using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Graphics.SpecialEffects.Trails {
/*
/// Manages vertex buffers for trails
public class TrailManager {
}
/// Movable for for
public class TrailEmitter {
public TrailEmitter(TrailManager manager) : this(manager, 1.0f) { }
public TrailEmitter(TrailManager manager, float radius) {
this.manager = manager;
this.radius = radius;
}
/// Radius of the trail generated by this emitter
public float Radius {
get { return this.radius; }
set { this.radius = value; }
}
/// Life time of the trail in seconds
public float Lifetime {
get { return this.lifetime; }
set { this.lifetime = value; }
}
/// Trail manager hosting our generated vertices
private TrailManager manager;
/// The radius of this trail emitter
private float radius;
/// Lifetime of the generated trail
private float lifetime;
}
// - Emitter only needs a radius that is then applied to the width
// of the trail being generated.
//
// - Allow for efficient trail path updates without rendering. The
// trail must not be dependent on frame rate, so it needs to be
// updateable fast without touching the graphics hardware.
//
// - If possible, externalize TrailRenderer so animated textures,
// multi-layer effects and even trail particle generation become
// possible.
// DecayController {
// FlyweightAccessor {
// Age
*/
} // namespace Nuclex.Graphics.SpecialEffects.Trails