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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<TITLE>Crystal Space: MeshObject Fire</TITLE>

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<H3> 7.8.10 Fire Mesh Object </H3>
<!--docid::SEC499::-->
<P>

<EM>Written by Jorrit Tyberghein,
<A HREF="mailto:jorrit.tyberghein@uz.kuleuven.ac.be">jorrit.tyberghein@uz.kuleuven.ac.be</A>.</EM>
</P><P>

A fire is a particle system that emulates a torch or flame.  Also see the
general particle system documentation which is valid for all particle systems.
See section <A HREF="cs_209.html#SEC490">7.8.8 Particle Systems in General</A>.
</P><P>

<A NAME="SEC500"></A>
<H4> Basic Structure      </H4>
<!--docid::SEC500::-->
<P>

The following SCF class names are used (for <CODE>CS_LOAD_PLUGIN()</CODE>):
</P><P>

<UL>
<LI>
Type plugin: `<SAMP>crystalspace.mesh.object.fire</SAMP>'
<LI>
Loader plugin: `<SAMP>crystalspace.mesh.loader.fire</SAMP>'
<LI>
Factory loader plugin: `<SAMP>crystalspace.mesh.loader.factory.fire</SAMP>'
</UL>
<P>

Objects in this plugin implement the following SCF interfaces (get
with <CODE>SCF_QUERY_INTERFACE()</CODE>):
</P><P>

<UL>
<LI>
<EM>MeshObject</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObject</SAMP>'
<LI>
Implements `<SAMP>iParticleState</SAMP>'
<LI>
Implements `<SAMP>iFireState</SAMP>'
</UL>
<LI>
<EM>MeshObjectFactory</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObjectFactory</SAMP>'
</UL>
<LI>
<EM>MeshObjectFactory</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObjectType</SAMP>'
</UL>
</UL>
<P>

<A NAME="SEC501"></A>
<H4> Factory State Interface      </H4>
<!--docid::SEC501::-->
<P>

This plugin has no factory state interface.
</P><P>

<A NAME="SEC502"></A>
<H4> Factory Loader      </H4>
<!--docid::SEC502::-->
<P>

The fire mesh factory loader has no parameters.
</P><P>

<A NAME="SEC503"></A>
<H4> Object State Interface      </H4>
<!--docid::SEC503::-->
<P>

`<SAMP>iFireState</SAMP>' is the SCF interface that you can
use to set/get settings for a fire object. The definition of this
interface can be found in `<TT>CS/include/imesh/fire.h</TT>' and that's also the
include file you need to include in your applications to use this plugin.
Using this interface you can access the number of particles, the size
of the particles, and various other fire parameters.
</P><P>

In addition you can use `<SAMP>iParticleState</SAMP>'.
</P><P>

<A NAME="SEC504"></A>
<H4> Object Loader       </H4>
<!--docid::SEC504::-->
<P>

Also see the general documentation for particle systems for other recognized
keywords.  See section <A HREF="cs_209.html#SEC490">7.8.8 Particle Systems in General</A>.
</P><P>

<DL COMPACT>
<DT><CODE>DROPSIZE(width,height)</CODE>
<DD>Size of the flame particles (width and height).
<DT><CODE>ORIGIN(x,y,z)</CODE>
<DD>Origin of the flame.  Usually this is (0,0,0) and the engine is responsible for
setting the correct position of the flame.  This works better for hierarchical
transformations.
<DT><CODE>ORIGINBOX(minx,miny,minz,maxx,maxy,maxz)</CODE>
<DD>Origin of the flame as a box. Usually this is (0,0,0, 0,0,0) and the engine
is responsible for setting the correct position of the flame.  This works
better for hierarchical transformations.
<DT><CODE>DIRECTION(x,y,z)</CODE>
<DD>Direction of the flame.
<DT><CODE>SWIRL(swirlValue)</CODE>
<DD>Swirl.
<DT><CODE>COLORSCALE(colorScale)</CODE>
<DD>Color scale.
<DT><CODE>TOTALTIME(totalTime)</CODE>
<DD>Total time.
<DT><CODE>LIGHTING(boolean)</CODE>
<DD>Disable or enable lighting for the fire particles.
<DT><CODE>NUMBER(nrParticles)</CODE>
<DD>Number of particles to use.
</DL>
<A NAME="MeshObject Snow"></A>
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