Irrlicht 3D Engine
irr::scene::IParticleSystemSceneNode Class Reference

A particle system scene node for creating snow, fire, exlosions, smoke... More...

#include <IParticleSystemSceneNode.h>

+ Inheritance diagram for irr::scene::IParticleSystemSceneNode:

List of all members.

Public Member Functions


Detailed Description

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:

    scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
    p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
    scene::IParticleEmitter* em = p->createBoxEmitter(
        core::aabbox3d<f32>(-5,0,-5,5,1,5),
        core::vector3df(0.0f,0.03f,0.0f),
        40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
    p->setEmitter(em);
    em->drop();
    scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
    p->addAffector(paf);
    paf->drop();

Definition at line 46 of file IParticleSystemSceneNode.h.


Constructor & Destructor Documentation

irr::scene::IParticleSystemSceneNode::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) 
) [inline]

Constructor.

Definition at line 51 of file IParticleSystemSceneNode.h.


Member Function Documentation

virtual void irr::scene::IParticleSystemSceneNode::addAffector ( IParticleAffector affector) [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:

    IParticleAffector* p = createFadeOutParticleAffector();
    addAffector(p);
    p->drop();

Please note that an affector is not necessary for the particle system to work.

Parameters:
affector,:New affector.
virtual void irr::scene::IParticleSystemSceneNode::clearParticles ( ) [pure virtual]

Remove all currently visible particles.

virtual IParticleAnimatedMeshSceneNodeEmitter* irr::scene::IParticleSystemSceneNode::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) 
) [pure virtual]

Creates a particle emitter for an animated mesh scene node.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleAttractionAffector* irr::scene::IParticleSystemSceneNode::createAttractionAffector ( const core::vector3df point,
f32  speed = 1.0f,
bool  attract = true,
bool  affectX = true,
bool  affectY = true,
bool  affectZ = true 
) [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.

Parameters:
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.
Returns:
Pointer to the created particle affector. To add this affector as new affector of this particle system, just call addAffector(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleBoxEmitter* irr::scene::IParticleSystemSceneNode::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) 
) [pure virtual]

Creates a box particle emitter.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleCylinderEmitter* irr::scene::IParticleSystemSceneNode::createCylinderEmitter ( const core::vector3df center,
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) 
) [pure virtual]

Creates a particle emitter for emitting from a cylinder.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleFadeOutAffector* irr::scene::IParticleSystemSceneNode::createFadeOutParticleAffector ( const video::SColor targetColor = video::SColor(0, 0, 0, 0),
u32  timeNeededToFadeOut = 1000 
) [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.

Parameters:
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.
Returns:
Pointer to the created particle affector. To add this affector as new affector of this particle system, just call addAffector(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleGravityAffector* irr::scene::IParticleSystemSceneNode::createGravityAffector ( const core::vector3df gravity = core::vector3df(0.0f,-0.03f, 0.0f),
u32  timeForceLost = 1000 
) [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.

Parameters:
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.
Returns:
Pointer to the created particle affector. To add this affector as new affector of this particle system, just call addAffector(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleMeshEmitter* irr::scene::IParticleSystemSceneNode::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) 
) [pure virtual]

Creates a mesh particle emitter.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticlePointEmitter* irr::scene::IParticleSystemSceneNode::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) 
) [pure virtual]

Creates a point particle emitter.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleRingEmitter* irr::scene::IParticleSystemSceneNode::createRingEmitter ( const core::vector3df center,
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) 
) [pure virtual]

Creates a ring particle emitter.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleRotationAffector* irr::scene::IParticleSystemSceneNode::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) 
) [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.

Parameters:
speed,:Rotation in degrees per second
pivotPoint,:Point to rotate the particles around
Returns:
Pointer to the created particle affector. To add this affector as new affector of this particle system, just call addAffector(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual IParticleAffector* irr::scene::IParticleSystemSceneNode::createScaleParticleAffector ( const core::dimension2df scaleTo = core::dimension2df(1.0f, 1.0f)) [pure virtual]

Creates a scale particle affector.

This affector scales the particle to the a multiple of its size defined by the scaleTo variable.

Parameters:
scaleTo,:multiple of the size which the particle will be scaled to until deletion
Returns:
Pointer to the created particle affector. To add this affector as new affector of this particle system, just call addAffector(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more information.
virtual IParticleSphereEmitter* irr::scene::IParticleSystemSceneNode::createSphereEmitter ( const core::vector3df center,
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) 
) [pure virtual]

Creates a sphere particle emitter.

Parameters:
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.
Returns:
Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations.
virtual void irr::scene::IParticleSystemSceneNode::doParticleSystem ( u32  time) [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.

virtual const core::list<IParticleAffector*>& irr::scene::IParticleSystemSceneNode::getAffectors ( ) const [pure virtual]

Get a list of all particle affectors.

Returns:
The list of particle affectors attached to this node.
virtual IParticleEmitter* irr::scene::IParticleSystemSceneNode::getEmitter ( ) [pure virtual]

Gets the particle emitter, which creates the particles.

Returns:
The particle emitter. Can be 0 if none is set.
virtual void irr::scene::IParticleSystemSceneNode::removeAllAffectors ( ) [pure virtual]

Removes all particle affectors in the particle system.

virtual void irr::scene::IParticleSystemSceneNode::setEmitter ( IParticleEmitter emitter) [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();

Parameters:
emitter,:Sets the particle emitter. You can set this to 0 for removing the current emitter and stopping the particle system emitting new particles.
virtual void irr::scene::IParticleSystemSceneNode::setParticlesAreGlobal ( bool  global = true) [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.

virtual void irr::scene::IParticleSystemSceneNode::setParticleSize ( const core::dimension2d< f32 > &  size = core::dimension2df32 >(5.0f, 5.0f)) [pure virtual]

Sets the size of all particles.


The documentation for this class was generated from the following file: