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DPSF API Documentation

IDPSFParticleSystem Methods
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The
IDPSFParticleSystem type exposes the following members.

collapse_allMethods

 

Name

Description

pubmethod

AddParticle

Adds a new Particle to the particle system, at the start of the Active Particle List. This new Particle is initialized using the particle system's Particle Initialization Function

pubmethod

AddParticles

Adds the specified number of new Particles to the particle system. These new Particles are initialized using the particle systems Particle Initialization Function

pubmethod

AutoInitialize

Virtual function to Initialize the Particle System with default values. Particle system properties should not be set until after this is called, as they are likely to be reset to their default values.

pubmethod

Destroy

Release all resources used by the Particle System and reset all properties to their default values

pubmethod

Draw

Draws all of the Active Particles to the Graphics Device

pubmethod

DrawForced

Draws all of the Active Particles to the Graphics Device, even if the the Particle Systems inherits from DrawableGameComponent.

NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be drawn twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Draw().

pubmethod

InitializeNonSerializableProperties

This function should be called immediately after deserializing a particle system in order to reinitialize the properties that could not be serialized.

NOTE: If this type of particle system requires a Texture, this function will attempt to load the Texture specified by the DeserializationTexturePath property. If it is unable to load a texture, a DPSFArgumentNullException will be thrown, so this function should be wrapped in a try block, and when a DPSFArgumentNullException is caught then the particle system's texture should be manually set.

NOTE: This will attempt to load the Effect and Technique specified by the DeserializationEffectPath and DeserializationTechniqueName properties. If either of these are null, the DPSFDefaultEffect will be used, and the default Technique for this type of particle system will be loaded.

pubmethod

RemoveAllParticles

Removes all Active Particles from the Active Particle List and adds them to the Inactive Particle List

pubmethod

SetCameraPosition

Sets the Camera Position of the particle system, so that the particles know how to make themselves face the camera if needed. This virtual function does not do anything unless overridden, and all it should do is set an internal Vector3 variable (e.g. public Vector3 CameraPosition { get; set; }) to match the given Vector3.

pubmethod

SetDefaultEffect

Sets the Effect to be the DPSFDefaultEffect, and the Technique to be the default technique for this type of particle system. This is done automatically when the particle system is initialized.

pubmethod

SetEffectAndTechnique(Effect, String)

Sets the Effect and Technique to use to draw the Particles

pubmethod

SetEffectAndTechnique(String, String)

Sets the Effect and Technique to use to draw the Particles

pubmethod

SetTechnique

Set which Technique of the current Effect to use to draw the Particles

pubmethod

SetTexture

Set the Texture to use to draw the Particles

pubmethod

SetWorldViewProjectionMatrices

Set the World, View, and Projection matrices for this Particle System.

pubmethod

Update

Updates the Particle System. This involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.

pubmethod

UpdateForced

Updates the Particle System, even if the the Particle Systems inherits from DrawableGameComponent.

Updating the Particle System involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.

NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be updated twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Update().

collapse_allSee Also

IDPSFParticleSystem Interface

DPSF Namespace

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