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WhirlyGlobe
1.2
A 3D interactive globe toolkit for iOS
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#import <ParticleSystemLayer.h>
Public Member Functions | |
| (void) | - startWithThread:scene: |
| Called in the layer thread. | |
| (WhirlyGlobe::SimpleIdentity) | - addParticleSystem:desc: |
| Add a single particle system to the layer. | |
| (WhirlyGlobe::SimpleIdentity) | - addParticleSystems:desc: |
| Add a group of particle systems. | |
| (void) | - removeParticleSystems: |
| Remove one or more particle systems. | |
Protected Attributes | |
| WhirlyGlobeLayerThread * | layerThread |
| The layer thread we live in. | |
| WhirlyGlobe::GlobeScene * | scene |
| Scene we're making changes to. | |
| WhirlyGlobe::SimpleIdentity | generatorId |
| ID of the Particle Generator we're using to implement particles. | |
| WhirlyGlobe::ParticleSysSceneRepSet | sceneReps |
| Used to track resources related to particle systems for deletion and modification. | |
Particle System Layer. This layer creates and controls particle systems defined by locations and a collection attributes in a dictionary.
A particle system is tied to a specific location where it will spew out a large number of individual particles. The speed, color, and lifetime of those particles is controllable.
Location and normal information for a particle system is controlled by the ParticleSystem object. The rest of the parameters are controlled by the description dictonary.
When a particular parameter has max and min values, we'll randomly select a value in between those two for every given particle.