// 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 #ifndef __C_PARTICLE_MESH_EMITTER_H_INCLUDED__ #define __C_PARTICLE_MESH_EMITTER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_PARTICLES_ #include "IParticleMeshEmitter.h" #include "irrArray.h" #include "aabbox3d.h" #include "IMeshBuffer.h" namespace irr { namespace scene { //! A default box emitter class CParticleMeshEmitter : public IParticleMeshEmitter { public: //! constructor CParticleMeshEmitter( IMesh* mesh, bool useNormalDirection = true, const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f), f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1, bool everyMeshVertex = false, u32 minParticlesPerSecond = 20, u32 maxParticlesPerSecond = 40, 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) ); //! Prepares an array with new particles to emitt into the system //! and returns how much new particles there are. virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray) IRR_OVERRIDE; //! Set Mesh to emit particles from virtual void setMesh( IMesh* mesh ) IRR_OVERRIDE; //! Set whether to use vertex normal for direction, or direction specified virtual void setUseNormalDirection( bool useNormalDirection ) IRR_OVERRIDE { UseNormalDirection = useNormalDirection; } //! Set direction the emitter emits particles virtual void setDirection( const core::vector3df& newDirection ) IRR_OVERRIDE { Direction = newDirection; } //! Set the amount that the normal is divided by for getting a particles direction virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) IRR_OVERRIDE { NormalDirectionModifier = normalDirectionModifier; } //! Sets whether to emit min<->max particles for every vertex per second, or to pick //! min<->max vertices every second virtual void setEveryMeshVertex( bool everyMeshVertex ) IRR_OVERRIDE { EveryMeshVertex = everyMeshVertex; } //! Set minimum number of particles the emitter emits per second virtual void setMinParticlesPerSecond( u32 minPPS ) IRR_OVERRIDE { MinParticlesPerSecond = minPPS; } //! Set maximum number of particles the emitter emits per second virtual void setMaxParticlesPerSecond( u32 maxPPS ) IRR_OVERRIDE { MaxParticlesPerSecond = maxPPS; } //! Set minimum starting color for particles virtual void setMinStartColor( const video::SColor& color ) IRR_OVERRIDE { MinStartColor = color; } //! Set maximum starting color for particles virtual void setMaxStartColor( const video::SColor& color ) IRR_OVERRIDE { MaxStartColor = color; } //! Set the maximum starting size for particles virtual void setMaxStartSize( const core::dimension2df& size ) IRR_OVERRIDE { MaxStartSize = size; } //! Set the minimum starting size for particles virtual void setMinStartSize( const core::dimension2df& size ) IRR_OVERRIDE { MinStartSize = size; } //! Set the minimum particle life-time in milliseconds virtual void setMinLifeTime( u32 lifeTimeMin ) IRR_OVERRIDE { MinLifeTime = lifeTimeMin; } //! Set the maximum particle life-time in milliseconds virtual void setMaxLifeTime( u32 lifeTimeMax ) IRR_OVERRIDE { MaxLifeTime = lifeTimeMax; } //! Set maximal random derivation from the direction virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) IRR_OVERRIDE { MaxAngleDegrees = maxAngleDegrees; } //! Get Mesh we're emitting particles from virtual const IMesh* getMesh() const IRR_OVERRIDE { return Mesh; } //! Get whether to use vertex normal for direciton, or direction specified virtual bool isUsingNormalDirection() const IRR_OVERRIDE { return UseNormalDirection; } //! Get direction the emitter emits particles virtual const core::vector3df& getDirection() const IRR_OVERRIDE { return Direction; } //! Get the amount that the normal is divided by for getting a particles direction virtual f32 getNormalDirectionModifier() const IRR_OVERRIDE { return NormalDirectionModifier; } //! Gets whether to emit min<->max particles for every vertex per second, or to pick //! min<->max vertices every second virtual bool getEveryMeshVertex() const IRR_OVERRIDE { return EveryMeshVertex; } //! Get the minimum number of particles the emitter emits per second virtual u32 getMinParticlesPerSecond() const IRR_OVERRIDE { return MinParticlesPerSecond; } //! Get the maximum number of particles the emitter emits per second virtual u32 getMaxParticlesPerSecond() const IRR_OVERRIDE { return MaxParticlesPerSecond; } //! Get the minimum starting color for particles virtual const video::SColor& getMinStartColor() const IRR_OVERRIDE { return MinStartColor; } //! Get the maximum starting color for particles virtual const video::SColor& getMaxStartColor() const IRR_OVERRIDE { return MaxStartColor; } //! Gets the maximum starting size for particles virtual const core::dimension2df& getMaxStartSize() const IRR_OVERRIDE { return MaxStartSize; } //! Gets the minimum starting size for particles virtual const core::dimension2df& getMinStartSize() const IRR_OVERRIDE { return MinStartSize; } //! Get the minimum particle life-time in milliseconds virtual u32 getMinLifeTime() const IRR_OVERRIDE { return MinLifeTime; } //! Get the maximum particle life-time in milliseconds virtual u32 getMaxLifeTime() const IRR_OVERRIDE { return MaxLifeTime; } //! Get maximal random derivation from the direction virtual s32 getMaxAngleDegrees() const IRR_OVERRIDE { return MaxAngleDegrees; } private: const IMesh* Mesh; core::array VertexPerMeshBufferList; s32 TotalVertices; u32 MBCount; s32 MBNumber; f32 NormalDirectionModifier; core::array Particles; core::vector3df Direction; core::dimension2df MaxStartSize, MinStartSize; u32 MinParticlesPerSecond, MaxParticlesPerSecond; video::SColor MinStartColor, MaxStartColor; u32 MinLifeTime, MaxLifeTime; u32 Time; s32 MaxAngleDegrees; bool EveryMeshVertex; bool UseNormalDirection; }; } // end namespace scene } // end namespace irr #endif // _IRR_COMPILE_WITH_PARTICLES_ #endif // __C_PARTICLE_MESH_EMITTER_H_INCLUDED__