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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
573 lines
28 KiB
C++
573 lines
28 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
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#define __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "IParticleAnimatedMeshSceneNodeEmitter.h"
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#include "IParticleBoxEmitter.h"
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#include "IParticleCylinderEmitter.h"
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#include "IParticleMeshEmitter.h"
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#include "IParticleRingEmitter.h"
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#include "IParticleSphereEmitter.h"
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#include "IParticleAttractionAffector.h"
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#include "IParticleFadeOutAffector.h"
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#include "IParticleGravityAffector.h"
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#include "IParticleRotationAffector.h"
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#include "dimension2d.h"
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namespace irr
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{
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namespace scene
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{
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//! A particle system scene node for creating snow, fire, explosions, smoke...
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/** A scene node controlling a particle System. The behavior of the particles
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can be controlled by setting the right particle emitters and affectors.
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You can for example easily create a campfire by doing this:
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\code
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scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
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p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
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scene::IParticleEmitter* em = p->createBoxEmitter(
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core::aabbox3d<f32>(-5,0,-5,5,1,5),
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core::vector3df(0.0f,0.03f,0.0f),
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40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
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p->setEmitter(em);
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em->drop();
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scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
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p->addAffector(paf);
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paf->drop();
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\endcode
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*/
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//! Bitflags to control particle behavior
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enum EParticleBehavior
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{
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//! Continue emitting new particles even when the node is invisible
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EPB_INVISIBLE_EMITTING = 1,
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//! Continue affecting particles even when the node is invisible
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EPB_INVISIBLE_AFFECTING = 2,
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//! Continue updating particle positions or deleting them even when the node is invisible
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EPB_INVISIBLE_ANIMATING = 4,
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//! Clear all particles when node gets invisible
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EPB_CLEAR_ON_INVISIBLE = 8,
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//! Particle movement direction on emitting ignores the node rotation
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//! This is mainly to allow backward compatible behavior to Irrlicht 1.8
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EPB_EMITTER_VECTOR_IGNORE_ROTATION = 16,
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//! On emitting global particles interpolate the positions randomly between the last and current node transformations.
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//! This can be set to avoid gaps caused by fast node movement or low framerates, but will be somewhat
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//! slower to calculate.
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EPB_EMITTER_FRAME_INTERPOLATION = 32
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};
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class IParticleSystemSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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IParticleSystemSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
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: ISceneNode(parent, mgr, id, position, rotation, scale)
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, ParticleBehavior(0)
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{
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}
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//! Sets the size of all particles.
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virtual void setParticleSize(
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const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;
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//! Sets if the particles should be global.
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/** If they are, the particles are affected by the movement of the
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particle system scene node too, otherwise they completely ignore it.
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Default is true. */
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virtual void setParticlesAreGlobal(bool global=true) = 0;
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//! Bitflags to change the particle behavior
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/**
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\param flags A combination of ::EParticleBehavior bit-flags. Default is 0. */
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virtual void setParticleBehavior(irr::u32 flags)
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{
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ParticleBehavior = flags;
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}
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//! Gets how particles behave in different situations
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/**
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\return A combination of ::EParticleBehavior flags */
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virtual irr::u32 getParticleBehavior() const
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{
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return ParticleBehavior;
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}
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//! Remove all currently visible particles
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virtual void clearParticles() = 0;
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//! Do manually update the particles.
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/** This should only be called when you want to render the node outside
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the scenegraph, as the node will care about this otherwise
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automatically. */
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virtual void doParticleSystem(u32 time) = 0;
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//! Gets the particle emitter, which creates the particles.
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/** \return The particle emitter. Can be 0 if none is set. */
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virtual IParticleEmitter* getEmitter() =0;
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//! Sets the particle emitter, which creates the particles.
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/** A particle emitter can be created using one of the createEmitter
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methods. For example to create and use a simple PointEmitter, call
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IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
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\param emitter: Sets the particle emitter. You can set this to 0 for
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removing the current emitter and stopping the particle system emitting
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new particles. */
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virtual void setEmitter(IParticleEmitter* emitter) = 0;
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//! Adds new particle effector to the particle system.
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/** A particle affector modifies the particles. For example, the FadeOut
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affector lets all particles fade out after some time. It is created and
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used in this way:
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\code
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IParticleAffector* p = createFadeOutParticleAffector();
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addAffector(p);
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p->drop();
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\endcode
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Please note that an affector is not necessary for the particle system to
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work.
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\param affector: New affector. */
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virtual void addAffector(IParticleAffector* affector) = 0;
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//! Get a list of all particle affectors.
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/** \return The list of particle affectors attached to this node. */
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virtual const core::list<IParticleAffector*>& getAffectors() const = 0;
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//! Removes all particle affectors in the particle system.
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virtual void removeAllAffectors() = 0;
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//! Creates a particle emitter for an animated mesh scene node
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/** \param node: Pointer to the animated mesh scene node to emit
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particles from
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\param useNormalDirection: If true, the direction of each particle
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created will be the normal of the vertex that it's emitting from. The
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normal is divided by the normalDirectionModifier parameter, which
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defaults to 100.0f.
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\param direction: Direction and speed of particle emission.
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\param normalDirectionModifier: If the emitter is using the normal
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direction then the normal of the vertex that is being emitted from is
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divided by this number.
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\param mbNumber: This allows you to specify a specific meshBuffer for
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the IMesh* to emit particles from. The default value is -1, which
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means a random meshBuffer picked from all of the meshes meshBuffers
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will be selected to pick a random vertex from. If the value is 0 or
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greater, it will only pick random vertices from the meshBuffer
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specified by this value.
