Fixed the particle emitter types which were missing.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@878 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -16,18 +16,18 @@ namespace scene
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enum E_CULLING_TYPE
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{
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EAC_OFF = 0,
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EAC_BOX,
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EAC_FRUSTUM_BOX,
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EAC_FRUSTUM_SPHERE
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EAC_BOX = 1,
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EAC_FRUSTUM_BOX = 2,
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EAC_FRUSTUM_SPHERE = 4
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};
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//! Names for culling type
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const c8* const AutomaticCullingNames[] =
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{
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"false",
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"box", // camera box against node box
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"frustum_box", // camera frustum against node box
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"frustum_sphere", // camera frustum against node sphere
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"box", // camera box against node box
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"frustum_box", // camera frustum against node box
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"frustum_sphere", // camera frustum against node sphere
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0
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};
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@ -46,6 +46,9 @@ public:
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//! Gets whether to emit min<->max particles for every vertex per
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//! second, or to pick min<->max vertices every second
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virtual bool getEveryMeshVertex() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_ANIMATED_MESH; }
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};
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} // end namespace scene
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@ -49,6 +49,9 @@ public:
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//! Get whether or not to draw points inside the cylinder
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virtual bool getOutlineOnly() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_CYLINDER; }
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};
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} // end namespace scene
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@ -17,7 +17,12 @@ namespace scene
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enum E_PARTICLE_EMITTER_TYPE
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{
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EPET_POINT = 0,
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EPET_ANIMATED_MESH,
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EPET_BOX,
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EPET_CYLINDER,
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EPET_MESH,
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EPET_RING,
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EPET_SPHERE,
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EPET_COUNT
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};
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@ -25,7 +30,12 @@ enum E_PARTICLE_EMITTER_TYPE
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const c8* const ParticleEmitterTypeNames[] =
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{
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"Point",
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"AnimatedMesh",
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"Box",
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"Cylinder",
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"Mesh",
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"Ring",
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"Sphere",
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0
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};
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@ -46,6 +46,9 @@ public:
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//! Gets whether to emit min<->max particles for every vertex per second, or to pick
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//! min<->max vertices every second
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virtual bool getEveryMeshVertex() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_MESH; }
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};
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} // end namespace scene
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@ -37,6 +37,9 @@ public:
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//! Get the thickness of the ring
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virtual f32 getRingThickness() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_RING; }
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};
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} // end namespace scene
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@ -31,6 +31,9 @@ public:
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//! Get the radius of the sphere for particle emissions
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virtual f32 getRadius() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_SPHERE; }
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};
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} // end namespace scene
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@ -437,7 +437,7 @@ namespace scene
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//! Enables or disables automatic culling based on the bounding box.
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/** Automatic culling is enabled by default. Note that not
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all SceneNodes support culling (the billboard scene node for example)
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all SceneNodes support culling (e.g. the billboard scene node)
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and that some nodes always cull their geometry because it is their
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only reason for existence, for example the OctreeSceneNode.
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\param state: The culling state to be used. */
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@ -91,13 +91,17 @@ struct S3DVertex2TCoords : S3DVertex
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//! constructor with two different texture coords, but no normal
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S3DVertex2TCoords(const core::vector3df& pos, SColor color,
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const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
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: S3DVertex(pos, core::vector3df(0.0f, 0.0f, 0.0f), color, tcoords), TCoords2(tcoords2) {}
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: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
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//! constructor with all values
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S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
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const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
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: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
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//! constructor with all values
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S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
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: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
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//! constructor with the same texture coords and normal
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S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
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: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
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@ -149,14 +153,14 @@ struct S3DVertexTangents : S3DVertex
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//! constructor
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S3DVertexTangents(const core::vector3df& pos, SColor c,
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const core::vector2df& tcoords)
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: S3DVertex(pos, core::vector3df(0.0f, 0.0f, 0.0f), c, tcoords) { }
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: S3DVertex(pos, core::vector3df(), c, tcoords) { }
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//! constructor
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S3DVertexTangents(const core::vector3df& pos,
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const core::vector3df& normal, SColor c,
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const core::vector2df& tcoords,
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const core::vector3df& tangent=core::vector3df(0.0f, 0.0f, 0.0f),
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const core::vector3df& binormal=core::vector3df(0.0f, 0.0f, 0.0f))
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const core::vector3df& tangent=core::vector3df(),
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const core::vector3df& binormal=core::vector3df())
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: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
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//! Tangent vector along the x-axis of the texture
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