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Particle System
Eddie S edited this page Oct 3, 2020
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Contains all effect instances and managed by Scene.
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Contains all effect instances on scene. Each unique emitter - one draw call.
void update();
Collects and updates particle buffers.
void draw(Blending blending);
Draws particles with specified blending mode.
void addInstance(size_t id, Effect* effect);
void removeInstance(size_t id);
Adds, removes the instance.
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Contains bunch of emitters.
Effect(const Effect& e) noexcept;
Creates effect by copying.
void setPosition(const glm::vec3& position) noexcept;
void setRotation(const glm::vec3& rotation) noexcept;
Sets position/rotation of the effect.