// Copyright (C) 2002-2011 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; u32 Emitted; 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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