Renders a particle system with high-speed nasty trick sprites. More...
Public Member Functions | |
SpriteParticleRenderer (SpriteParticleRenderer const copy) | |
copy constructor | |
SpriteParticleRenderer (Texture tex) | |
constructor | |
SpriteParticleRenderer () | |
constructor | |
addFromNode (NodePath const node_path, string model, string node, bool size_from_texels, bool resize) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addFromNode (NodePath const node_path, string model, string node, bool size_from_texels) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addFromNode (NodePath const node_path, string model, string node) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addFromNode (NodePath const node_path, bool size_from_texels, bool resize) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addFromNode (NodePath const node_path, bool size_from_texels) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addFromNode (NodePath const node_path) | |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth. | |
addTexture (Texture tex, float texels_per_unit, bool resize) | |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth. | |
addTexture (Texture tex, float texels_per_unit) | |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth. | |
addTexture (Texture tex) | |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth. | |
ParticleRendererBlendMethod | getAlphaBlendMethod () |
bool | getAlphaDisable () |
SpriteAnim | getAnim (int n) |
bool | getAnimAngleFlag () |
bool | getAnimateFramesEnable () |
int | getAnimateFramesIndex () |
float | getAnimateFramesRate () |
list | getAnims () |
VBase4 | getColor () |
ColorInterpolationManager | getColorInterpolationManager () |
float | getFinalXScale () |
float | getFinalYScale () |
float | getHeight () |
Returns the height of each particle in world units. | |
float | getInitialXScale () |
float | getInitialYScale () |
SpriteAnim | getLastAnim () |
Point2 | getLlUv () |
Returns the UV coordinate of the lower-left corner; see set_ll_uv(). | |
Point2 | getLlUv (int anim, int frame) |
Returns the UV coordinate of the lower-left corner; see set_ll_uv(). | |
float | getNonanimatedTheta () |
int | getNumAnims () |
Texture | getTexture () |
Texture | getTexture (int anim, int frame) |
Point2 | getUrUv () |
Returns the UV coordinate of the lower-left corner; see set_ur_uv(). | |
Point2 | getUrUv (int anim, int frame) |
Returns the UV coordinate of the upper-right corner; see set_ur_uv(). | |
float | getWidth () |
Returns the width of each particle in world units. | |
bool | getXScaleFlag () |
bool | getYScaleFlag () |
removeAnimation (int n) | |
Removes an animation texture set from the renderer. | |
setAlphaBlendMethod (ParticleRendererBlendMethod bm) | |
setAlphaDisable (bool ad) | |
setAnimAngleFlag (bool animate_theta) | |
setAnimateFramesEnable (bool an) | |
setAnimateFramesIndex (int i) | |
setAnimateFramesRate (float r) | |
setColor (VBase4 const color) | |
setFinalXScale (float final_x_scale) | |
setFinalYScale (float final_y_scale) | |
setFromNode (NodePath const node_path, string model, string node, bool size_from_texels) | |
If the source type is important, use this one. | |
setFromNode (NodePath const node_path, string model, string node) | |
If the source type is important, use this one. | |
setFromNode (NodePath const node_path, bool size_from_texels) | |
Sets the properties on this renderer from the geometry referenced by the indicated NodePath. | |
setFromNode (NodePath const node_path) | |
Sets the properties on this renderer from the geometry referenced by the indicated NodePath. | |
setInitialXScale (float initial_x_scale) | |
setInitialYScale (float initial_y_scale) | |
setLlUv (Point2 const ll_uv) | |
Sets the UV coordinate of the lower-left corner of all the sprites generated by this renderer. | |
setLlUv (Point2 const ll_uv, int anim, int frame) | |
Sets the UV coordinate of the lower-left corner of all the sprites generated by this renderer. | |
setNonanimatedTheta (float theta) | |
setSize (float width, float height) | |
Sets the size of each particle in world units. | |
setTexture (Texture tex, float texels_per_unit) | |
Sets the renderer up to render the entire texture image. | |
setTexture (Texture tex) | |
Sets the renderer up to render the entire texture image. | |
setUrUv (Point2 const ur_uv) | |
Sets the UV coordinate of the upper-right corner of all the sprites generated by this renderer. | |
setUrUv (Point2 const ur_uv, int anim, int frame) | |
Sets the UV coordinate of the upper-right corner of all the sprites generated by this renderer. | |
setXScaleFlag (bool animate_x_ratio) | |
setYScaleFlag (bool animate_y_ratio) |
Renders a particle system with high-speed nasty trick sprites.
