2019-12-12 17:32:41 +01:00
|
|
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
|
|
// This file is part of the "Irrlicht Engine".
|
|
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
|
2021-08-27 17:03:34 +02:00
|
|
|
#ifndef IRR_I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED
|
|
|
|
#define IRR_I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED
|
2019-12-12 17:32:41 +01:00
|
|
|
|
|
|
|
#include "ISceneNode.h"
|
|
|
|
#include "IParticleAnimatedMeshSceneNodeEmitter.h"
|
|
|
|
#include "IParticleBoxEmitter.h"
|
|
|
|
#include "IParticleCylinderEmitter.h"
|
|
|
|
#include "IParticleMeshEmitter.h"
|
|
|
|
#include "IParticleRingEmitter.h"
|
|
|
|
#include "IParticleSphereEmitter.h"
|
|
|
|
#include "IParticleAttractionAffector.h"
|
|
|
|
#include "IParticleFadeOutAffector.h"
|
|
|
|
#include "IParticleGravityAffector.h"
|
|
|
|
#include "IParticleRotationAffector.h"
|
|
|
|
#include "dimension2d.h"
|
|
|
|
|
|
|
|
namespace irr
|
|
|
|
{
|
|
|
|
namespace scene
|
|
|
|
{
|
|
|
|
|
|
|
|
//! A particle system scene node for creating snow, fire, explosions, smoke...
|
|
|
|
/** A scene node controlling a particle System. The behavior of the particles
|
|
|
|
can be controlled by setting the right particle emitters and affectors.
|
|
|
|
You can for example easily create a campfire by doing this:
|
|
|
|
|
|
|
|
\code
|
|
|
|
scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
|
|
|
|
p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
|
|
|
|
scene::IParticleEmitter* em = p->createBoxEmitter(
|
|
|
|
core::aabbox3d<f32>(-5,0,-5,5,1,5),
|
|
|
|
core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
|
|
|
|
p->setEmitter(em);
|
|
|
|
em->drop();
|
|
|
|
scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
|
|
|
|
p->addAffector(paf);
|
|
|
|
paf->drop();
|
|
|
|
\endcode
|
|
|
|
*/
|
|
|
|
|
|
|
|
//! Bitflags to control particle behavior
|
|
|
|
enum EParticleBehavior
|
|
|
|
{
|
|
|
|
//! Continue emitting new particles even when the node is invisible
|
|
|
|
EPB_INVISIBLE_EMITTING = 1,
|
|
|
|
|
|
|
|
//! Continue affecting particles even when the node is invisible
|
|
|
|
EPB_INVISIBLE_AFFECTING = 2,
|
|
|
|
|
|
|
|
//! Continue updating particle positions or deleting them even when the node is invisible
|
|
|
|
EPB_INVISIBLE_ANIMATING = 4,
|
|
|
|
|
|
|
|
//! Clear all particles when node gets invisible
|
|
|
|
EPB_CLEAR_ON_INVISIBLE = 8,
|
|
|
|
|
|
|
|
//! Particle movement direction on emitting ignores the node rotation
|
|
|
|
//! This is mainly to allow backward compatible behavior to Irrlicht 1.8
|
|
|
|
EPB_EMITTER_VECTOR_IGNORE_ROTATION = 16,
|
|
|
|
|
|
|
|
//! On emitting global particles interpolate the positions randomly between the last and current node transformations.
|
|
|
|
//! This can be set to avoid gaps caused by fast node movement or low framerates, but will be somewhat
|
|
|
|
//! slower to calculate.
|
|
|
|
EPB_EMITTER_FRAME_INTERPOLATION = 32
|
|
|
|
};
|
|
|
|
|
|
|
|
class IParticleSystemSceneNode : public ISceneNode
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
//! Constructor
|
|
|
|
IParticleSystemSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
|
|
|
const core::vector3df& position = core::vector3df(0,0,0),
|
|
|
|
const core::vector3df& rotation = core::vector3df(0,0,0),
|
|
|
|
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
|
|
|
|
: ISceneNode(parent, mgr, id, position, rotation, scale)
|
|
|
|
, ParticleBehavior(0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Sets the size of all particles.
|
|
|
|
virtual void setParticleSize(
|
|
|
|
const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;
|
|
|
|
|
|
|
|
//! Sets if the particles should be global.
|
|
|
|
/** If they are, the particles are affected by the movement of the
|
|
|
|
particle system scene node too, otherwise they completely ignore it.
