A particle system scene node for creating snow, fire, exlosions, smoke... More...
#include <IParticleSystemSceneNode.h>
Public Member Functions | |
IParticleSystemSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f)) | |
Constructor. More... | |
virtual void | addAffector (IParticleAffector *affector)=0 |
Adds new particle effector to the particle system. More... | |
virtual void | clearParticles ()=0 |
Remove all currently visible particles. More... | |
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))=0 |
Creates a particle emitter for an animated mesh scene node. More... | |
virtual IParticleAttractionAffector * | createAttractionAffector (const core::vector3df &point, f32 speed=1.0f, bool attract=true, bool affectX=true, bool affectY=true, bool affectZ=true)=0 |
Creates a point attraction affector. More... | |
virtual IParticleBoxEmitter * | createBoxEmitter (const core::aabbox3df &box=core::aabbox3df(-10, 28,-10, 10, 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))=0 |
Creates a box particle emitter. More... | |
virtual IParticleCylinderEmitter * | createCylinderEmitter (const core::vector3df ¢er, f32 radius, const core::vector3df &normal, f32 length, bool outlineOnly=false, 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))=0 |
Creates a particle emitter for emitting from a cylinder. More... | |
virtual IParticleFadeOutAffector * | createFadeOutParticleAffector (const video::SColor &targetColor=video::SColor(0, 0, 0, 0), u32 timeNeededToFadeOut=1000)=0 |
Creates a fade out particle affector. More... | |
virtual IParticleGravityAffector * | createGravityAffector (const core::vector3df &gravity=core::vector3df(0.0f,-0.03f, 0.0f), u32 timeForceLost=1000)=0 |
Creates a gravity affector. More... | |
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))=0 |
Creates a mesh particle emitter. More... | |
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))=0 |
Creates a point particle emitter. More... | |
virtual IParticleRingEmitter * | createRingEmitter (const core::vector3df ¢er, 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))=0 |
Creates a ring particle emitter. More... | |
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))=0 |
Creates a rotation affector. More... | |
virtual IParticleAffector * | createScaleParticleAffector (const core::dimension2df &scaleTo=core::dimension2df(1.0f, 1.0f))=0 |
Creates a scale particle affector. More... | |
virtual IParticleSphereEmitter * | createSphereEmitter (const core::vector3df ¢er, 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))=0 |
Creates a sphere particle emitter. More... | |
virtual void | doParticleSystem (u32 time)=0 |
virtual const core::list< IParticleAffector * > & | getAffectors () const =0 |
Get a list of all particle affectors. More... | |
virtual IParticleEmitter * | getEmitter ()=0 |
Gets the particle emitter, which creates the particles. More... | |
virtual void | removeAllAffectors ()=0 |
Removes all particle affectors in the particle system. More... | |
virtual void | setEmitter (IParticleEmitter *emitter)=0 |
Sets the particle emitter, which creates the particles. More... | |
virtual void | setParticlesAreGlobal (bool global=true)=0 |
Sets if the particles should be global. More... | |
virtual void | setParticleSize (const core::dimension2d< f32 > &size=core::dimension2d< f32 >(5.0f, 5.0f))=0 |
Sets the size of all particles. More... | |
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ISceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f)) | |
Constructor. More... | |
virtual | ~ISceneNode () |
Destructor. More... | |
virtual void | addAnimator (ISceneNodeAnimator *animator) |
Adds an animator which should animate this node. More... | |
virtual void | addChild (ISceneNode *child) |
Adds a child to this scene node. More... | |
virtual ISceneNode * | clone (ISceneNode *newParent=0, ISceneManager *newManager=0) |
Creates a clone of this scene node and its children. More... | |
virtual void | deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) |
Reads attributes of the scene node. More... | |
virtual core::vector3df | getAbsolutePosition () const |
Gets the absolute position of the node in world coordinates. More... | |
virtual const core::matrix4 & | getAbsoluteTransformation () const |
Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. More... | |
const core::list< ISceneNodeAnimator * > & | getAnimators () const |
Get a list of all scene node animators. More... | |
u32 | getAutomaticCulling () const |
Gets the automatic culling state. More... | |
virtual const core::aabbox3d< f32 > & | getBoundingBox () const =0 |
Get the axis aligned, not transformed bounding box of this node. More... | |
const core::list< ISceneNode * > & | getChildren () const |
Returns a const reference to the list of all children. More... | |
virtual s32 | getID () const |
Get the id of the scene node. More... | |
virtual video::SMaterial & | getMaterial (u32 num) |
Returns the material based on the zero based index i. More... | |
virtual u32 | getMaterialCount () const |
Get amount of materials used by this scene node. More... | |
