irrlicht/include/IParticleEmitter.h

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// Copyright (C) 2002-2008 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_EMITTER_H_INCLUDED__
#define __I_PARTICLE_EMITTER_H_INCLUDED__
#include "IAttributeExchangingObject.h"
#include "SParticle.h"
namespace irr
{
namespace scene
{
//! Types of built in particle emitters
enum E_PARTICLE_EMITTER_TYPE
{
EPET_POINT = 0,
EPET_ANIMATED_MESH,
EPET_BOX,
EPET_CYLINDER,
EPET_MESH,
EPET_RING,
EPET_SPHERE,
EPET_COUNT
};
//! Names for built in particle emitters
const c8* const ParticleEmitterTypeNames[] =
{
"Point",
"AnimatedMesh",
"Box",
"Cylinder",
"Mesh",
"Ring",
"Sphere",
0
};
//! A particle emitter for using with particle systems.
/** A Particle emitter emitts new particles into a particle system.
*/
class IParticleEmitter : public virtual io::IAttributeExchangingObject
{
public:
//! Prepares an array with new particles to emitt into the system
//! and returns how much new particles there are.
//! \param now: Current time.
//! \param timeSinceLastCall: Time elapsed since last call, in milliseconds.
//! \param outArray: Pointer which will point to the array with the new
//! particles to add into the system.
//! \return Returns amount of new particles in the array. Can be 0.
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray) = 0;
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) = 0;
//! Set minimum number of particles the emitter emits per second
virtual void setMinParticlesPerSecond( u32 minPPS ) = 0;
//! Set maximum number of particles the emitter emits per second
virtual void setMaxParticlesPerSecond( u32 maxPPS ) = 0;
//! Set minimum starting color for particles
virtual void setMinStartColor( const video::SColor& color ) = 0;
//! Set maximum starting color for particles
virtual void setMaxStartColor( const video::SColor& color ) = 0;
//! Get direction the emitter emits particles
virtual const core::vector3df& getDirection() const = 0;
//! Get the minimum number of particles the emitter emits per second
virtual u32 getMinParticlesPerSecond() const = 0;
//! Get the maximum number of particles the emitter emits per second
virtual u32 getMaxParticlesPerSecond() const = 0;
//! Get the minimum starting color for particles
virtual const video::SColor& getMinStartColor() const = 0;
//! Get the maximum starting color for particles
virtual const video::SColor& getMaxStartColor() const = 0;
//! Writes attributes of the object.
//! Implement this to expose the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml serialization purposes.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const {}
//! Reads attributes of the object.
//! Implement this to set the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml deserialization purposes.
//! \param startIndex: start index where to start reading attributes.
//! \param in: The attributes to work with.
//! \param options: Additional options.
//! \return: returns last index of an attribute read by this affector
virtual s32 deserializeAttributes(s32 startIndex, io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) { return 0; }
//! Get emitter type
virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_POINT; }
};
typedef IParticleEmitter IParticlePointEmitter;
} // end namespace scene
} // end namespace irr
#endif