Documentation ¶
Index ¶
- func BoxFlipbook(geometry *renderer.Geometry, frame, framesX, framesY int)
- func TriggerTimedParticleGroup(tpg TimedParticleGroup)
- type Particle
- type ParticleGroup
- func (pg *ParticleGroup) BoundingRadius() float32
- func (pg *ParticleGroup) Center() mgl32.Vec3
- func (pg *ParticleGroup) Destroy(renderer renderer.Renderer)
- func (pg *ParticleGroup) Disable(disable bool)
- func (pg *ParticleGroup) Draw(renderer renderer.Renderer, transform mgl32.Mat4)
- func (pg *ParticleGroup) Optimize(geometry *renderer.Geometry, transform mgl32.Mat4)
- func (pg *ParticleGroup) OrthoOrder() int
- func (pg *ParticleGroup) SetParent(parent *renderer.Node)
- func (pg *ParticleGroup) SetTranslation(translation mgl32.Vec3)
- func (pg *ParticleGroup) Update(dt float64)
- type ParticleSettings
- type ParticleSystem
- func (ps *ParticleSystem) BoundingRadius() float32
- func (ps *ParticleSystem) Center() mgl32.Vec3
- func (ps *ParticleSystem) Destroy(renderer renderer.Renderer)
- func (ps *ParticleSystem) Draw(renderer renderer.Renderer, transform mgl32.Mat4)
- func (ps *ParticleSystem) Optimize(geometry *renderer.Geometry, transform mgl32.Mat4)
- func (ps *ParticleSystem) OrthoOrder() int
- func (ps *ParticleSystem) SetCameraLocation(cameraLocation mgl32.Vec3)
- func (ps *ParticleSystem) SetOrientation(orientation mgl32.Quat)
- func (ps *ParticleSystem) SetParent(parent *renderer.Node)
- func (ps *ParticleSystem) SetScale(scale mgl32.Vec3)
- func (ps *ParticleSystem) SetTranslation(translation mgl32.Vec3)
- func (ps *ParticleSystem) Update(dt float64)
- type Sprite
- func (sprite *Sprite) BoundingRadius() float32
- func (sprite *Sprite) Center() mgl32.Vec3
- func (sprite *Sprite) Destroy(renderer renderer.Renderer)
- func (sprite *Sprite) Draw(r renderer.Renderer, transform mgl32.Mat4)
- func (sprite *Sprite) NextFrame()
- func (sprite *Sprite) Optimize(geometry *renderer.Geometry, transform mgl32.Mat4)
- func (sprite *Sprite) OrthoOrder() int
- func (sprite *Sprite) SetCameraLocation(cameraLocation mgl32.Vec3)
- func (sprite *Sprite) SetColor(color color.NRGBA)
- func (sprite *Sprite) SetOrientation(orientation mgl32.Quat)
- func (sprite *Sprite) SetParent(parent *renderer.Node)
- func (sprite *Sprite) SetScale(scale mgl32.Vec3)
- func (sprite *Sprite) SetTranslation(translation mgl32.Vec3)
- func (sprite *Sprite) Update(dt float64)
- type TimedParticleGroup
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func BoxFlipbook ¶
func TriggerTimedParticleGroup ¶
func TriggerTimedParticleGroup(tpg TimedParticleGroup)
Types ¶
type ParticleGroup ¶
func NewParticleGroup ¶
func NewParticleGroup(camera *renderer.Camera, particles ...*ParticleSystem) *ParticleGroup
func (*ParticleGroup) BoundingRadius ¶
func (pg *ParticleGroup) BoundingRadius() float32
func (*ParticleGroup) Center ¶
func (pg *ParticleGroup) Center() mgl32.Vec3
func (*ParticleGroup) Destroy ¶
func (pg *ParticleGroup) Destroy(renderer renderer.Renderer)
func (*ParticleGroup) Disable ¶
func (pg *ParticleGroup) Disable(disable bool)
func (*ParticleGroup) Draw ¶
func (pg *ParticleGroup) Draw(renderer renderer.Renderer, transform mgl32.Mat4)
func (*ParticleGroup) Optimize ¶
func (pg *ParticleGroup) Optimize(geometry *renderer.Geometry, transform mgl32.Mat4)
func (*ParticleGroup) OrthoOrder ¶
func (pg *ParticleGroup) OrthoOrder() int
func (*ParticleGroup) SetParent ¶
func (pg *ParticleGroup) SetParent(parent *renderer.Node)
func (*ParticleGroup) SetTranslation ¶
func (pg *ParticleGroup) SetTranslation(translation mgl32.Vec3)
func (*ParticleGroup) Update ¶
func (pg *ParticleGroup) Update(dt float64)
type ParticleSettings ¶
type ParticleSettings struct { MaxParticles int ParticleEmitRate float32 MaxLife, MinLife float32 StartSize, EndSize mgl32.Vec3 StartColor, EndColor color.NRGBA MaxTranslation, MinTranslation mgl32.Vec3 MaxStartVelocity, MinStartVelocity mgl32.Vec3 Acceleration mgl32.Vec3 MaxRotation, MinRotation float32 MaxRotationVelocity, MinRotationVelocity float32 BaseGeometry *renderer.Geometry TotalFrames, FramesX, FramesY int OnParticleUpdate func(p *Particle) }
type ParticleSystem ¶
type ParticleSystem struct { Location mgl32.Vec3 DisableSpawning bool FaceCamera bool Settings ParticleSettings Node *renderer.Node // contains filtered or unexported fields }
func CreateParticleSystem ¶
func CreateParticleSystem(settings ParticleSettings) *ParticleSystem
func (*ParticleSystem) BoundingRadius ¶
func (ps *ParticleSystem) BoundingRadius() float32
func (*ParticleSystem) Center ¶
func (ps *ParticleSystem) Center() mgl32.Vec3
func (*ParticleSystem) Destroy ¶
func (ps *ParticleSystem) Destroy(renderer renderer.Renderer)
func (*ParticleSystem) Draw ¶
func (ps *ParticleSystem) Draw(renderer renderer.Renderer, transform mgl32.Mat4)
func (*ParticleSystem) Optimize ¶
func (ps *ParticleSystem) Optimize(geometry *renderer.Geometry, transform mgl32.Mat4)
func (*ParticleSystem) OrthoOrder ¶
func (ps *ParticleSystem) OrthoOrder() int
func (*ParticleSystem) SetCameraLocation ¶
func (ps *ParticleSystem) SetCameraLocation(cameraLocation mgl32.Vec3)
func (*ParticleSystem) SetOrientation ¶
func (ps *ParticleSystem) SetOrientation(orientation mgl32.Quat)
func (*ParticleSystem) SetParent ¶
func (ps *ParticleSystem) SetParent(parent *renderer.Node)
func (*ParticleSystem) SetScale ¶
func (ps *ParticleSystem) SetScale(scale mgl32.Vec3)
func (*ParticleSystem) SetTranslation ¶
func (ps *ParticleSystem) SetTranslation(translation mgl32.Vec3)
sets the location where the particles with be emitted from
func (*ParticleSystem) Update ¶
func (ps *ParticleSystem) Update(dt float64)
type Sprite ¶
type Sprite struct { Node *renderer.Node Rotation float32 FaceCamera bool // contains filtered or unexported fields }
func CreateSprite ¶
func (*Sprite) BoundingRadius ¶
func (*Sprite) OrthoOrder ¶
func (*Sprite) SetCameraLocation ¶
func (*Sprite) SetOrientation ¶
func (*Sprite) SetTranslation ¶
type TimedParticleGroup ¶
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