virtual const c8 * | getName () const |
Returns the name of the node. More... | |
scene::ISceneNode * | getParent () const |
Returns the parent of this scene node. More... | |
virtual const core::vector3df & | getPosition () const |
Gets the position of the node relative to its parent. More... | |
virtual core::matrix4 | getRelativeTransformation () const |
Returns the relative transformation of the scene node. More... | |
virtual const core::vector3df & | getRotation () const |
Gets the rotation of the node relative to its parent. More... | |
virtual const core::vector3df & | getScale () const |
Gets the scale of the scene node relative to its parent. More... | |
virtual ISceneManager * | getSceneManager (void) const |
Retrieve the scene manager for this node. More... | |
virtual const core::aabbox3d< f32 > | getTransformedBoundingBox () const |
Get the axis aligned, transformed and animated absolute bounding box of this node. More... | |
virtual ITriangleSelector * | getTriangleSelector () const |
Returns the triangle selector attached to this scene node. More... | |
virtual ESCENE_NODE_TYPE | getType () const |
Returns type of the scene node. More... | |
u32 | isDebugDataVisible () const |
Returns if debug data like bounding boxes are drawn. More... | |
bool | isDebugObject () const |
Returns if this scene node is a debug object. More... | |
virtual bool | isTrulyVisible () const |
Check whether the node is truly visible, taking into accounts its parents' visibility. More... | |
virtual bool | isVisible () const |
Returns whether the node should be visible (if all of its parents are visible). More... | |
virtual void | OnAnimate (u32 timeMs) |
OnAnimate() is called just before rendering the whole scene. More... | |
virtual void | OnRegisterSceneNode () |
This method is called just before the rendering process of the whole scene. More... | |
virtual void | remove () |
Removes this scene node from the scene. More... | |
virtual void | removeAll () |
Removes all children of this scene node. More... | |
virtual void | removeAnimator (ISceneNodeAnimator *animator) |
Removes an animator from this scene node. More... | |
virtual void | removeAnimators () |
Removes all animators from this scene node. More... | |
virtual bool | removeChild (ISceneNode *child) |
Removes a child from this scene node. More... | |
virtual void | render ()=0 |
Renders the node. More... | |
virtual void | serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const |
Writes attributes of the scene node. More... | |
void | setAutomaticCulling (u32 state) |
Enables or disables automatic culling based on the bounding box. More... | |
virtual void | setDebugDataVisible (u32 state) |
Sets if debug data like bounding boxes should be drawn. More... | |
virtual void | setID (s32 id) |
Sets the id of the scene node. More... | |
void | setIsDebugObject (bool debugObject) |
Sets if this scene node is a debug object. More... | |
void | setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue) |
Sets all material flags at once to a new value. More... | |
void | setMaterialTexture (u32 textureLayer, video::ITexture *texture) |
Sets the texture of the specified layer in all materials of this scene node to the new texture. More... | |
void | setMaterialType (video::E_MATERIAL_TYPE newType) |
Sets the material type of all materials in this scene node to a new material type. More... | |
virtual void | setName (const c8 *name) |
Sets the name of the node. More... | |
virtual void | setName (const core::stringc &name) |
Sets the name of the node. More... | |
virtual void | setParent (ISceneNode *newParent) |
Changes the parent of the scene node. More... | |
virtual void | setPosition (const core::vector3df &newpos) |
Sets the position of the node relative to its parent. More... | |
virtual void | setRotation (const core::vector3df &rotation) |
Sets the rotation of the node relative to its parent. More... | |
virtual void | setScale (const core::vector3df &scale) |
Sets the relative scale of the scene node. More... | |
virtual void | setTriangleSelector (ITriangleSelector *selector) |
Sets the triangle selector of the scene node. More... | |
virtual void | setVisible (bool isVisible) |
Sets if the node should be visible or not. More... | |
virtual void | updateAbsolutePosition () |
Updates the absolute position based on the relative and the parents position. More... | |
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IReferenceCounted () | |
Constructor. More... | |
virtual | ~IReferenceCounted () |
Destructor. More... | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. More... | |
const c8 * | getDebugName () const |
Returns the debug name of the object. More... | |
s32 | getReferenceCount () const |
Get the reference count. More... | |
void | grab () const |
Grabs the object. Increments the reference counter by one. More... | |
Additional Inherited Members | |
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void | cloneMembers (ISceneNode *toCopyFrom, ISceneManager *newManager) |
A clone function for the ISceneNode members. More... | |
void | setSceneManager (ISceneManager *newManager) |