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\param everyMeshVertex: If true, the emitter will emit between min/max
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particles every second, for every vertex in the mesh, if false, it will
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emit between min/max particles from random vertices in the mesh.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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\param maxAngleDegrees: Maximal angle in degrees, the emitting
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direction of the particle will differ from the original direction.
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\param minStartSize: Minimal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\param maxStartSize: Maximal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\return Pointer to the created particle emitter. To set this emitter
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as new emitter of this particle system, just call setEmitter(). Note
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that you'll have to drop() the returned pointer, after you don't need
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it any more, see IReferenceCounted::drop() for more information. */
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virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
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scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0,
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const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
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const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
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//! Creates a box particle emitter.
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/** \param box: The box for the emitter.
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\param direction: Direction and speed of particle emission.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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\param maxAngleDegrees: Maximal angle in degrees, the emitting
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direction of the particle will differ from the original direction.
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\param minStartSize: Minimal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\param maxStartSize: Maximal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\return Pointer to the created particle emitter. To set this emitter
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as new emitter of this particle system, just call setEmitter(). Note
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that you'll have to drop() the returned pointer, after you don't need
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it any more, see IReferenceCounted::drop() for more information. */
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virtual IParticleBoxEmitter* createBoxEmitter(
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const core::aabbox3df& box = core::aabbox3df(-10,28,-10,10,30,10),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0,
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const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
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const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
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//! Creates a particle emitter for emitting from a cylinder
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/** \param center: The center of the circle at the base of the cylinder
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\param radius: The thickness of the cylinder
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\param normal: Direction of the length of the cylinder
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\param length: The length of the the cylinder
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\param outlineOnly: Whether or not to put points inside the cylinder or
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on the outline only
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\param direction: Direction and speed of particle emission.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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\param maxAngleDegrees: Maximal angle in degrees, the emitting
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direction of the particle will differ from the original direction.
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\param minStartSize: Minimal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\param maxStartSize: Maximal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\return Pointer to the created particle emitter. To set this emitter
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as new emitter of this particle system, just call setEmitter(). Note
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that you'll have to drop() the returned pointer, after you don't need
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it any more, see IReferenceCounted::drop() for more information. */
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virtual IParticleCylinderEmitter* createCylinderEmitter(
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const core::vector3df& center, f32 radius,
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const core::vector3df& normal, f32 length,
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bool outlineOnly = false,
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0,
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const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
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const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
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//! Creates a mesh particle emitter.
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/** \param mesh: Pointer to mesh to emit particles from
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\param useNormalDirection: If true, the direction of each particle
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created will be the normal of the vertex that it's emitting from. The
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normal is divided by the normalDirectionModifier parameter, which
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defaults to 100.0f.
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\param direction: Direction and speed of particle emission.
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\param normalDirectionModifier: If the emitter is using the normal
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direction then the normal of the vertex that is being emitted from is
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divided by this number.
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\param mbNumber: This allows you to specify a specific meshBuffer for
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the IMesh* to emit particles from. The default value is -1, which
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means a random meshBuffer picked from all of the meshes meshBuffers
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will be selected to pick a random vertex from. If the value is 0 or
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greater, it will only pick random vertices from the meshBuffer
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specified by this value.
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\param everyMeshVertex: If true, the emitter will emit between min/max
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particles every second, for every vertex in the mesh, if false, it will
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emit between min/max particles from random vertices in the mesh.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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\param maxAngleDegrees: Maximal angle in degrees, the emitting
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direction of the particle will differ from the original direction.
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\param minStartSize: Minimal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\param maxStartSize: Maximal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\return Pointer to the created particle emitter. To set this emitter
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as new emitter of this particle system, just call setEmitter(). Note
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that you'll have to drop() the returned pointer, after you don't need
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it any more, see IReferenceCounted::drop() for more information. */
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virtual IParticleMeshEmitter* createMeshEmitter(
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scene::IMesh* mesh, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0,
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const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
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const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
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//! Creates a point particle emitter.
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/** \param direction: Direction and speed of particle emission.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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\param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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\param maxAngleDegrees: Maximal angle in degrees, the emitting
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direction of the particle will differ from the original direction.
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\param minStartSize: Minimal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\param maxStartSize: Maximal initial start size of a particle. The
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real size of every particle is calculated as random interpolation
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between minStartSize and maxStartSize.
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\return Pointer to the created particle emitter. To set this emitter
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as new emitter of this particle system, just call setEmitter(). Note
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that you'll have to drop() the returned pointer, after you don't need
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it any more, see IReferenceCounted::drop() for more information. */
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virtual IParticlePointEmitter* createPointEmitter(
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0,
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const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
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const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ) = 0;
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//! Creates a ring particle emitter.
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/** \param center: Center of ring
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\param radius: Distance of points from center, points will be rotated
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around the Y axis at a random 360 degrees and will then be shifted by
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the provided ringThickness values in each axis.
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\param ringThickness : thickness of the ring or how wide the ring is
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\param direction: Direction and speed of particle emission.
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\param minParticlesPerSecond: Minimal amount of particles emitted per
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second.
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\param maxParticlesPerSecond: Maximal amount of particles emitted per
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second.
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\param minStartColor: Minimal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param maxStartColor: Maximal initial start color of a particle. The
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real color of every particle is calculated as random interpolation
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between minStartColor and maxStartColor.
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\param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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|
\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.
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const _IRR_OVERRIDE_
|
|
{
|
|
out->addInt("ParticleBehavior", ParticleBehavior);
|
|
}
|
|
|
|
//! Reads attributes of the scene node.
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) _IRR_OVERRIDE_
|
|
{
|
|
ParticleBehavior = in->getAttributeAsInt("ParticleBehavior", ParticleBehavior);
|
|
}
|
|
|
|
protected:
|
|
s32 ParticleBehavior;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|