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DPSF API Documentation
DPSF
<
(Of
<
(
<
'
Particle, Vertex>)>)> Methods
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The DPSF<(Of <(<'Particle, Vertex>)>)> type exposes the following members.

collapse_allMethods

 

Name

Description

pubmethod

AddParticle()()()()

Adds a new Particle to the particle system, at the start of the Active Particle List. This new Particle is initialized using the particle system's Particle Initialization Function

pubmethod

AddParticle(Particle)

Adds a new Particle to the particle system, at the start of the Active Particle List. Returns true if the Particle was added, false if there is not enough memory for another Particle.

pubmethod

AddParticles(Int32)

Adds the specified number of new Particles to the particle system.

These new Particles are initialized using the particle system's Particle Initialization Function.

pubmethod

AddParticles(Int32, ParticleEmitterLerpInfo)

Adds the specified number of new Particles to the particle system, linearly interpolating (Lerp) the Emitter's Position/Orientation to be between its Previous Position/Orientation and current Position/Orientation when adding new particles.

Returns how many Particles were able to be added to the particle system.

These new Particles are initialized using the particle system's Particle Initialization Function.

pubmethod

AddParticles(Int32, Particle)

Adds the specified number of new Particles to the particle system, copying the properties of the given Particle To Copy.

NOTE: The Particle Initialization Function is not called when copying from an existing particle.

pubmethod

AddParticles(Int32, ParticleEmitter, Single)

Adds the specified number of new Particles to the particle system, linearly interpolating (Lerp) the Emitter's Position/Orientation to be between its Previous Position/Orientation and current Position/Orientation when adding new particles.

Returns how many Particles were able to be added to the particle system.

These new Particles are initialized using the particle system's Particle Initialization Function.

protmethod

AfterAddParticle

Virtual function that is called at the end of the AddParticle() function. This may be used to execute some code after a new Particle is initialized and added.

protmethod

AfterDestroy

Virtual function that is called at the end of the Destroy() function. This may be used to perform operations after the Particle System has been Destroyed, such as to destroy other Particle Systems nested within this Particle System.

protmethod

AfterDraw

Virtual function that is called at the end of the Draw() function. This may be used to perform operations after the Particle System has been drawn, such as to Draw Particle Systems nested within this Particle System.

protmethod

AfterInitialize

Virtual function that is called at the end of the Initialize() function. This may be used to perform operations after the Particle System has been Initialized, such as initializing other Particle Systems nested within this Particle System.

protmethod

AfterUpdate

Virtual function that is called at the end of the Update() function. This may be used to perform operations after the Particle System has been updated, such as to Update Particle Systems nested within this Particle System.

pubmethod

AutoInitialize

Virtual function to Initialize the Particle System with default values. Particle system properties should not be set until after this is called, as they are likely to be reset to their default values.

protmethod

BeforeAddParticle

Virtual function that is called at the beginning of the AddParticle() function. This may be used to execute some code before a new Particle is initialized and added.

protmethod

BeforeDestroy

Virtual function that is called at the beginning of the Destroy() function. This may be used to perform operations before the Destroy() code is executed.

protmethod

BeforeDraw

Virtual function that is called at the beginning of the Draw() function. This may be used to perform operations before the Draw() code is executed.

protmethod

BeforeUpdate

Virtual function that is called at the beginning of the Update() function. This may be used to perform operations before the Update() code is executed.

pubmethod

Destroy

Release all resources used by the Particle System and reset all properties to their default values

pubmethod

Draw

Draws all of the Active Particles to the Graphics Device.

NOTE: This will only Draw the Particle System if it does not inherit from DrawableGameComponent, since if it does it will be drawn automatically by the Game object.

pubmethod

DrawForced

Draws all of the Active Particles to the Graphics Device, even if the the Particle Systems inherits from DrawableGameComponent.

NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be drawn twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Draw().

protmethod

DrawSprite

Virtual function to draw a Sprite Particle. This function should be used to draw the given Particle with the provided SpriteBatch.

pubmethod

Equals

Determines whether the specified Object is equal to the current Object.

(Inherited from Object.)

protmethod

Finalize

Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection.

(Inherited from Object.)

pubmethod

GetHashCode

Serves as a hash function for a particular type.

(Inherited from Object.)

pubmethod

GetType

Gets the Type of the current instance.

(Inherited from Object.)

pubmethod

InitializeNoDisplayParticleSystem

Initializes a new No Display Particle System. This type of Particle System does not allow any of the Particles to be drawn to a Graphics Device (e.g. the screen).

pubmethod

InitializeNonSerializableProperties

This function should be called immediately after deserializing a particle system in order to reinitialize the properties that could not be serialized.