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void | setDebugName (const c8 *newName) |
Sets the debug name of the object. More... | |
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core::matrix4 | AbsoluteTransformation |
Absolute transformation of the node. More... | |
core::list< ISceneNodeAnimator * > | Animators |
List of all animator nodes. More... | |
u32 | AutomaticCullingState |
Automatic culling state. More... | |
core::list< ISceneNode * > | Children |
List of all children of this node. More... | |
u32 | DebugDataVisible |
Flag if debug data should be drawn, such as Bounding Boxes. More... | |
s32 | ID |
ID of the node. More... | |
bool | IsDebugObject |
Is debug object? More... | |
bool | IsVisible |
Is the node visible? More... | |
core::stringc | Name |
Name of the scene node. More... | |
ISceneNode * | Parent |
Pointer to the parent. More... | |
core::vector3df | RelativeRotation |
Relative rotation of the scene node. More... | |
core::vector3df | RelativeScale |
Relative scale of the scene node. More... | |
core::vector3df | RelativeTranslation |
Relative translation of the scene node. More... | |
ISceneManager * | SceneManager |
Pointer to the scene manager. More... | |
ITriangleSelector * | TriangleSelector |
Pointer to the triangle selector. More... | |
A particle system scene node for creating snow, fire, exlosions, smoke...
A scene node controlling a particle System. The behavior of the particles can be controlled by setting the right particle emitters and affectors. You can for example easily create a campfire by doing this:
Definition at line 46 of file IParticleSystemSceneNode.h.
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inline |
Constructor.
Definition at line 51 of file IParticleSystemSceneNode.h.
References addAffector(), clearParticles(), createAnimatedMeshSceneNodeEmitter(), createAttractionAffector(), createBoxEmitter(), createCylinderEmitter(), createFadeOutParticleAffector(), createGravityAffector(), createMeshEmitter(), createPointEmitter(), createRingEmitter(), createRotationAffector(), createScaleParticleAffector(), createSphereEmitter(), doParticleSystem(), getAffectors(), getEmitter(), removeAllAffectors(), setEmitter(), setParticlesAreGlobal(), and setParticleSize().
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pure virtual |
Adds new particle effector to the particle system.
A particle affector modifies the particles. For example, the FadeOut affector lets all particles fade out after some time. It is created and used in this way:
Please note that an affector is not necessary for the particle system to work.
affector | New affector. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Remove all currently visible particles.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a particle emitter for an animated mesh scene node.
node | Pointer to the animated mesh scene node to emit particles from |
useNormalDirection | If true, the direction of each particle created will be the normal of the vertex that it's emitting from. The normal is divided by the normalDirectionModifier parameter, which defaults to 100.0f. |
direction | Direction and speed of particle emission. |
normalDirectionModifier | If the emitter is using the normal direction then the normal of the vertex that is being emitted from is divided by this number. |
mbNumber | This allows you to specify a specific meshBuffer for the IMesh* to emit particles from. The default value is -1, which means a random meshBuffer picked from all of the meshes meshBuffers will be selected to pick a random vertex from. If the value is 0 or greater, it will only pick random vertices from the meshBuffer specified by this value. |
everyMeshVertex | If true, the emitter will emit between min/max particles every second, for every vertex in the mesh, if false, it will emit between min/max particles from random vertices in the mesh. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
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.
point | Point to attract particles to. |
speed | Speed in units per second, to attract to the specified point. |
attract | Whether the particles attract or detract from this point. |
affectX | Whether or not this will affect the X position of the particle. |
affectY | Whether or not this will affect the Y position of the particle. |
affectZ | Whether or not this will affect the Z position of the particle. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a box particle emitter.
box | The box for the emitter. |
direction | Direction and speed of particle emission. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a particle emitter for emitting from a cylinder.
center | The center of the circle at the base of the cylinder |
radius | The thickness of the cylinder |
normal | Direction of the length of the cylinder |
length | The length of the the cylinder |
outlineOnly | Whether or not to put points inside the cylinder or on the outline only |
direction | Direction and speed of particle emission. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a fade out particle affector.
