// This method realy initiates/starts the particle // IMPORTANT: Direction vector must be normalized! public void StartLineParticle( MyTransparentMaterialEnum material, int lifespanInMiliseconds, Vector3 startPosition, Vector3 velocity, Vector4 startColor, Vector4 endColor, Vector3 directionNormalized, float thickness, float startLength, float endLength) { Start(material, lifespanInMiliseconds, startPosition, velocity, startColor, endColor); m_type = MyParticleType.LINE_PARTICLE; m_lineSpecific_directionNormalized = directionNormalized; m_lineSpecific_thickness = thickness; m_lineSpecific_startLength = startLength; m_lineSpecific_endLength = endLength; }
// This method realy initiates/starts the particle // IMPORTANT: Direction vector must be normalized! public void StartPointParticle( MyTransparentMaterialEnum material, int lifespanInMiliseconds, Vector3 startPosition, Vector3 velocity, Vector4 startColor, Vector4 endColor, float startAngle, float startRadius, float endRadius, float rotationSpeed) { Start(material, lifespanInMiliseconds, startPosition, velocity, startColor, endColor); m_type = MyParticleType.POINT_PARTICLE; m_pointSpecific_startAngle = startAngle; m_pointSpecific_startRadius = startRadius; m_pointSpecific_endRadius = endRadius; m_pointSpecific_rotationSpeed = rotationSpeed; }
// This method realy initiates/starts the particle // IMPORTANT: Direction vector must be normalized! public void StartLineParticleRelativeToPhysObject( MyTransparentMaterialEnum material, int lifespanInMiliseconds, Vector3 startPosition, Vector3 velocity, Vector4 startColor, Vector4 endColor, Vector3 directionNormalized, float thickness, float startLength, float endLength, MyEntity physObject) { Start(material, lifespanInMiliseconds, startPosition, velocity, startColor, endColor); m_type = MyParticleType.LINE_PARTICLE_RELATIVE_TO_PHYS_OBJECT; m_lineSpecific_directionNormalized = directionNormalized; m_lineSpecific_thickness = thickness; m_lineSpecific_startLength = startLength; m_lineSpecific_endLength = endLength; m_physObject = physObject; }
// This method realy initiates/starts the particle // IMPORTANT: Direction vector must be normalized! public void StartPointParticleRelativeToPhysObject( MyTransparentMaterialEnum material, int lifespanInMiliseconds, Vector3 startPosition, Vector3 velocity, Vector4 startColor, Vector4 endColor, float startAngle, float startRadius, float endRadius, float rotationSpeed, MyEntity physObject) { Start(material, lifespanInMiliseconds, startPosition, velocity, startColor, endColor); m_type = MyParticleType.POINT_PARTICLE_RELATIVE_TO_PHYS_OBJECT; m_pointSpecific_startAngle = startAngle; m_pointSpecific_startRadius = startRadius; m_pointSpecific_endRadius = endRadius; m_pointSpecific_rotationSpeed = rotationSpeed; m_physObject = physObject; }