NOTE: If this type of particle system requires a Texture, this function will attempt to load the Texture specified by the DeserializationTexturePath property. If it is unable to load a texture, an DPSFArgumentNullException will be thrown, so this function should be wrapped in a try block, and when an DPSFArgumentNullException is caught then the particle system's texture should be manually set.

NOTE: This will attempt to load the Effect and Technique specified by the DeserializationEffectPath and DeserializationTechniqueName properties. If either of these are null, the DPSFDefaultEffect will be used, and the default Technique for this type of particle system will be loaded.

NOTE: Particle systems can only be serialized (and thus, deserialized) if not inheriting from DrawableGameComponent (i.e. InheritsDrawableGameComponent == false. i.e. using the DPSF.dll, not DPSFAsDrawableGameComponent.dll).

pubmethod

InitializeParticle

Initialize the given Particle using the current Initialization Function

pubmethod

InitializeQuadParticleSystem

Initializes a new Quad Particle System

protmethod

InitializeRenderProperties

Virtual function to setup the Render Properties (i.e. BlendState, DepthStencilState, RasterizerState, and SamplerState) which will be applied to the Graphics Device before drawing the Particle System's Particles.

This function is only called once when initializing the particle system.

pubmethod

InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, Texture2D)

Initializes a new Sprite Particle System

pubmethod

InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, String)

Initializes a new Sprite Particle System

pubmethod

InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, Texture2D, SpriteBatch)

Initializes a new Sprite Particle System

pubmethod

InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, String, SpriteBatch)

Initializes a new Sprite Particle System

pubmethod

InitializeTexturedQuadParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <<'(Particle, Vertex>)>>)..::..UpdateVertexDelegate, Texture2D)

Initializes a new Textured Quad Particle System

pubmethod

InitializeTexturedQuadParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <<'(Particle, Vertex>)>>)..::..UpdateVertexDelegate, String)

Initializes a new Textured Quad Particle System

protmethod

MemberwiseClone

Creates a shallow copy of the current Object.

(Inherited from Object.)

protmethod

MoveActiveParticleToInactiveParticleList

Moves the Active Particle's Linked List node to the Inactive Particle Linked List.

pubmethod

RemoveAllParticles

Removes all Active Particles from the Active Particle List and adds them to the Inactive Particle List

pubmethod

SetCameraPosition

Sets the Camera Position of the particle system, so that the particles know how to make themselves face the camera if needed. This virtual function does not do anything unless overridden, and all it should do is set an internal Vector3 variable (e.g. public Vector3 CameraPosition { get; set; }) to match the given Vector3.

pubmethod

SetDefaultEffect

Sets the Effect to be the default type for this type of particle system. This is done automatically when the particle system is initialized.

Default effect for each particle type is:

1.NoDisplay and Sprite - null.
2.Quad - BasicEffect.
3.TexturedQuad - AlphaTestEffect.

pubmethod

SetEffectAndTechnique(Effect, String)

Sets the Effect and Technique to use to draw the Particles.

NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.

pubmethod

SetEffectAndTechnique(String, String)

Sets the Effect and Technique to use to draw the Particles.

NOTE: This will automatically set the DeserializationEffectPath property to the given sEffect.

NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.

protmethod

SetEffectParameters

Virtual function to Set the Effect's Parameters before drawing the Particles.

This is called every time before the particle system is drawn.

pubmethod

SetGraphicsDevice

Sets the Graphics Device to use to the given graphics device.

NOTE: This only has an effect if the particle system does not inherit from DrawableGameComponent (i.e. InheritsDrawableGameComponent == false. i.e. using the DPSF.dll, not DPSFAsDrawableGameComponent.dll), since the Graphics Device is read-only when inheriting from DrawableGameComponent. The Game object's Graphics Device is always used when inheriting from DrawableGameComponent.

pubmethod

SetTechnique

Set which Technique of the current Effect to use to draw the Particles.

NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.

pubmethod

SetTexture

Set the Texture to use to draw the Particles

pubmethod

SetWorldViewProjectionMatrices

Set the World, View, and Projection matrices for this Particle System.

NOTE: Sprite particle systems are not affected by the World, View, and Projection matrices.

pubmethod

ToString

Returns a String that represents the current Object.

(Inherited from Object.)

pubmethod

Update

Updates the Particle System. This involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.

NOTE: This will only Update the Particle System if it does not inherit from DrawableGameComponent, since if it does it will be updated automatically by the Game object.

pubmethod

UpdateForced

Updates the Particle System, even if the the Particle Systems inherits from DrawableGameComponent.

Updating the Particle System involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.

NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be updated twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Update().

collapse_allSee Also

DPSF<(Of <(<'Particle, Vertex>)>)> Class

DPSF Namespace

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