irrlicht/include/IParticleSystemSceneNode.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
#define __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "IParticleAnimatedMeshSceneNodeEmitter.h"
#include "IParticleBoxEmitter.h"
#include "IParticleCylinderEmitter.h"
#include "IParticleMeshEmitter.h"
#include "IParticleRingEmitter.h"
#include "IParticleSphereEmitter.h"
#include "IParticleAttractionAffector.h"
#include "IParticleFadeOutAffector.h"
#include "IParticleGravityAffector.h"
#include "IParticleRotationAffector.h"
#include "dimension2d.h"
namespace irr
{
namespace scene
{
//! A particle system scene node for creating snow, fire, exlosions, smoke...
/** A scene node controlling a particle System. The behavior of the particles
can be controlling by setting the right particle emitters and effectors.
You can for example easily a campfire by doing this:
\code
scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
scene::IParticleEmitter* em = p->createBoxEmitter(
core::aabbox3d<f32>(-5,0,-5,5,1,5),
core::vector3df(0.0f,0.03f,0.0f),
40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
p->setEmitter(em);
em->drop();
scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
p->addAffector(paf);
paf->drop();
\endcode
*/
class IParticleSystemSceneNode : public ISceneNode
{
public:
//! constructor
IParticleSystemSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
//! Sets the size of all particles.
virtual void setParticleSize(
const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;
//! Sets if the particles should be global. If it is, the particles are affected by
//! the movement of the particle system scene node too, otherwise they completely
//! ignore it. Default is true.
virtual void setParticlesAreGlobal(bool global) = 0;
//! Sets the particle emitter, which creates the particles.
//! A particle emitter can be created using one of the
//! methods. For example to create and use a simple PointEmitter,
//! call IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
//! \param emitter: Sets the particle emitter. You can set this to 0
//! for removing the current emitter and stopping the particle system
//! emitting new particles.
virtual void setEmitter(IParticleEmitter* emitter) = 0;
//! Adds new particle effector to the particle system. A particle
//! affector modifies the particles. For example, the FadeOut
//! affector lets all particles fade out after some time. It is created
//! and used in this way: IParticleAffector* p = createFadeOutParticleAffector();
//! addAffector(p); p->drop();
//! Please note that a affector is not necessary for the particle
//! system to work.
//! \param affector: New affector.
virtual void addAffector(IParticleAffector* affector) = 0;
//! Removes all particle affectors in the particle system.
virtual void removeAllAffectors() = 0;
//! Creates a particle emitter for an animated mesh scene node
//! \param node: Pointer to the animated mesh scene node to emit particles from
//! \param useNormalDirection: If true, the direction of each particle created will
//! be the normal of the vertex that it's emitting from. The normal is divided by the
//! normalDirectionModifier parameter, which defaults to 100.0f.
//! \param direction: Direction and speed of particle emission.
//! \param normalDirectionModifier: If the emitter is using the normal direction
//! then the normal of the vertex that is being emitted from is divided by this number.
//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
//! to emit particles from. The default value is -1, which means a random meshBuffer
//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
//! specified by this value.
//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
//! in the mesh.
//! \param minParticlesPerSecond: Minimal amount of particles emitted
//! per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted
//! per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
bool everyMeshVertex = false,
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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 ) = 0;
//! Creates a box particle emitter.
//! \param box: The box for the emitter.
//! \param direction: Direction and speed of particle emission.
//! \param minParticlesPerSecond: Minimal amount of particles emitted
//! per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted
//! per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleBoxEmitter* createBoxEmitter(
const core::aabbox3df& box = core::aabbox3df(-10,28,-10,10,30,10),
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
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) = 0;
//! Creates a particle emitter for emitting from a cylinder
//! \param center: The center of the circle at the base of the cylinder
//! \param radius: The thickness of the cylinder
//! \param normal: Direction of the length of the cylinder
//! \param length: The length of the the cylinder
//! \param outlineOnly: Whether or not to put points inside the cylinder or on the outline only
//! \param direction: Direction and speed of particle emission.
//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleCylinderEmitter* createCylinderEmitter(
const core::vector3df& center, f32 radius,
const core::vector3df& normal, f32 length,
bool outlineOnly = false,
const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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 ) = 0;
//! Creates a mesh particle emitter.
//! \param mesh: Pointer to mesh to emit particles from
//! \param useNormalDirection: If true, the direction of each particle created will
//! be the normal of the vertex that it's emitting from. The normal is divided by the
//! normalDirectionModifier parameter, which defaults to 100.0f.
//! \param direction: Direction and speed of particle emission.
//! \param normalDirectionModifier: If the emitter is using the normal direction
//! then the normal of the vertex that is being emitted from is divided by this number.
