleSystem::GetPlayOnAwake() const
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{
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return mPlayOnAwake;
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}
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//technique---------------------------------------------------------------
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//------------------------------------------------------------------------
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inline
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SizeT
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ParticleSystem::GetParticleQuota(void) const
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{
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return mQuota;
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}
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inline
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const Math::bbox&
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ParticleSystem::GetBoundingBox(void) const
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{
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if ( mUseExternBB )
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{
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return mExternBB;
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}
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else
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{
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return mInnerBB;
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}
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleSystem::SetUseExternBoundingBox(bool useExtern)
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{
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mUseExternBB = useExtern;
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}
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//------------------------------------------------------------------------
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inline
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bool
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ParticleSystem::IsUseExternBoundingBox(void) const
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{
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return mUseExternBB;
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleSystem::SetExternBoundingBox( const Math::bbox& externBB )
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{
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mExternBB = externBB;
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}
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//------------------------------------------------------------------------
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inline
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const Math::bbox&
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ParticleSystem::GetExternBoundingBox( void ) const
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{
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return mExternBB;
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleSystem::SetLocalBoundingBox( const Math::bbox& innnerBB)
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{
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mInnerBB = innnerBB;
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mNeedUpdateBox = true;
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}
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//------------------------------------------------------------------------
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inline
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SizeT
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ParticleSystem::GetAffectorCount(void) const
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{
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return mAffectors.Size();
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}
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//------------------------------------------------------------------------
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inline
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const ParticleTargetPtr&
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ParticleSystem::GetTarget(void) const
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{
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return mTarget;
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}
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//------------------------------------------------------------------------
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inline
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bool
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ParticleSystem::_isExpired(Particle* particle, Timing::Time frameTime)
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{
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return particle->mTimeToLive < frameTime;
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}
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//-------------------------------------------------------------------------
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inline Timing::Time ParticleSystem::GetEmitterTime()
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{
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return mLiveTime;
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}
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//-------------------------------------------------------------------------
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inline Timing::Time ParticleSystem::GetCurrentFrameTime()
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{
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return mCurFrameTime;
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}
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//-------------------------------------------------------------------------
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inline void ParticleSystem::SetEmitterTime(Timing::Time emtTime)
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{
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mLiveTime = emtTime;
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsMoveWorldCoord(void) const
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{
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return mIsMoveWorldCoord;
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}
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//--------------------------------------------------------------------------------
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inline void ParticleSystem::SetMoveWorldCoord(bool bSet)
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{
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_switchToMoveWorldCoord(bSet);
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mIsMoveWorldCoord = bSet;
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}
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//--------------------------------------------------------------------------------
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inline bool ParticleSystem::IsLoadEmitterMesh(void) const
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{
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return mIsLoadEmitterMesh;
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|
}
|
|
inline void ParticleSystem::SetLoadEmitterMesh(bool bset)
|
|
{
|
|
mIsLoadEmitterMesh = bset;
|
|
}
|
|
//--------------------------------------------------------------------------------
|
|
inline SizeT ParticleSystem::GetParticleFPS(void) const
|
|
{
|
|
return mfps;
|
|
}
|
|
inline void ParticleSystem::SetParticleFPS(SizeT fps)
|
|
{
|
|
mfps = fps;
|
|
mspf = 1.0f/fps;
|
|
}
|
|
//------------------------------------------------------------------------
|
|
inline
|
|
void
|
|
ParticleSystem::SetDelayTime(Timing::Time startTime )
|
|
{
|
|
mDelayTime = startTime;
|
|
}
|
|
inline
|
|
Timing::Time
|
|
ParticleSystem::GetDelayTime(void) const
|
|
{
|
|
return mDelayTime;
|
|
}
|
|
//------------------------------------------------------------------------
|
|
inline
|
|
void
|
|
ParticleSystem::SetLoop(bool loop)
|
|
{
|
|
mLoop = loop;
|
|
mLiveTime = 0.0f;
|
|
}
|
|
//------------------------------------------------------------------------
|
|
inline
|
|
const bool
|
|
ParticleSystem::GetLoop() const
|
|
{
|
|
return mLoop;
|
|
}
|
|
//------------------------------------------------------------------------
|
|
inline
|
|
void
|
|
ParticleSystem::SetDuration(Timing::Time loopTime)
|
|
{
|
|
mDuration = (float)loopTime;
|
|
mLiveTime = 0.0f;
|
|
}
|
|
//-----------------------------------------------------------------------
|
|
inline
|
|
void
|
|
ParticleSystem::ResetLoop()
|
|
{
|
|
mLiveTime = 0.0f;
|
|
}
|
|
//------------------------------------------------------------------------
|
|
inline
|
|
const Timing::Time
|
|
ParticleSystem::GetDuration() const
|
|
{
|
|
return mDuration;
|
|
}
|
|
//-------------------------------------------------------------------------
|
|
inline void ParticleSystem::_NeedUpdate()
|
|
{
|
|
mNeedUpdate = true;
|
|
}
|
|
//--------------------------------------------------------------------------
|
|
inline bool ParticleSystem::_NeedUpdateBox()
|
|
{
|
|
bool _need = mNeedUpdateBox;
|
|
mNeedUpdateBox = false;
|
|
return _need;
|
|
}
|
|
//--------------------------------------------------------------------------
|
|
inline void ParticleSystem::SetUpdateUnVis(bool _update)
|
|
{
|
|
mUpdateUnVis = _update;
|
|
}
|
|
//--------------------------------------------------------------------------
|
|
inline const bool ParticleSystem::GetUpdateUnVis() const
|
|
{
|
|
return mUpdateUnVis;
|
|
}
|
|
}
|
|
|
|
#endif // __particlesystem_H__
|