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[TCheckBoxFormControlObj]C#

[TCheckBoxFormControlObj]Visual Basic

[TCheckBoxFormControlObj]
Visual C++

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DPSF API Documentation
DPSFHelper Members
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The DPSFHelper type exposes the following members.

collapse_allMethods

 

Name

Description

pubmethodstatic

CloneBlendState

Returns a clone of the given BlendState. Read-only properties, such as the GraphicsDevice property, are not copied though.

pubmethodstatic

CloneDepthStencilState

Returns a clone of the given DepthStencilState. Read-only properties, such as the GraphicsDevice property, are not copied though.

pubmethodstatic

CloneRasterizerState

Returns a clone of the given RasterizerState. Read-only properties, such as the GraphicsDevice property, are not copied though.

pubmethodstatic

CloneSamplerState

Returns a clone of the given SamplerState. Read-only properties, such as the GraphicsDevice property, are not copied though.

pubmethodstatic

FadeInQuicklyAndFadeOutQuicklyBasedOnLifetime

Returns how transparent a Particle should be, based on it's Normalized Elapsed Time, so that it fades in quickly and fades out quickly.

pubmethodstatic

FadeInQuicklyAndFadeOutSlowlyBasedOnLifetime

Returns how transparent a Particle should be, based on it's Normalized Elapsed Time, so that it fades in quickly and fades out slowly.

pubmethodstatic

FadeInQuicklyBasedOnLifetime


pubmethodstatic

FadeOutQuicklyBasedOnLifetime


pubmethodstatic

InterpolationAmountForEqualLerpInAndLerpOut

Returns the interpolation amount (between 0.0 and 1.0) that should be used in a Lerp function to have a property reach its full value when the NormalizedLifetime reaches 0.5, and go back to its original value by the time the NormalizedLifetime reaches 1.0.

An example of where to use this would be if you wanted a particle to start off small, and reach its full size when the particle's lifetime is half over, and then to shrink back to being small by the time the particle dies. You would use the value returned by this function as the interpolation amount for the Lerp function. e.g. MathHelper.Lerp(SmallSize, LargeSize, ValueReturnedByThisFunction).

pubmethodstatic

LerpColor(Color, Color, Single)

Returns the linearly interpolated Color between Color 1 and Color 2

pubmethodstatic

LerpColor(Color, Color, Single, Single, Single, Single)

Returns the linearly interpolated Color between Color 1 and Color 2

pubmethodstatic

NormalizedPointOnSphere

Returns a point on a sphere with a radius of one. To use a different radius simply multiply the returned value by the desired radius value, before translating it to the sphere's position in world coordinates. To create a circle simply use a constant value for one of the Angles while changing the other Angle.

pubmethodstatic

PointOnCircle

Returns a point on a circle with a radius of one, on the X-Y axis plane. To use a different radius simply multiply the returned value by the desired radius value.

pubmethodstatic

PointOnCircleVector3

Returns a point on a circle with a radius of one, on the X-Y axis plane (Z value of zero). To use a different radius simply multiply the returned value by the desired radius value.

pubmethodstatic

PointOnSphere(Single, Single, Single)

Returns a point on a sphere with the given Radius. To create a circle simply use a constant value for one of the Angles while changing the other Angle.

pubmethodstatic

PointOnSphere(Single, Single, Single, Vector3)

Returns a point on a sphere with the given Radius, at the specified Sphere Position. To create a circle simply use a constant value for one of the Angles while changing the other Angle.

pubmethodstatic

RandomColor

Returns a random opaque Color (i.e. no transparency)

pubmethodstatic

RandomColorWithRandomTransparency

Returns a random Color with a random alpha value as well (i.e. random transparency)

pubmethodstatic

RandomNormalizedPointOnSphere

Returns a random point on a sphere with a radius of one. To use a different radius simply multiply the returned value by the desired radius value, before translating it to the sphere's position in world coordinates.

pubmethodstatic

RandomNormalizedVector

Returns a vector with a Random direction that has been Normalized.

pubmethodstatic

RandomNumberBetween

Returns a random number between the specified values

pubmethodstatic

RandomPointOnCircle

Returns a random point on a circle with a radius of one, on the X-Y axis plane. To use a different radius simply multiply the returned value by the desired radius value.

pubmethodstatic

RandomPointOnCircleVector3

Returns a random point on a circle with a radius of one, on the X-Y axis plane (Z value of zero). To use a different radius simply multiply the returned value by the desired radius value.

pubmethodstatic

RandomPointOnSphere(Single)

Returns a random point on a sphere with the given Radius

pubmethodstatic

RandomPointOnSphere(Single, Vector3)

Returns a random point on a sphere with the given Radius, at the specified Sphere Position

pubmethodstatic

RandomVectorBetweenTwoVectors

Returns a Vector whose individual XYZ components are each randomly chosen to be somewhere between the two given Vectors' individual XYZ components. Unlike choosing a random Lerp value between two vectors, which would give a point somewhere on the LINE between the two points, this chooses a random Lerp value between each of the two vectors individual xyz components, returning a point somewhere in the cube-shaped AREA (i.e. Volume) between the two points.

pubmethodstatic

SourceToTargetDirection

Returns a normalized vector representing the direction that points from the source point to the target point.

pubmethodstatic

SourceToTargetVector

Returns a vector representing the line from the source point to the target point.

pubmethodstatic

ValueInRange

Returns the given value, enforcing it to be within the given range.

pubmethodstatic

VectorsAreEqualWithinTolerance

Returns true if the difference between the individual XYZ components of the given Vectors are all less than the specified Tolerance

pubmethodstatic

VectorsAreTheSamePolarity

Returns if the polarity (i.e. positive or negative) of each X,Y,Z component of the two vectors are the same or not.

Example: if Vector 1's X component is positive and Vector 2's X component is negative, this will return false.

Example: if Vector 1's X,Y,Z components are all positive, and Vector 2's X,Y,Z components are all positive, this will return true.

collapse_allProperties

 

Name

Description

pubpropertystatic

DPSFInheritsDrawableGameComponent

Get if the Particle Systems are inheriting from DrawableGameComponent or not.

If inheriting from DrawableGameComponent, the Particle Systems are automatically added to the given Game object's Components and the Update() and Draw() functions are automatically called by the Game object when it updates and draws the rest of its Components.

If the Update() and Draw() functions are called by the user anyways, they will exit without performing any operations, so it is suggested to include them anyways to make switching between inheriting and not inheriting from DrawableGameComponent seamless; just be aware that the updates and draws are actually being performed when the Game object is told to update and draw (i.e. when base.Update() and base.Draw() are called), not when the particle system functions are called.

pubpropertystatic

IsRunningInDebugMode

Get if the application is currently running in Debug mode or not.

pubpropertystatic

IsRunningInDebugModeWithDebuggerAttached

Get if the application is currently running in Debug mode with a Debugger attached or not.

pubpropertystatic

RandomNumber

Variable that can be used to get random numbers.

pubpropertystatic

Version

Return the version of the DPSF.dll being used. This includes the Major, Minor, Build, and Revision numbers.

collapse_allSee Also

DPSFHelper Class

DPSF Namespace

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