|
|
|
|
Default is true. */
|
|
|
|
virtual void setParticlesAreGlobal(bool global=true) = 0;
|
|
|
|
|
|
|
|
|
|
|
|
//! Bitflags to change the particle behavior
|
|
|
|
/**
|
|
|
|
\param flags A combination of ::EParticleBehavior bit-flags. Default is 0. */
|
|
|
|
virtual void setParticleBehavior(irr::u32 flags)
|
|
|
|
{
|
|
|
|
ParticleBehavior = flags;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Gets how particles behave in different situations
|
|
|
|
/**
|
|
|
|
\return A combination of ::EParticleBehavior flags */
|
|
|
|
virtual irr::u32 getParticleBehavior() const
|
|
|
|
{
|
|
|
|
return ParticleBehavior;
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Remove all currently visible particles
|
|
|
|
virtual void clearParticles() = 0;
|
|
|
|
|
|
|
|
//! Do manually update the particles.
|
|
|
|
/** This should only be called when you want to render the node outside
|
|
|
|
the scenegraph, as the node will care about this otherwise
|
|
|
|
automatically. */
|
|
|
|
virtual void doParticleSystem(u32 time) = 0;
|
|
|
|
|
|
|
|
//! Gets the particle emitter, which creates the particles.
|
|
|
|
/** \return The particle emitter. Can be 0 if none is set. */
|
|
|
|
virtual IParticleEmitter* getEmitter() =0;
|
|
|
|
|
|
|
|
//! Sets the particle emitter, which creates the particles.
|
|
|
|
/** A particle emitter can be created using one of the createEmitter
|
|
|
|
methods. For example to create and use a simple PointEmitter, call
|
|
|
|
IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
|
|
|
|
\param emitter: Sets the particle emitter. You can set this to 0 for
|
|
|
|
removing the current emitter and stopping the particle system emitting
|
|
|
|
new particles. */
|
|
|
|
virtual void setEmitter(IParticleEmitter* emitter) = 0;
|
|
|
|
|
|
|
|
//! Adds new particle effector to the particle system.
|
|
|
|
/** A particle affector modifies the particles. For example, the FadeOut
|
|
|
|
affector lets all particles fade out after some time. It is created and
|
|
|
|
used in this way:
|
|
|
|
\code
|
|
|
|
IParticleAffector* p = createFadeOutParticleAffector();
|
|
|
|
addAffector(p);
|
|
|
|
p->drop();
|
|
|
|
\endcode
|
|
|
|
Please note that an affector is not necessary for the particle system to
|
|
|
|
work.
|
|
|
|
\param affector: New affector. */
|
|
|
|
virtual void addAffector(IParticleAffector* affector) = 0;
|
|
|
|
|
|
|
|
//! Get a list of all particle affectors.
|
|
|
|
/** \return The list of particle affectors attached to this node. */
|
|
|
|
virtual const core::list<IParticleAffector*>& getAffectors() const = 0;
|
|
|
|
|
|
|
|
//! Removes all particle affectors in the particle system.
|
|
|
|
virtual void removeAllAffectors() = 0;
|
|
|
|
|
|
|
|
//! Creates a particle emitter for an animated mesh scene node
|
|
|
|
/** \param node: Pointer to the animated mesh scene node to emit
|
|
|
|
particles from
|
|
|
|
\param useNormalDirection: If true, the direction of each particle
|
|
|
|
created will be the normal of the vertex that it's emitting from. The
|
|
|
|
normal is divided by the normalDirectionModifier parameter, which
|
|
|
|
defaults to 100.0f.
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param normalDirectionModifier: If the emitter is using the normal
|
|
|
|
direction then the normal of the vertex that is being emitted from is
|
|
|
|
divided by this number.
|
|
|
|
\param mbNumber: This allows you to specify a specific meshBuffer for
|
|
|
|
the IMesh* to emit particles from. The default value is -1, which
|
|
|
|
means a random meshBuffer picked from all of the meshes meshBuffers
|
|
|
|
will be selected to pick a random vertex from. If the value is 0 or
|
|
|
|
greater, it will only pick random vertices from the meshBuffer
|
|
|
|
specified by this value.
|
|
|
|
\param everyMeshVertex: If true, the emitter will emit between min/max
|
|
|
|
particles every second, for every vertex in the mesh, if false, it will
|
|
|
|
emit between min/max particles from random vertices in the mesh.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
|
|
|
|
scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
|
|
|
|
bool everyMeshVertex = false,
|
|
|
|
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
|
|
|
|
s32 maxAngleDegrees = 0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a box particle emitter.
|
|
|
|
/** \param box: The box for the emitter.
