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Diff Revisions 330 vs 331 for /trunk/Source Code/Dynamics/Entities/Particles/Headers/ParticleEmitter.h

Diff revisions: vs.
  @@ -35,16 +35,22 @@
35 35 /// By default , every PE node is inert until you pass it a descriptor
36 36 class ParticleEmitterDescriptor : public PropertyDescriptor{
37 37 public:
38 - U32 _particleCount; ///< maximum number of particles for this emitter
39 - I32 _emissionInterval; ///< particles per second
40 - I32 _emissionIntervalVariance; ///< particles per second used to vary emission (_emissionInterval + rand(-_emissionIntervalVariance, _emissionIntervalVariance))
38 + /// maximum number of particles for this emitter
39 + U32 _particleCount;
40 + /// particles per second
41 + I32 _emissionInterval;
42 + /// particles per second used to vary emission (_emissionInterval + rand(-_emissionIntervalVariance,_emissionIntervalVariance))
43 + I32 _emissionIntervalVariance;
41 44
42 45 F32 _spread;
43 - F32 _velocity; ///< particle velocity on emission
44 - F32 _velocityVariance; ///< velocity variance (_velocity + rand(-_velocityVariance, _velocityVariance))
45 -
46 - I32 _lifetime; ///< lifetime , in milliseconds of each particle
47 - I32 _lifetimeVariance; ///< liftime variance (_lifetime + rand(-_lifetimeVariance, _lifetimeVariance))
46 + /// particle velocity on emission
47 + F32 _velocity;
48 + /// velocity variance (_velocity + rand(-_velocityVariance, _velocityVariance))
49 + F32 _velocityVariance;
50 + /// lifetime, in milliseconds of each particle
51 + I32 _lifetime;
52 + /// liftime variance (_lifetime + rand(-_lifetimeVariance, _lifetimeVariance))
53 + I32 _lifetimeVariance;
48 54 stringImpl _textureFileName;
49 55
50 56 public:
  @@ -63,7 +69,7 @@
63 69 }
64 70
65 71 ParticleEmitterDescriptor* clone() const {
66 - return New ParticleEmitterDescriptor( *this );
72 + return MemoryManager_NEW ParticleEmitterDescriptor(*this);
67 73 }
68 74 };
69 75
  @@ -109,8 +115,13 @@
109 115 void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
110 116
111 117 ///When the SceneGraph calls the particle emitter's render function, we draw the impostor if needed
112 - virtual void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage);
113 - void getDrawCommands(SceneGraphNode* const sgn, const RenderStage& currentRenderStage, SceneRenderState& sceneRenderState, vectorImpl<GenericDrawCommand>& drawCommandsOut);
118 + virtual void render(SceneGraphNode* const sgn,
119 + const SceneRenderState& sceneRenderState,
120 + const RenderStage& currentRenderStage);
121 + void getDrawCommands(SceneGraphNode* const sgn,
122 + const RenderStage& currentRenderStage,
123 + SceneRenderState& sceneRenderState,
124 + vectorImpl<GenericDrawCommand>& drawCommandsOut);
114 125 void onCameraChange(SceneGraphNode* const sgn);
115 126
116 127 private: