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FlaxEngine/Source/Engine/Particles/Particles.h

92 lines
2.6 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Scripting/ScriptingType.h"
class TaskGraphSystem;
struct RenderContextBatch;
struct RenderView;
class ParticleEmitter;
class ParticleSystemInstance;
class ParticleEffect;
class ParticleSystem;
class ParticleBuffer;
class SceneRenderTask;
class Actor;
/// <summary>
/// The particles simulation service.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API Particles
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Particles);
/// <summary>
/// The system for Particles update.
/// </summary>
API_FIELD(ReadOnly) static TaskGraphSystem* System;
// Data access locker for particles data.
static ReadWriteLock SystemLocker;
public:
/// <summary>
/// Updates the effect during next particles simulation tick.
/// </summary>
/// <param name="effect">The effect.</param>
static void UpdateEffect(ParticleEffect* effect);
/// <summary>
/// Called when effect gets removed from gameplay. All references to it should be cleared.
/// </summary>
/// <param name="effect">The effect.</param>
static void OnEffectDestroy(ParticleEffect* effect);
public:
/// <summary>
/// Draws the particles.
/// </summary>
/// <param name="renderContextBatch">The rendering context.</param>
/// <param name="effect">The owning actor.</param>
static void DrawParticles(RenderContextBatch& renderContextBatch, ParticleEffect* effect);
#if USE_EDITOR
/// <summary>
/// Draws the particles debug shapes.
/// </summary>
/// <param name="effect">The owning actor.</param>
static void DebugDraw(ParticleEffect* effect);
#endif
public:
/// <summary>
/// Enables or disables particle buffer pooling.
/// </summary>
static bool EnableParticleBufferPooling;
/// <summary>
/// The particle buffer recycle timeout (in seconds).
/// </summary>
static float ParticleBufferRecycleTimeout;
/// <summary>
/// Acquires the free particle buffer for the emitter instance data.
/// </summary>
/// <param name="emitter">The emitter.</param>
/// <returns>The particle buffer.</returns>
static ParticleBuffer* AcquireParticleBuffer(ParticleEmitter* emitter);
/// <summary>
/// Recycles the used particle buffer.
/// </summary>
/// <param name="buffer">The particle buffer.</param>
static void RecycleParticleBuffer(ParticleBuffer* buffer);
/// <summary>
/// Called when emitter gets unloaded. Particle buffers using this emitter has to be cleared.
/// </summary>
/// <param name="emitter">The emitter.</param>
static void OnEmitterUnload(ParticleEmitter* emitter);
};