SpriteParticleRenderer | ( | SpriteParticleRenderer const | copy | ) |
copy constructor
SpriteParticleRenderer | ( | Texture | tex | ) |
constructor
constructor
addFromNode | ( | NodePath const | node_path, |
string | model, | ||
string | node, | ||
bool | size_from_texels, | ||
bool | resize | ||
) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If the source type is important, use this one.
model and node should lead to node_path like this: node_path = loader.loadModel(model).find(node)
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addFromNode | ( | NodePath const | node_path, |
string | model, | ||
string | node, | ||
bool | size_from_texels | ||
) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If the source type is important, use this one.
model and node should lead to node_path like this: node_path = loader.loadModel(model).find(node)
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addFromNode | ( | NodePath const | node_path, |
string | model, | ||
string | node | ||
) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If the source type is important, use this one.
model and node should lead to node_path like this: node_path = loader.loadModel(model).find(node)
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addFromNode | ( | NodePath const | node_path, |
bool | size_from_texels, | ||
bool | resize | ||
) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addFromNode | ( | NodePath const | node_path, |
bool | size_from_texels | ||
) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addFromNode | ( | NodePath const | node_path | ) |
This will allow the renderer to randomly choose from more than one texture or sequence at particle birth.
If resize is true, or if there are no textures currently on the renderer, it will force the renderer to use the size information from this node from now on. (Default is false)
addTexture | ( | Texture | tex, |
float | texels_per_unit, | ||
bool | resize | ||
) |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth.
This should only be called after a previous call to set_texture().
addTexture | ( | Texture | tex, |
float | texels_per_unit | ||
) |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth.
This should only be called after a previous call to set_texture().
addTexture | ( | Texture | tex | ) |
Adds texture to image pool, effectively creating a single frame animation that can be selected at particle birth.
This should only be called after a previous call to set_texture().
bool getAlphaDisable | ( | ) |
SpriteAnim getAnim | ( | int | n | ) |
bool getAnimAngleFlag | ( | ) |
bool getAnimateFramesEnable | ( | ) |
int getAnimateFramesIndex | ( | ) |
float getAnimateFramesRate | ( | ) |
list getAnims | ( | ) |
VBase4 getColor | ( | ) |
float getFinalXScale | ( | ) |
float getFinalYScale | ( | ) |
float getHeight | ( | ) |
Returns the height of each particle in world units.
float getInitialXScale | ( | ) |
float getInitialYScale | ( | ) |
Point2 getLlUv | ( | ) |
Returns the UV coordinate of the lower-left corner; see set_ll_uv().
Point2 getLlUv | ( | int | anim, |
int | frame | ||
) |
Returns the UV coordinate of the lower-left corner; see set_ll_uv().
float getNonanimatedTheta | ( | ) |
int getNumAnims | ( | ) |
Texture getTexture | ( | ) |
Texture getTexture | ( | int | anim, |
int | frame | ||
) |
Point2 getUrUv | ( | ) |
Returns the UV coordinate of the lower-left corner; see set_ur_uv().
Point2 getUrUv | ( | int | anim, |
int | frame | ||
) |
Returns the UV coordinate of the upper-right corner; see set_ur_uv().
float getWidth | ( | ) |
Returns the width of each particle in world units.
bool getXScaleFlag | ( | ) |
bool getYScaleFlag | ( | ) |
removeAnimation | ( | int | n | ) |
Removes an animation texture set from the renderer.
setAlphaDisable | ( | bool | ad | ) |
setAnimAngleFlag | ( | bool | animate_theta | ) |
setAnimateFramesEnable | ( | bool | an | ) |
setAnimateFramesIndex | ( | int | i | ) |
setAnimateFramesRate | ( | float | r | ) |
setColor | ( | VBase4 const | color | ) |
setFinalXScale | ( | float | final_x_scale | ) |
setFinalYScale | ( | float | final_y_scale | ) |
setFromNode | ( | NodePath const | node_path, |
string | model, | ||
string | node, | ||
bool | size_from_texels | ||
) |
If the source type is important, use this one.
