void TW_CALL ParticleSystemDialog::GetSpawnOffset(void *value, void *clientData) { ParticleSystemDialog* d = (ParticleSystemDialog*)clientData; ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex); *(float*)value = ps->GetHeader().spawnOffset; }
void TW_CALL ParticleSystemDialog::GetParticleDirection(void *value, void *clientData) { ParticleSystemDialog* d = (ParticleSystemDialog*)clientData; ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex); *(AglVector3*)value = ps->GetHeader().spawnDirection; }
void TW_CALL ParticleSystemDialog::GetParticlesPerSpawn(void *value, void *clientData) { ParticleSystemDialog* d = (ParticleSystemDialog*)clientData; ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex); *(unsigned int*)value = ps->GetHeader().particlesPerSpawn; }
void TW_CALL ParticleSystemDialog::Clone(void* clientData) { ParticleSystemDialog* d = (ParticleSystemDialog*)clientData; ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex); SceneDialog::GetInstance()->ClonePE(ps->GetHeader()); }
void TW_CALL ParticleSystemDialog::GetMaxOpacity(void *value, void *clientData) { ParticleSystemDialog* d = (ParticleSystemDialog*)clientData; ParticleSystem* ps = Scene::GetInstance()->GetParticleSystem(d->mPSIndex); *(float*)value = ps->GetHeader().maxOpacity; }