// 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& 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(-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 &size = core::dimension2d(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 AffectorList; IParticleEmitter* Emitter; core::array Particles; core::dimension2d 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