Пример #1
0
Explosion::Explosion(const core::vector3df& position) : Effect(EXPLOSIONLENGTH), fireParticles(0), shockwave(0)
{
	//intialize particle system
	sound->play3D("res/sounds/reactor_explo.wav", position);
	fireParticles = scenemngr->addParticleSystemSceneNode(false, 0, -1, position);
	IParticleEmitter *emitter = fireParticles->createSphereEmitter(vector3df(0,0,0), 20,
		vector3df(0,0,0), 100, 200, video::SColor(0,255,255,255), video::SColor(0,255,255,255),
		2000, 4000, 0, dimension2df(75,75), dimension2df(150,150));
	fireParticles->setEmitter(emitter);

	fireParticles->setMaterialTexture(0, vdriver->getTexture("res/textures/engine_trails.pcx"));
	fireParticles->setMaterialFlag(video::EMF_LIGHTING, false);
	fireParticles->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);

	IParticleAffector *af = fireParticles->createAttractionAffector(position, -100.f);
	fireParticles->addAffector(af);
	emitter->drop();
	af->drop();

	shockwave = scenemngr->addCubeSceneNode(5);
	shockwave->setScale(core::vector3df(5,0,5));
	shockwave->setMaterialTexture(0,vdriver->getTexture("res/textures/fx/shockwave.png"));
	shockwave->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
	shockwave->setPosition(position);
	shockwave->setMaterialFlag(video::EMF_LIGHTING, false);

}
Пример #2
0
/******************************************************************************
 * Sets the rain source to the current emitter, and automatically adds fade-out
 * affector.
 * TODO: fix this to pass in values instead of an emitter pointer
 *****************************************************************************/
void GameInstance::setRainEmitter(IParticleEmitter *rainEmitter){
  this->rainParticleSystem->setEmitter(rainEmitter);

  // add fade-out affector to the fire particle system
  IParticleAffector* rainFadeOutAffector =
    this->rainParticleSystem->createFadeOutParticleAffector();
  this->rainParticleSystem->addAffector(rainFadeOutAffector);
  rainFadeOutAffector->drop();
}
Пример #3
0
// Causes this object to explode, making it vanish, and return a particle
//	effect node animating the explosion effect in its current position.
void Soldier::createExplosionEffect(){
	// add a new explosion particle systems (for the two intermixed explosions)
    this->explosionParticleSystem =
		this->smgr->addParticleSystemSceneNode(false);
    this->explosionParticleSystemLarge =
        this->smgr->addParticleSystemSceneNode(false);
    
	// add an emitter for BLOODSPLOSION!!!!!!!!!!!!!!!
	IParticleEmitter *explosionEmitter =
	    this->explosionParticleSystem->createBoxEmitter(
		    aabbox3d<f32>(-5, 0, -5, 5, 1, 5),  // emitter size
		    vector3df(0.0f,0.0f,0.1f),          // direction + speed
		    2000, 5000,                       // min,max particles per second
		    SColor(0,255,255,255),              // darkest color
		    SColor(0,255,255,255),              // brightest color
		    200, 800,                          // min, max particle lifetime
		    360,                                // max angle degrees
		    dimension2df(40.0f, 40.0f),         // min start size
		    dimension2df(200.0f, 200.0f));        // max start size
	this->explosionParticleSystem->setEmitter(explosionEmitter);
	explosionEmitter->drop(); // drop (re-created later)
	
	//add gravity affector to BLOODSPLOSION!!!!!!!!!!!!
	IParticleGravityAffector* pgaf = explosionParticleSystem->createGravityAffector
											(vector3df(0.F,-0.2F,0.0F), 200U);
	explosionParticleSystem->addAffector(pgaf);
    pgaf->drop();

	// add fade-out affector to the BLOODSPLOSION!!!!!!!!!!!!
	IParticleAffector* explosionFadeOutAffector =
	    explosionParticleSystem->createFadeOutParticleAffector();
	this->explosionParticleSystem->addAffector(explosionFadeOutAffector);
	explosionFadeOutAffector->drop();
	
	// customize the particle system positioning, etc.
	vector3df explosionPos = this->sceneNode->getPosition();
	if(explosionPos.Y < 0) // adjust position: no explosions underground!
	    explosionPos.Y = 0;

