irrlicht/source/Irrlicht/CParticleSystemSceneNode.h

240 lines
9.6 KiB
C++

// 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_SYSTEM_SCENE_NODE_H_INCLUDED__
#define __C_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
#include "IParticleSystemSceneNode.h"
#include "irrArray.h"
#include "irrList.h"
#include "SMeshBuffer.h"
namespace irr
{
namespace scene
{
//! A particle system scene node.
/** A scene node controlling a particle system. The behavior of the particles
can be controlled by setting the right particle emitters and affectors.
*/
class CParticleSystemSceneNode : public IParticleSystemSceneNode
{
public:
//! constructor
CParticleSystemSceneNode(bool createDefaultEmitter,
ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale);
//! destructor
virtual ~CParticleSystemSceneNode();
//! Gets the particle emitter, which creates the particles.
virtual IParticleEmitter* getEmitter();
//! Sets the particle emitter, which creates the particles.
virtual void setEmitter(IParticleEmitter* emitter);
//! Adds new particle affector to the particle system.
virtual void addAffector(IParticleAffector* affector);
//! Get a list of all particle affectors.
virtual const core::list<IParticleAffector*>& getAffectors() const;
//! Removes all particle affectors in the particle system.
virtual void removeAllAffectors();
//! Returns the material based on the zero based index i.
virtual video::SMaterial& getMaterial(u32 i);
//! Returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const;
//! pre render event
virtual void OnRegisterSceneNode();
//! render
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! Creates a particle emitter for an animated mesh scene node
virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
const core::vector3df& direction = core::vector3df(0.0f,0.03f,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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a box particle emitter.
virtual IParticleBoxEmitter* createBoxEmitter(
const core::aabbox3df& box = core::aabbox3d<f32>(-10,0,-10,5,30,10),
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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a particle emitter for emitting from a cylinder
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,0.5f,0.0f),
u32 minParticlesPerSecond = 5, u32 maxParticlesPersSecond = 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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a mesh particle emitter.
virtual IParticleMeshEmitter* createMeshEmitter(
scene::IMesh* mesh, bool useNormalDirection = true,
const core::vector3df& direction = core::vector3df(0.0f,0.03f,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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a point particle emitter.
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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a ring particle emitter.
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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! Creates a sphere particle emitter.
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,
const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
//! 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.
virtual IParticleAttractionAffector* createAttractionAffector(
const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
bool affectX = true, bool affectY = true, bool affectZ = true);
//! Creates a scale particle affector.
virtual IParticleAffector* createScaleParticleAffector(const core::dimension2df& scaleTo = core::dimension2df(1.0f, 1.0f));
//! Creates a fade out particle affector.
virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
const video::SColor& targetColor = video::SColor(0,0,0,0),
u32 timeNeededToFadeOut = 1000);
//! Creates a gravity affector.
virtual IParticleGravityAffector* createGravityAffector(
const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
u32 timeForceLost = 1000);
//! Creates a rotation affector. This affector rotates the particles
//! around a specified pivot point. The speed is in Degrees per second.
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) );
//! Sets the size of all particles.
virtual void setParticleSize(
const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f));
//! Sets if the particles should be global. If they are, 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=true);
//! Remove all currently visible particles
virtual void clearParticles();
//! Do manually update the particles.
//! This should only be called when you want to render the node outside the scenegraph,
//! as the node will care about this otherwise automatically.
virtual void doParticleSystem(u32 time);
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
private:
void reallocateBuffers();
core::list<IParticleAffector*> AffectorList;
IParticleEmitter* Emitter;
core::array<SParticle> Particles;
core::dimension2d<f32> ParticleSize;
u32 LastEmitTime;
s32 MaxParticles;
SMeshBuffer* Buffer;
enum E_PARTICLES_PRIMITIVE
{
EPP_POINT=0,
EPP_BILLBOARD,
EPP_POINTSPRITE
};
E_PARTICLES_PRIMITIVE ParticlePrimitive;
bool ParticlesAreGlobal;
};
} // end namespace scene
} // end namespace irr
#endif