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// 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_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__
#define __C_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__
#include "IParticleAnimatedMeshSceneNodeEmitter.h"
#include "irrArray.h"
namespace irr
{
namespace scene
{
//! An animated mesh emitter
class CParticleAnimatedMeshSceneNodeEmitter : public IParticleAnimatedMeshSceneNodeEmitter
{
public:
//! constructor
CParticleAnimatedMeshSceneNodeEmitter(
IAnimatedMeshSceneNode* node,
bool useNormalDirection = true,
const core::vector3df& direction = core::vector3df(0.0f,0.0f,-1.0f),
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);
//! Set Mesh to emit particles from
virtual void setAnimatedMeshSceneNode( IAnimatedMeshSceneNode* node );
//! Set whether to use vertex normal for direction, or direction specified
virtual void setUseNormalDirection( bool useNormalDirection ) { UseNormalDirection = useNormalDirection; }
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
//! Set the amount that the normal is divided by for getting a particles direction
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) { 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 ) { EveryMeshVertex = everyMeshVertex; }
//! Set minimum number of particles the emitter emits per second
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles the emitter emits per second
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
//! Set minimum starting color for particles
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
//! Set maximum starting color for particles
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
//! Maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
//! Get Mesh we're emitting particles from
virtual const IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() const { return Node; }
//! Get whether to use vertex normal for direciton, or direction specified
virtual bool isUsingNormalDirection() const { return UseNormalDirection; }
//! Get direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
//! Get the amount that the normal is divided by for getting a particles direction
virtual f32 getNormalDirectionModifier() const { 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 { return EveryMeshVertex; }
//! Get the minimum number of particles the emitter emits per second
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
//! Get the maximum number of particles the emitter emits per second
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
//! Get the minimum starting color for particles
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
//! Get the maximum starting color for particles
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
//! Get the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
//! Get the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
//! Maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
private:
IAnimatedMeshSceneNode* Node;
IAnimatedMesh* AnimatedMesh;
const IMesh* BaseMesh;
s32 TotalVertices;
u32 MBCount;
s32 MBNumber;
core::array<s32> VertexPerMeshBufferList;
core::array<SParticle> Particles;
core::vector3df Direction;
f32 NormalDirectionModifier;
u32 MinParticlesPerSecond, MaxParticlesPerSecond;
video::SColor MinStartColor, MaxStartColor;
u32 MinLifeTime, MaxLifeTime;
core::dimension2df MaxStartSize, MinStartSize;
u32 Time;
s32 MaxAngleDegrees;
bool EveryMeshVertex;
bool UseNormalDirection;
};
} // end namespace scene
} // end namespace irr
#endif // __C_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__
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