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

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<H3> 7.8.13 Explosion Mesh Object </H3>
<!--docid::SEC517::-->
<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>

Explosion is a particle system that emulates an explosion.  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="SEC518"></A>
<H4> Basic Structure         </H4>
<!--docid::SEC518::-->
<P>

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

<UL>
<LI>
Type plugin: `<SAMP>crystalspace.mesh.object.explosion</SAMP>'
<LI>
Loader plugin: `<SAMP>crystalspace.mesh.loader.explosion</SAMP>'
<LI>
Factory loader plugin: `<SAMP>crystalspace.mesh.loader.factory.explosion</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>iExplosionState</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="SEC519"></A>
<H4> Factory State Interface         </H4>
<!--docid::SEC519::-->
<P>

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

<A NAME="SEC520"></A>
<H4> Factory Loader         </H4>
<!--docid::SEC520::-->
<P>

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

<A NAME="SEC521"></A>
<H4> Object State Interface         </H4>
<!--docid::SEC521::-->
<P>

`<SAMP>iExplosionState</SAMP>' is the SCF interface that you can
use to set/get settings for an explosion object. The definition of this
interface can be found in `<TT>CS/include/imesh/explode.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 explosion parameters.
</P><P>

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

<A NAME="SEC522"></A>
<H4> Object Loader          </H4>
<!--docid::SEC522::-->
<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 droplets for the snow (width and height).
<DT><CODE>CENTER(x,y,z)</CODE>
<DD>Center of the explosion.  In most cases you should use the origin here (0,0,0)
and let the engine control the position of the explosion.
<DT><CODE>PUSH(x,y,z)</CODE>
<DD>Initial push.
<DT><CODE>FADE(number)</CODE>
<DD>Fade.
<DT><CODE>PARTRADIUS(radius)</CODE>
<DD>Radius of every part.
<DT><CODE>NRSIDES(nrSides)</CODE>
<DD>Number of sides to use for the explosion particles.
<DT><CODE>SPREADPOS(spreadPos)</CODE>
<DD>SpreadPos.
<DT><CODE>SPREADSPEED(spreadSpeed)</CODE>
<DD>SpreadSpeed.
<DT><CODE>SPREADACCEL(spreadAccelaration)</CODE>
<DD>SpreadAccel.
<DT><CODE>LIGHTING(boolean)</CODE>
<DD>Disable or enable lighting for the explosion particles.
<DT><CODE>NUMBER(nrParticles)</CODE>
<DD>Number of particles to use.
</DL>
<A NAME="MeshObject Spiral"></A>
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