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