Class UVBuilderFlipbook
Animates the texture coordinates in a flipbook fashion, based on the particle's life The order of the frames is left to right, top to bottom The flipbook assumes uniform sizes for all frames
[DataContract("UVBuilderFlipbook")]
[Display("Flipbook", null)]
public class UVBuilderFlipbook : UVBuilder, IAttributeTransformer<Vector2, Vector4>
- Inheritance
-
UVBuilderFlipbook
- Implements
Properties
AnimationSpeed
Number of frames to change over the particle life
[DataMember(320)]
[Display("Animation speed", null)]
public uint AnimationSpeed { get; set; }
Property Value
StartingFrame
Position of the starting frame, 0-based indexing
[DataMember(280)]
[Display("Starting frame", null)]
public uint StartingFrame { get; set; }
Property Value
XDivisions
Number of columns (cells per row)
[DataMember(200)]
[Display("X divisions", null)]
public uint XDivisions { get; set; }
Property Value
YDivisions
Number of rows (cells per column)
[DataMember(240)]
[Display("Y divisions", null)]
public uint YDivisions { get; set; }
Property Value
Methods
BuildUVCoordinates(ref ParticleBufferState, ref ParticleList, AttributeDescription)
Enhances or animates the texture coordinates using already existing base coordinates of (0, 0, 1, 1) or similar (base texture coordinates may differ depending on the actual shape)
public override void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription)
Parameters
bufferState
ParticleBufferStateThe particle buffer state which is used to build the assigned vertex buffer
sorter
ParticleListParticleList to use to iterate over all particles drawn this frame
texCoordsDescription
AttributeDescriptionAttribute description of the texture coordinates in the current vertex layout
Transform(ref Vector2, ref Vector4)
public void Transform(ref Vector2 attribute, ref Vector4 uvTransform)