This affector modifies the color of every particle and and reaches the final color when the particle dies. This affector looks really good, if the EMT_TRANSPARENT_ADD_COLOR material is used and the targetColor is video::SColor(0,0,0,0): Particles are fading out into void with this setting.
targetColor | Color whereto the color of the particle is changed. |
timeNeededToFadeOut | How much time in milli seconds should the affector need to change the color to the targetColor. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a gravity affector.
This affector modifies the direction of the particle. It assumes that the particle is fired out of the emitter with huge force, but is loosing this after some time and is catched by the gravity then. This affector is ideal for creating things like fountains.
gravity | Direction and force of gravity. |
timeForceLost | Time in milli seconds when the force of the emitter is totally lost and the particle does not move any more. This is the time where gravity fully affects the particle. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a mesh particle emitter.
mesh | Pointer to mesh to emit particles from |
useNormalDirection | If true, the direction of each particle created will be the normal of the vertex that it's emitting from. The normal is divided by the normalDirectionModifier parameter, which defaults to 100.0f. |
direction | Direction and speed of particle emission. |
normalDirectionModifier | If the emitter is using the normal direction then the normal of the vertex that is being emitted from is divided by this number. |
mbNumber | This allows you to specify a specific meshBuffer for the IMesh* to emit particles from. The default value is -1, which means a random meshBuffer picked from all of the meshes meshBuffers will be selected to pick a random vertex from. If the value is 0 or greater, it will only pick random vertices from the meshBuffer specified by this value. |
everyMeshVertex | If true, the emitter will emit between min/max particles every second, for every vertex in the mesh, if false, it will emit between min/max particles from random vertices in the mesh. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a point particle emitter.
direction | Direction and speed of particle emission. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a ring particle emitter.
center | Center of ring |
radius | Distance of points from center, points will be rotated around the Y axis at a random 360 degrees and will then be shifted by the provided ringThickness values in each axis. |
ringThickness | : thickness of the ring or how wide the ring is |
direction | Direction and speed of particle emission. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a rotation affector.
This affector modifies the positions of the particles and attracts them to a specified point at a specified speed per second.
speed | Rotation in degrees per second |
pivotPoint | Point to rotate the particles around |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a scale particle affector.
This affector scales the particle to the a multiple of its size defined by the scaleTo variable.
scaleTo | multiple of the size which the particle will be scaled to until deletion |
Referenced by IParticleSystemSceneNode().
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pure virtual |
Creates a sphere particle emitter.
center | Center of sphere |
radius | Radius of sphere |
direction | Direction and speed of particle emission. |
minParticlesPerSecond | Minimal amount of particles emitted per second. |
maxParticlesPerSecond | Maximal amount of particles emitted per second. |
minStartColor | Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
maxStartColor | Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. |
lifeTimeMin | Minimal lifetime of a particle, in milliseconds. |
lifeTimeMax | Maximal lifetime of a particle, in milliseconds. |
maxAngleDegrees | Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. |
minStartSize | Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
maxStartSize | Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
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.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Get a list of all particle affectors.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Gets the particle emitter, which creates the particles.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Removes all particle affectors in the particle system.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Sets the particle emitter, which creates the particles.
A particle emitter can be created using one of the createEmitter methods. For example to create and use a simple PointEmitter, call IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
emitter | Sets the particle emitter. You can set this to 0 for removing the current emitter and stopping the particle system emitting new particles. |
Referenced by IParticleSystemSceneNode().
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pure virtual |
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.
Referenced by IParticleSystemSceneNode().
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pure virtual |
Sets the size of all particles.
Referenced by IParticleSystemSceneNode().