Abstract class containing any additional data required to be associated with a particle to perform the required rendering.
Because you can specialise the way that particles are renderered by supplying custom ParticleSystemRenderer classes, you might well need some additional data for your custom rendering routine which is not held on the default particle class. If that's the case, then you should define a subclass of this class, and construct it when asked in your custom ParticleSystemRenderer class.
Esempio n. 1
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 /// <summary>
 ///  Destroy a ParticleVisualData instance.
 /// </summary>
 /// <remarks>
 /// If this renderer needs additional data in each particle, then this should
 /// be held in an instance of a subclass of ParticleVisualData, and this method
 /// should be overridden to destroy an instance of it. The default
 /// behaviour is to do nothing.
 /// </remarks>
 public virtual void DestroyVisualData(ParticleVisualData vis)
 {
     /* assert (vis == 0); */
 }
 public void NotifyVisualData(ParticleVisualData vdata)
 {
     visual = vdata;
 }
Esempio n. 3
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 public void NotifyVisualData(ParticleVisualData vdata)
 {
     this.visual = vdata;
 }
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 /** Destroy a ParticleVisualData instance.
  * @remarks
  *  If this renderer needs additional data in each particle, then this should
  *  be held in an instance of a subclass of ParticleVisualData, and this method
  *  should be overridden to destroy an instance of it. The default
  *  behaviour is to do nothing.
  */
 public virtual void DestroyVisualData(ParticleVisualData vis)
 {
     Debug.Assert(vis == null);
 }