// 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