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleBoxEmitter* createBoxEmitter(
|
|
|
|
const core::aabbox3df& box = core::aabbox3df(-10,28,-10,10,30,10),
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
u32 minParticlesPerSecond = 5,
|
|
|
|
u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
|
|
|
|
s32 maxAngleDegrees=0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a particle emitter for emitting from a cylinder
|
|
|
|
/** \param center: The center of the circle at the base of the cylinder
|
|
|
|
\param radius: The thickness of the cylinder
|
|
|
|
\param normal: Direction of the length of the cylinder
|
|
|
|
\param length: The length of the the cylinder
|
|
|
|
\param outlineOnly: Whether or not to put points inside the cylinder or
|
|
|
|
on the outline only
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleCylinderEmitter* createCylinderEmitter(
|
|
|
|
const core::vector3df& center, f32 radius,
|
|
|
|
const core::vector3df& normal, f32 length,
|
|
|
|
bool outlineOnly = false,
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
|
|
|
|
s32 maxAngleDegrees = 0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a mesh particle emitter.
|
|
|
|
/** \param mesh: Pointer to mesh to emit particles from
|
|
|
|
\param useNormalDirection: If true, the direction of each particle
|
|
|
|
created will be the normal of the vertex that it's emitting from. The
|
|
|
|
normal is divided by the normalDirectionModifier parameter, which
|
|
|
|
defaults to 100.0f.
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param normalDirectionModifier: If the emitter is using the normal
|
|
|
|
direction then the normal of the vertex that is being emitted from is
|
|
|
|
divided by this number.
|
|
|
|
\param mbNumber: This allows you to specify a specific meshBuffer for
|
|
|
|
the IMesh* to emit particles from. The default value is -1, which
|
|
|
|
means a random meshBuffer picked from all of the meshes meshBuffers
|
|
|
|
will be selected to pick a random vertex from. If the value is 0 or
|
|
|
|
greater, it will only pick random vertices from the meshBuffer
|
|
|
|
specified by this value.
|
|
|
|
\param everyMeshVertex: If true, the emitter will emit between min/max
|
|
|
|
particles every second, for every vertex in the mesh, if false, it will
|
|
|
|
emit between min/max particles from random vertices in the mesh.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleMeshEmitter* createMeshEmitter(
|
|
|
|
scene::IMesh* mesh, bool useNormalDirection = true,
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
|
|
|
|
bool everyMeshVertex = false,
|
|
|
|
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
|
|
|
|
s32 maxAngleDegrees = 0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a point particle emitter.
|
|
|
|
/** \param direction: Direction and speed of particle emission.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticlePointEmitter* createPointEmitter(
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
u32 minParticlesPerSecond = 5,
|
|
|
|
u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
|
|
|
|
s32 maxAngleDegrees=0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a ring particle emitter.
|
|
|
|
/** \param center: Center of ring
|
|
|
|
\param radius: Distance of points from center, points will be rotated
|
|
|
|
around the Y axis at a random 360 degrees and will then be shifted by
|
|
|
|
the provided ringThickness values in each axis.
|
|
|
|
\param ringThickness : thickness of the ring or how wide the ring is
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleRingEmitter* createRingEmitter(
|
|
|
|
const core::vector3df& center, f32 radius, f32 ringThickness,
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
u32 minParticlesPerSecond = 5,
|
|
|
|
u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
|
|
|
|
s32 maxAngleDegrees=0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a sphere particle emitter.
|
|
|
|
/** \param center: Center of sphere
|
|
|
|
\param radius: Radius of sphere
|
|
|
|
\param direction: Direction and speed of particle emission.
|
|
|
|
\param minParticlesPerSecond: Minimal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param maxParticlesPerSecond: Maximal amount of particles emitted per
|
|
|
|
second.
|
|
|
|
\param minStartColor: Minimal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param maxStartColor: Maximal initial start color of a particle. The
|
|
|
|
real color of every particle is calculated as random interpolation
|
|
|
|
between minStartColor and maxStartColor.
|
|
|
|
\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
|
|
|
|
\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
|
|
|
|
\param maxAngleDegrees: Maximal angle in degrees, the emitting
|
|
|
|
direction of the particle will differ from the original direction.
|
|
|
|
\param minStartSize: Minimal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\param maxStartSize: Maximal initial start size of a particle. The
|
|
|
|
real size of every particle is calculated as random interpolation
|
|
|
|
between minStartSize and maxStartSize.
|
|
|
|
\return Pointer to the created particle emitter. To set this emitter
|
|
|
|
as new emitter of this particle system, just call setEmitter(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleSphereEmitter* createSphereEmitter(
|
|
|
|
const core::vector3df& center, f32 radius,
|
|
|
|
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
|
|
|
|
u32 minParticlesPerSecond = 5,
|
|
|
|
u32 maxParticlesPerSecond = 10,
|
|
|
|
const video::SColor& minStartColor = video::SColor(255,0,0,0),
|
|
|
|
const video::SColor& maxStartColor = video::SColor(255,255,255,255),
|
|
|
|
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
|
|
|
|
s32 maxAngleDegrees=0,
|
|
|
|
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
|
|
|
|
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Creates a point attraction affector.
|
|
|
|
/** This affector modifies the positions of the particles and attracts
|
|
|
|
them to a specified point at a specified speed per second.
|
|
|
|
\param point: Point to attract particles to.