	// adjust the blood
	this->explosionParticleSystem->setPosition(explosionPos);
	this->explosionParticleSystem->setScale(vector3df(45, 45, 45));
	this->explosionParticleSystem->setMaterialFlag(EMF_LIGHTING, false);
	this->explosionParticleSystem->setMaterialFlag(EMF_ZWRITE_ENABLE, false);
	this->explosionParticleSystem->setMaterialTexture(0,
	this->driver->getTexture("assets/textures/blood.bmp"));
	this->explosionParticleSystem->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
}
Пример #4
0
    IParticleSystemSceneNode* IrrFactory::addParticleSystemNode( const std::string& particleSystemFile )
    {
        PropertyMap propMap;

        if( propMap.constructPropertyMap( SimFactory::TransformPath(particleSystemFile) ) )
        {
            // default values
            const vector3df pos( 0, 0, 0 );
            const vector3df rot( 0, 0, 0 );
            const vector3df scale( 1, 1, 1 );

            // create the particle system node
            IParticleSystemSceneNode* pSystem = mIrr.getSceneManager()->addParticleSystemSceneNode( false, 0, -1, pos, rot, scale );
            Assert( pSystem );

            // read some custom properties
            bool             globalMovement = true;
            dimension2df     particleSize( 5.0f, 5.0f );

            propMap.getValue( globalMovement, "ParticleSystem.System.GlobalMovement" );
            propMap.getValue( particleSize,   "ParticleSystem.System.ParticleSize" );

            pSystem->setParticlesAreGlobal(globalMovement);
            pSystem->setParticleSize(particleSize);

            /// ---- load the effectors ----

            // get the gravity properties
            if( propMap.hasSection( "ParticleSystem.Gravity" ) )
            {
                vector3df gravDir( 0, -1, 0 );
                uint32_t affectorTimeMS(1000);

                // try to read params
                propMap.getValue( gravDir,   "ParticleSystem.Gravity.Direction" );
                propMap.getValue( affectorTimeMS, "ParticleSystem.Gravity.AffectorTimeMS" );

                gravDir = ConvertNeroToIrrlichtPosition(gravDir);

                IParticleAffector* pGravity = pSystem->createGravityAffector( gravDir, affectorTimeMS );
                Assert( pGravity );

                pSystem->addAffector( pGravity );
                pGravity->drop();
            }

            // get the fade properties
            if( propMap.hasSection( "ParticleSystem.Fade" ) )
            {
                SColor targetColor(0,0,0,0);
                uint32_t affectorTimeMS(1000);

                // try to read params
                propMap.getValue( targetColor,  "ParticleSystem.Fade.TargetColor" );
                propMap.getValue( affectorTimeMS, "ParticleSystem.Fade.AffectorTimeMS" );

                IParticleAffector* pFade = pSystem->createFadeOutParticleAffector( targetColor, affectorTimeMS );
                Assert( pFade );

                pSystem->addAffector( pFade );
                pFade->drop();
            }


            // ---- load the emitters ----
            // --- NOTE: WE ONLY DO BOX EMITTERS ---

            if( propMap.hasSection( "ParticleSystem.Emitter" ) )
            {
                // default params
                aabbox3df box(-10, 28,-10, 10, 30, 10);
                vector3df dir( 0, .03f, 0 );
                uint32_t  minParticlesPerSecond = 5;
                uint32_t  maxParticlesPerSecond = 10;
                SColor    minStartColor( 255, 0, 0, 0 );
                SColor    maxStartColor( 255, 255, 255, 255 );
                uint32_t  lifeTimeMin = 2000;
                uint32_t  lifeTimeMax = 4000;
                int32_t   maxAngleDegrees = 0;

                // try to read custom params

                propMap.getValue( box,      "ParticleSystem.Emitter.Box" );
                propMap.getValue( dir,      "ParticleSystem.Emitter.Direction" );
                propMap.getValue( minParticlesPerSecond, "ParticleSystem.Emitter.MinParticlesPerSecond" );
                propMap.getValue( maxParticlesPerSecond, "ParticleSystem.Emitter.MaxParticlesPerSecond" );
                propMap.getValue( minStartColor,   "ParticleSystem.Emitter.MinStartColor" );
                propMap.getValue( maxStartColor,   "ParticleSystem.Emitter.MaxStartColor" );
                propMap.getValue( lifeTimeMin,    "ParticleSystem.Emitter.LifetimeMin" );
                propMap.getValue( lifeTimeMax,    "ParticleSystem.Emitter.LifetimeMax" );
                propMap.getValue( maxAngleDegrees,   "ParticleSystem.Emitter.MaxAngleDegrees" );

