bool SPParticleSystemManager::CreateParticleSystem(SPString name, BoundingBox2D positionBox = BoundingBox2D(), BoundingBox2D boundBox = BoundingBox2D(), float minVelocity = 0, float maxVelocity = 0, float minDegree = 0, float maxDegree = 0, float particleAge = 0, D3DXCOLOR particleColor = SPColor::White, float particleRate = 0, float particleSystemAge = 100, SPTexturePtr texPtr = NULL, int numParticle = 5, D3DXVECTOR2 systemAcceleration = D3DXVECTOR2(0, 0), // float particleSize = 0, bool if3D = false, float minStartAngle = 0, float maxStartAngle = 0, float degreePerSecondMin = 0, float degreePerSecondMax = 0, D3DXVECTOR3 rotateAxis = D3DXVECTOR3(0, 1, 0), bool ifSnowRotate = false, float fadeOutT = 0, float minScale = 1, float maxScale = 1, float scaleDeltaMin = 0, float scaleDeltaMax = 0) { SPParticleSystem3DPtr parSys; parSys = new SPParticleSystem3D; parSys->LoadWith2D(positionBox, boundBox, minVelocity, maxVelocity, minDegree, maxDegree, particleAge, particleColor, particleRate, particleSystemAge, texPtr, numParticle, systemAcceleration , if3D, minStartAngle, maxStartAngle, degreePerSecondMin, degreePerSecondMax, rotateAxis, ifSnowRotate, fadeOutT, minScale, maxScale, scaleDeltaMin, scaleDeltaMax); AddParticleSystem(name, parSys); return true; }
void Movable::setObject(glm::vec3 center, float width, float height) { this->center = center; this->width = width; this->height = height; this->box = BoundingBox2D(glm::vec2(center), width, height); }