//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
//! to emit particles from. The default value is -1, which means a random meshBuffer
//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
//! specified by this value.
//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
//! in the mesh.
//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleMeshEmitter* createMeshEmitter(
scene::IMesh* mesh, bool useNormalDirection = true,
const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
bool everyMeshVertex = false,
u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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 ) = 0;
//! Creates a point particle emitter.
//! \param direction: Direction and speed of particle emission.
//! \param minParticlesPerSecond: Minimal amount of particles emitted
//! per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted
//! per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticlePointEmitter* createPointEmitter(
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
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) = 0;
//! Creates a ring particle emitter.
//! \param center: Center of ring
//! \param radius: Distance of points from center, points will be rotated around the
//! Y axis at a random 360 degrees and will then be shifted by the provided ringThickness
//! values in each axis.
//! \param ringThickness : thickness of the ring or how wide the ring is
//! \param direction: Direction and speed of particle emission.
//! \param minParticlesPerSecond: Minimal amount of particles emitted
//! per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted
//! per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleRingEmitter* createRingEmitter(
const core::vector3df& center, f32 radius, f32 ringThickness,
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
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) = 0;
//! Creates a sphere particle emitter.
//! \param center: Center of sphere
//! \param radius: Radius of sphere
//! \param direction: Direction and speed of particle emission.
//! \param minParticlesPerSecond: Minimal amount of particles emitted
//! per second.
//! \param maxParticlesPerSecond: Maximal amount of particles emitted
//! per second.
//! \param minStartColor: Minimal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param maxStartColor: Maximal initial start color of a particle.
//! The real color of every particle is calculated as random interpolation
//! between minStartColor and maxStartColor.
//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
//! of the particle will differ from the orignial direction.
//! \return Returns a pointer to the created particle emitter.
//! To set this emitter as new emitter of this particle system,
//! just call setEmitter(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleSphereEmitter* createSphereEmitter(
const core::vector3df& center, f32 radius,
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
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) = 0;
//! Creates a point attraction affector. This affector modifies the positions of the
//! particles and attracts them to a specified point at a specified speed per second.
//! \param point: Point to attract particles to.
//! \param speed: Speed in units per second, to attract to the specified point.
//! \param attract: Whether the particles attract or detract from this point.
//! \param affectX: Whether or not this will affect the X position of the particle.
//! \param affectY: Whether or not this will affect the Y position of the particle.
//! \param affectZ: Whether or not this will affect the Z position of the particle.
//! \return Returns a pointer to the created particle affector.
//! To add this affector as new affector of this particle system,
//! just call addAffector(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleAttractionAffector* createAttractionAffector(
const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
bool affectX = true, bool affectY = true, bool affectZ = true) = 0;
//! Creates a fade out particle affector. This affector modifies
//! the color of every particle and and reaches the final color
//! when the particle dies.
//! This affector looks really good, if the EMT_TRANSPARENT_VERTEX_ALPHA
//! material is used and the targetColor is video::SColor(0,0,0,0):
//! Particles are fading out into void with this setting.
//! \param targetColor: Color whereto the color of the particle is changed.
//! \param timeNeededToFadeOut: How much time in milli seconds
//! should the affector need to change the color to the targetColor.
//! \return Returns a pointer to the created particle affector.
//! To add this affector as new affector of this particle system,
//! just call addAffector(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
const video::SColor& targetColor = video::SColor(0,0,0,0),
u32 timeNeededToFadeOut = 1000) = 0;
//! Creates a gravity affector. This affector modifies the direction
//! of the particle. It assumes that the particle is fired out of the
//! emitter with huge force, but is loosing this after some time
//! and is catched by the gravity then. This affector is ideal for
//! creating things like fountains.
//! \param gravity: Direction and force of gravity.
//! \param timeForceLost: Time in milli seconds when the force
//! of the emitter is totally lost and the particle does not move any more.
//! This is the time where gravity fully affects the particle.
//! \return Returns a pointer to the created particle affector.
//! To add this affector as new affector of this particle system,
//! just call addAffector(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleGravityAffector* createGravityAffector(
const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
u32 timeForceLost = 1000) = 0;
//! Creates a rotation affector. This affector modifies the positions of the
//! particles and attracts them to a specified point at a specified speed per second.
//! \param speed: Rotation in degrees per second
//! \param pivotPoint: Point to rotate the particles around
//! \return Returns a pointer to the created particle affector.
//! To add this affector as new affector of this particle system,
//! just call addAffector(). Note that you'll have to drop() the
//! returned pointer, after you don't need it any more, see
//! IReferenceCounted::drop() for more informations.
virtual IParticleRotationAffector* createRotationAffector(
const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f),
const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) ) = 0;
};
} // end namespace scene
} // end namespace irr
#endif