irrlicht/source/Irrlicht/CParticleSystemSceneNode.h

140 lines
4.3 KiB
C++

// 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 __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();
//! 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);
//! 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();
//! 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 point particle emitter.
virtual IParticleEmitter* createPointEmitter(
const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
u32 minParticlesPerSecond = 5,
u32 maxParticlePerSecond = 10,
video::SColor minStartColor = video::SColor(255,0,0,0),
video::SColor maxStartColor = video::SColor(255,255,255,255),
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
s32 maxAngleDegrees=0);
//! Creates a box particle emitter.
virtual IParticleEmitter* 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 maxParticlePerSecond = 10,
video::SColor minStartColor = video::SColor(255,0,0,0),
video::SColor maxStartColor = video::SColor(255,255,255,255),
u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
s32 maxAngleDegrees=0);
//! Creates a fade out particle affector.
virtual IParticleAffector* createFadeOutParticleAffector(
video::SColor targetColor = video::SColor(0,0,0,0),
u32 timeNeededToFadeOut = 1000);
//! Creates a gravity affector.
virtual IParticleAffector* createGravityAffector(
const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
u32 timeForceLost = 1000);
//! 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);
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0);
//! 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 doParticleSystem(u32 time);
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