|
|
|
|
\param speed: Speed in units per second, to attract to the specified
|
|
|
|
point.
|
|
|
|
\param attract: Whether the particles attract or detract from this
|
|
|
|
point.
|
|
|
|
\param affectX: Whether or not this will affect the X position of the
|
|
|
|
particle.
|
|
|
|
\param affectY: Whether or not this will affect the Y position of the
|
|
|
|
particle.
|
|
|
|
\param affectZ: Whether or not this will affect the Z position of the
|
|
|
|
particle.
|
|
|
|
\return Pointer to the created particle affector. To add this affector
|
|
|
|
as new affector of this particle system, just call addAffector(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleAttractionAffector* createAttractionAffector(
|
|
|
|
const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
|
|
|
|
bool affectX = true, bool affectY = true, bool affectZ = true) = 0;
|
|
|
|
|
|
|
|
//! Creates a scale particle affector.
|
|
|
|
/** This affector scales the particle to the a multiple of its size defined
|
|
|
|
by the scaleTo variable.
|
|
|
|
\param scaleTo: multiple of the size which the particle will be scaled to until deletion
|
|
|
|
\return Pointer to the created particle affector.
|
|
|
|
To add this affector as new affector of this particle system,
|
|
|
|
just call addAffector(). Note that you'll have to drop() the
|
|
|
|
returned pointer, after you don't need it any more, see
|
|
|
|
IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleAffector* createScaleParticleAffector(const core::dimension2df& scaleTo = core::dimension2df(1.0f, 1.0f)) = 0;
|
|
|
|
|
|
|
|
//! Creates a fade out particle affector.
|
|
|
|
/** This affector modifies the color of every particle and and reaches
|
|
|
|
the final color when the particle dies. This affector looks really
|
|
|
|
good, if the EMT_TRANSPARENT_ADD_COLOR material is used and the
|
|
|
|
targetColor is video::SColor(0,0,0,0): Particles are fading out into
|
|
|
|
void with this setting.
|
|
|
|
\param targetColor: Color whereto the color of the particle is changed.
|
|
|
|
\param timeNeededToFadeOut: How much time in milliseconds should the
|
|
|
|
affector need to change the color to the targetColor.
|
|
|
|
\return Pointer to the created particle affector. To add this affector
|
|
|
|
as new affector of this particle system, just call addAffector(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
|
|
|
|
const video::SColor& targetColor = video::SColor(0,0,0,0),
|
|
|
|
u32 timeNeededToFadeOut = 1000) = 0;
|
|
|
|
|
|
|
|
//! Creates a gravity affector.
|
|
|
|
/** This affector modifies the direction of the particle. It assumes
|
|
|
|
that the particle is fired out of the emitter with huge force, but is
|
|
|
|
loosing this after some time and is caught by the gravity then. This
|
|
|
|
affector is ideal for creating things like fountains.
|
|
|
|
\param gravity: Direction and force of gravity.
|
|
|
|
\param timeForceLost: Time in milliseconds when the force of the
|
|
|
|
emitter is totally lost and the particle does not move any more. This
|
|
|
|
is the time where gravity fully affects the particle.
|
|
|
|
\return Pointer to the created particle affector. To add this affector
|
|
|
|
as new affector of this particle system, just call addAffector(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleGravityAffector* createGravityAffector(
|
|
|
|
const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
|
|
|
|
u32 timeForceLost = 1000) = 0;
|
|
|
|
|
|
|
|
//! Creates a rotation affector.
|
|
|
|
/** This affector modifies the positions of the particles and attracts
|
|
|
|
them to a specified point at a specified speed per second.
|
|
|
|
\param speed: Rotation in degrees per second
|
|
|
|
\param pivotPoint: Point to rotate the particles around
|
|
|
|
\return Pointer to the created particle affector. To add this affector
|
|
|
|
as new affector of this particle system, just call addAffector(). Note
|
|
|
|
that you'll have to drop() the returned pointer, after you don't need
|
|
|
|
it any more, see IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleRotationAffector* createRotationAffector(
|
|
|
|
const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f),
|
|
|
|
const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) ) = 0;
|
|
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
2021-08-27 14:55:10 +02:00
|
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE
|
2019-12-12 17:32:41 +01:00
|
|
|
{
|
|
|
|
out->addInt("ParticleBehavior", ParticleBehavior);
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
2021-08-27 14:55:10 +02:00
|
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE
|
2019-12-12 17:32:41 +01:00
|
|
|
{
|
|
|
|
ParticleBehavior = in->getAttributeAsInt("ParticleBehavior", ParticleBehavior);
|
|
|
|
}
|
|
|
|
|
|
|
|
protected:
|
|
|
|
s32 ParticleBehavior;
|
|
|
|
};
|
|
|
|
|
|
|
|
} // end namespace scene
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
#endif
|