// 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 #include "IrrCompileConfig.h" #include "CParticleMeshEmitter.h" #include "os.h" namespace irr { namespace scene { //! constructor CParticleMeshEmitter::CParticleMeshEmitter( IMesh* mesh, bool useNormalDirection, const core::vector3df& direction, f32 normalDirectionModifier, s32 mbNumber, bool everyMeshVertex, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) : Mesh(0), TotalVertices(0), MBCount(0), MBNumber(mbNumber), NormalDirectionModifier(normalDirectionModifier), Direction(direction), MaxStartSize(maxStartSize), MinStartSize(minStartSize), MinParticlesPerSecond(minParticlesPerSecond), MaxParticlesPerSecond(maxParticlesPerSecond), MinStartColor(minStartColor), MaxStartColor(maxStartColor), MinLifeTime(lifeTimeMin), MaxLifeTime(lifeTimeMax), Time(0), Emitted(0), MaxAngleDegrees(maxAngleDegrees), EveryMeshVertex(everyMeshVertex), UseNormalDirection(useNormalDirection) { #ifdef _DEBUG setDebugName("CParticleMeshEmitter"); #endif setMesh(mesh); } //! Prepares an array with new particles to emitt into the system //! and returns how much new particles there are. s32 CParticleMeshEmitter::emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray) { Time += timeSinceLastCall; const u32 pps = (MaxParticlesPerSecond - MinParticlesPerSecond); const f32 perSecond = pps ? ((f32)MinParticlesPerSecond + os::Randomizer::frand() * pps) : MinParticlesPerSecond; const f32 everyWhatMillisecond = 1000.0f / perSecond; if(Time > everyWhatMillisecond) { Particles.set_used(0); u32 amount = (u32)((Time / everyWhatMillisecond) + 0.5f); Time = 0; SParticle p; if(amount > MaxParticlesPerSecond * 2) amount = MaxParticlesPerSecond * 2; for(u32 i=0; i<amount; ++i) { if( EveryMeshVertex ) { for( u32 j=0; j<Mesh->getMeshBufferCount(); ++j ) { for( u32 k=0; k<Mesh->getMeshBuffer(j)->getVertexCount(); ++k ) { p.pos = Mesh->getMeshBuffer(j)->getPosition(k); if( UseNormalDirection ) p.vector = Mesh->getMeshBuffer(j)->getNormal(k) / NormalDirectionModifier; else p.vector = Direction; p.startTime = now; if( MaxAngleDegrees ) { core::vector3df tgt = p.vector; tgt.rotateXYBy(os::Randomizer::frand() * MaxAngleDegrees); tgt.rotateYZBy(os::Randomizer::frand() * MaxAngleDegrees); tgt.rotateXZBy(os::Randomizer::frand() * MaxAngleDegrees); p.vector = tgt; } p.endTime = now + MinLifeTime; if (MaxLifeTime != MinLifeTime) p.endTime += os::Randomizer::rand() % (MaxLifeTime - MinLifeTime); if (MinStartColor==MaxStartColor) p.color=MinStartColor; else p.color = MinStartColor.getInterpolated(MaxStartColor, os::Randomizer::frand()); p.startColor = p.color; p.startVector = p.vector; if (MinStartSize==MaxStartSize) p.startSize = MinStartSize; else p.startSize = MinStartSize.getInterpolated(MaxStartSize, os::Randomizer::frand()); p.size = p.startSize; Particles.push_back(p); } } } else { const s32 randomMB = (MBNumber < 0) ? (os::Randomizer::rand() % MBCount) : MBNumber; u32 vertexNumber = Mesh->getMeshBuffer(randomMB)->getVertexCount(); if (!vertexNumber) continue; vertexNumber = os::Randomizer::rand() % vertexNumber; p.pos = Mesh->getMeshBuffer(randomMB)->getPosition(vertexNumber); if( UseNormalDirection ) p.vector = Mesh->getMeshBuffer(randomMB)->getNormal(vertexNumber) / NormalDirectionModifier; else p.vector = Direction; p.startTime = now; if( MaxAngleDegrees ) { core::vector3df tgt = Direction; tgt.rotateXYBy(os::Randomizer::frand() * MaxAngleDegrees); tgt.rotateYZBy(os::Randomizer::frand() * MaxAngleDegrees); tgt.rotateXZBy(os::Randomizer::frand() * MaxAngleDegrees); p.vector = tgt; } p.endTime = now + MinLifeTime; if (MaxLifeTime != MinLifeTime) p.endTime += os::Randomizer::rand() % (MaxLifeTime - MinLifeTime); if (MinStartColor==MaxStartColor) p.color=MinStartColor; else p.color = MinStartColor.getInterpolated(MaxStartColor, os::Randomizer::frand()); p.startColor = p.color; p.startVector = p.vector; if (MinStartSize==MaxStartSize) p.startSize = MinStartSize; else p.startSize = MinStartSize.getInterpolated(MaxStartSize, os::Randomizer::frand()); p.size = p.startSize; Particles.push_back(p); } } outArray = Particles.pointer(); return Particles.size(); } return 0; } //! Set Mesh to emit particles from void CParticleMeshEmitter::setMesh(IMesh* mesh) { Mesh = mesh; TotalVertices = 0; MBCount = 0; VertexPerMeshBufferList.clear(); if ( !Mesh ) return; MBCount = Mesh->getMeshBufferCount(); VertexPerMeshBufferList.reallocate(MBCount); for( u32 i = 0; i < MBCount; ++i ) { VertexPerMeshBufferList.push_back( Mesh->getMeshBuffer(i)->getVertexCount() ); TotalVertices += Mesh->getMeshBuffer(i)->getVertexCount(); } } } // end namespace scene } // end namespace irr
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