Lightning effect renderer.
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#include <src/graphics/engine/lightning.h>
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enum | LightningPhase { Wait,
Flash
} |
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CEngine * | m_engine = nullptr |
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CTerrain * | m_terrain = nullptr |
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CCamera * | m_camera = nullptr |
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CSoundInterface * | m_sound = nullptr |
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bool | m_lightningExists = false |
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float | m_sleep = 0.0f |
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float | m_delay = 0.0f |
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float | m_magnetic = 0.0f |
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float | m_speed = 0.0f |
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float | m_progress = 0.0f |
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Math::Vector | m_pos |
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LightningPhase | m_phase = LightningPhase::Wait |
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std::vector< LightningSegment > | m_segments |
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Lightning effect renderer.
TODO: documentation
§ Create()
bool Gfx::CLightning::Create |
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float |
sleep, |
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float |
delay, |
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float |
magnetic |
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) |
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§ Flush()
void Gfx::CLightning::Flush |
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§ GetStatus()
bool Gfx::CLightning::GetStatus |
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float & |
sleep, |
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float & |
delay, |
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float & |
magnetic, |
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float & |
progress |
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) |
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Gives the status of lightning.
§ SetStatus()
bool Gfx::CLightning::SetStatus |
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float |
sleep, |
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float |
delay, |
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float |
magnetic, |
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float |
progress |
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) |
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Specifies the status of lightning.
§ EventProcess()
bool Gfx::CLightning::EventProcess |
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const Event & |
event | ) |
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§ Draw()
void Gfx::CLightning::Draw |
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§ StrikeAtPos()
Shoots lightning strike at given position.
§ EventFrame()
bool Gfx::CLightning::EventFrame |
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const Event & |
event | ) |
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protected |
§ SearchObject()
Seeks for the object closest to the lightning.
The documentation for this class was generated from the following files:
- src/graphics/engine/lightning.h
- src/graphics/engine/lightning.cpp