/* ---------------------------------------------------------------------------- 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 orignial direction. Returns: Returns a 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. */ IParticleEmitter * DLL_EXPORT IrrAddAnimatedMeshSceneNodeEmitter ( IParticleSystemSceneNode* ps, IAnimatedMeshSceneNode* node, bool useNormalDirection, float normalDirectionModifier, bool emitFromEveryMeshVertex, IRR_PARTICLE_EMITTER prop ) { IParticleEmitter* em = ps->createAnimatedMeshSceneNodeEmitter( node, useNormalDirection, core::vector3df(prop.direction_x,prop.direction_y,prop.direction_z), normalDirectionModifier, -1, // use a random meshbuffer from within the node emitFromEveryMeshVertex, prop.min_paritlcles_per_second,prop.max_paritlcles_per_second, video::SColor(0,prop.min_start_color_red,prop.min_start_color_green,prop.min_start_color_blue), video::SColor(0,prop.max_start_color_red,prop.max_start_color_green,prop.max_start_color_blue), prop.min_lifetime,prop.max_lifetime, prop.max_angle_degrees ); em->setMinStartSize( dimension2d<f32>(prop.min_start_sizeX, prop.min_start_sizeY)); em->setMaxStartSize( dimension2d<f32>(prop.max_start_sizeX, prop.max_start_sizeY)); ps->setEmitter(em); em->drop(); return em; }
/* ---------------------------------------------------------------------------- create an emitter that can be added to a particle system */ IParticleEmitter * DLL_EXPORT IrrAddParticleEmitter( IParticleSystemSceneNode* ps, IRR_PARTICLE_EMITTER prop ) { IParticleEmitter* em = ps->createBoxEmitter( core::aabbox3d<f32>(prop.min_box_x,prop.min_box_y,prop.min_box_z,prop.max_box_x,prop.max_box_y,prop.max_box_z), core::vector3df(prop.direction_x,prop.direction_y,prop.direction_z), prop.min_paritlcles_per_second,prop.max_paritlcles_per_second, video::SColor(0,prop.min_start_color_red,prop.min_start_color_green,prop.min_start_color_blue), video::SColor(0,prop.max_start_color_red,prop.max_start_color_green,prop.max_start_color_blue), prop.min_lifetime,prop.max_lifetime, prop.max_angle_degrees ); em->setMinStartSize( dimension2d<f32>(prop.min_start_sizeX, prop.min_start_sizeY)); em->setMaxStartSize( dimension2d<f32>(prop.max_start_sizeX, prop.max_start_sizeY)); ps->setEmitter(em); em->drop(); return em; }