pub struct ParticleSystemManager {
pub active_effects: HashMap<u32, u32>,
pub pool: ParticlePoolEx,
pub sim_state: ParticleSimState,
pub stats: ParticleStats,
pub debug: ParticleDebugSettings,
pub lod: ParticleLodController,
pub renderer: ParticleRendererEx,
pub asset_library: ParticleAssetLibrary,
pub next_effect_instance: u32,
pub max_concurrent_effects: u32,
}Fields§
§active_effects: HashMap<u32, u32>§pool: ParticlePoolEx§sim_state: ParticleSimState§stats: ParticleStats§debug: ParticleDebugSettings§lod: ParticleLodController§renderer: ParticleRendererEx§asset_library: ParticleAssetLibrary§next_effect_instance: u32§max_concurrent_effects: u32Implementations§
Source§impl ParticleSystemManager
impl ParticleSystemManager
pub fn new(pool_size: u32) -> Self
pub fn spawn_effect(&mut self, asset_id: u32, _position: Vec3) -> Option<u32>
pub fn kill_effect(&mut self, instance_id: u32) -> bool
pub fn kill_all(&mut self)
pub fn tick(&mut self, dt: f32)
pub fn active_count(&self) -> usize
pub fn pause(&mut self)
pub fn resume(&mut self)
pub fn pool_utilization(&self) -> f32
pub fn is_at_capacity(&self) -> bool
Trait Implementations§
Source§impl Clone for ParticleSystemManager
impl Clone for ParticleSystemManager
Source§impl Debug for ParticleSystemManager
impl Debug for ParticleSystemManager
Auto Trait Implementations§
impl Freeze for ParticleSystemManager
impl RefUnwindSafe for ParticleSystemManager
impl Send for ParticleSystemManager
impl Sync for ParticleSystemManager
impl Unpin for ParticleSystemManager
impl UnsafeUnpin for ParticleSystemManager
impl UnwindSafe for ParticleSystemManager
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