model and node should lead to node_path like this: node_path = loader.loadModel(model).find(node)
This will remove all previously add textures and resize the renderer to match the new geometry.
setFromNode | ( | NodePath const | node_path, |
string | model, | ||
string | node | ||
) |
If the source type is important, use this one.
model and node should lead to node_path like this: node_path = loader.loadModel(model).find(node)
This will remove all previously add textures and resize the renderer to match the new geometry.
setFromNode | ( | NodePath const | node_path, |
bool | size_from_texels | ||
) |
Sets the properties on this renderer from the geometry referenced by the indicated NodePath.
This should be a reference to a GeomNode or a SequenceNode; it extracts out the texture and UV range from the node.
This will remove all previously added textures and animations. It will also resize the renderer to match this new geometry.
If node_path refers to a GeomNode(or has one beneath it) the texture, its size, and UV data will be extracted from that.
If node_path references a SequenceNode(or has one beneath it) with multiple GeomNodes beneath it, the size data will correspond only to the first GeomNode found with a valid texture, while the texture and UV information will be stored for each individual node.
If size_from_texels is true, the particle size is based on the number of texels in the source image; otherwise, it is based on the size of the first polygon found in the node.
model and node are the two items used to construct node_path. If the source type is important, use set_from_node(NodePath,string,string,bool) instead.
setFromNode | ( | NodePath const | node_path | ) |
Sets the properties on this renderer from the geometry referenced by the indicated NodePath.
This should be a reference to a GeomNode or a SequenceNode; it extracts out the texture and UV range from the node.
This will remove all previously added textures and animations. It will also resize the renderer to match this new geometry.
If node_path refers to a GeomNode(or has one beneath it) the texture, its size, and UV data will be extracted from that.
If node_path references a SequenceNode(or has one beneath it) with multiple GeomNodes beneath it, the size data will correspond only to the first GeomNode found with a valid texture, while the texture and UV information will be stored for each individual node.
If size_from_texels is true, the particle size is based on the number of texels in the source image; otherwise, it is based on the size of the first polygon found in the node.
model and node are the two items used to construct node_path. If the source type is important, use set_from_node(NodePath,string,string,bool) instead.
setInitialXScale | ( | float | initial_x_scale | ) |
setInitialYScale | ( | float | initial_y_scale | ) |
setLlUv | ( | Point2 const | ll_uv | ) |
Sets the UV coordinate of the lower-left corner of all the sprites generated by this renderer.
Normally this is (0, 0), but it might be set to something else to use only a portion of the texture.
setLlUv | ( | Point2 const | ll_uv, |
int | anim, | ||
int | frame | ||
) |
Sets the UV coordinate of the lower-left corner of all the sprites generated by this renderer.
Normally this is (0, 0), but it might be set to something else to use only a portion of the texture.
setNonanimatedTheta | ( | float | theta | ) |
setSize | ( | float | width, |
float | height | ||
) |
Sets the size of each particle in world units.
setTexture | ( | Texture | tex, |
float | texels_per_unit | ||
) |
Sets the renderer up to render the entire texture image.
The scale of each particle is based on the size of the texture in each dimension, modified by texels_per_unit.
Used to set the size of the particles. Will clear all previously loaded textures and animations.
setTexture | ( | Texture | tex | ) |
Sets the renderer up to render the entire texture image.
The scale of each particle is based on the size of the texture in each dimension, modified by texels_per_unit.
Used to set the size of the particles. Will clear all previously loaded textures and animations.
setUrUv | ( | Point2 const | ur_uv | ) |
Sets the UV coordinate of the upper-right corner of all the sprites generated by this renderer.
Normally this is (1, 1), but it might be set to something else to use only a portion of the texture.
setUrUv | ( | Point2 const | ur_uv, |
int | anim, | ||
int | frame | ||
) |
Sets the UV coordinate of the upper-right corner of all the sprites generated by this renderer.
Normally this is (1, 1), but it might be set to something else to use only a portion of the texture.
setXScaleFlag | ( | bool | animate_x_ratio | ) |
setYScaleFlag | ( | bool | animate_y_ratio | ) |