                // do coordinate system transformations
                dir = ConvertNeroToIrrlichtPosition(dir);

                // create the emitter
                IParticleEmitter* emit = pSystem->createBoxEmitter
                                         ( box,
                                           dir,
                                           minParticlesPerSecond,
                                           maxParticlesPerSecond,
                                           minStartColor,
                                           maxStartColor,
                                           lifeTimeMin,
                                           lifeTimeMax,
                                           maxAngleDegrees );
                Assert( emit );

                pSystem->setEmitter( emit );
                emit->drop();
            }
            else
            {
                LOG_F_WARNING( "render", "No emitter in particle system file - " << particleSystemFile );
            }

            return pSystem;
        }

        return NULL;
    }
Пример #5
0
//! Reads attributes of the scene node.
void CParticleSystemSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	IParticleSystemSceneNode::deserializeAttributes(in, options);

	ParticlesAreGlobal = in->getAttributeAsBool("GlobalParticles");
	ParticleSize.Width = in->getAttributeAsFloat("ParticleWidth");
	ParticleSize.Height = in->getAttributeAsFloat("ParticleHeight");

	// read emitter

	int emitterIdx = in->findAttribute("Emitter");
	if (emitterIdx == -1)
		return;

	if (Emitter)
		Emitter->drop();
	Emitter = 0;

	E_PARTICLE_EMITTER_TYPE type = (E_PARTICLE_EMITTER_TYPE)
		in->getAttributeAsEnumeration("Emitter", ParticleEmitterTypeNames);

	switch(type)
	{
	case EPET_POINT:
		Emitter = createPointEmitter();
		break;
	case EPET_ANIMATED_MESH:
		Emitter = createAnimatedMeshSceneNodeEmitter(NULL); // we can't set the node - the user will have to do this
		break;
	case EPET_BOX:
		Emitter = createBoxEmitter();
		break;
	case EPET_CYLINDER:
		Emitter = createCylinderEmitter(core::vector3df(0,0,0), 10.f, core::vector3df(0,1,0), 10.f);	// (values here don't matter)
		break;
	case EPET_MESH:
		Emitter = createMeshEmitter(NULL);	// we can't set the mesh - the user will have to do this
		break;
	case EPET_RING:
		Emitter = createRingEmitter(core::vector3df(0,0,0), 10.f, 10.f);	// (values here don't matter)
		break;
	case EPET_SPHERE:
		Emitter = createSphereEmitter(core::vector3df(0,0,0), 10.f);	// (values here don't matter)
		break;
	default:
		break;
	}

	u32 idx = 0;

#if 0
	if (Emitter)
		idx = Emitter->deserializeAttributes(idx, in);

	++idx;
#else
	if (Emitter)
		Emitter->deserializeAttributes(in);
#endif

	// read affectors

	removeAllAffectors();
	u32 cnt = in->getAttributeCount();

	while(idx < cnt)
	{
		const char* name = in->getAttributeName(idx);

		if (!name || strcmp("Affector", name))
			return;

		E_PARTICLE_AFFECTOR_TYPE atype =
			(E_PARTICLE_AFFECTOR_TYPE)in->getAttributeAsEnumeration(idx, ParticleAffectorTypeNames);

		IParticleAffector* aff = 0;

		switch(atype)
		{
		case EPAT_ATTRACT:
			aff = createAttractionAffector(core::vector3df(0,0,0));
			break;
		case EPAT_FADE_OUT:
			aff = createFadeOutParticleAffector();
			break;
		case EPAT_GRAVITY:
			aff = createGravityAffector();
			break;
		case EPAT_ROTATE:
			aff = createRotationAffector();
			break;
		case EPAT_SCALE:
			aff = createScaleParticleAffector();
			break;
		case EPAT_NONE:
		default:
			break;
		}

		++idx;

		if (aff)
		{
#if 0
			idx = aff->deserializeAttributes(idx, in, options);
			++idx;
#else
			aff->deserializeAttributes(in, options);
#endif

			addAffector(aff);
			aff->drop();
		}
	}
}
//! Reads attributes of the scene node.
void CParticleSystemSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	IParticleSystemSceneNode::deserializeAttributes(in, options);

	ParticlesAreGlobal = in->getAttributeAsBool("GlobalParticles");
	ParticleSize.Width = in->getAttributeAsFloat("ParticleWidth");
	ParticleSize.Height = in->getAttributeAsFloat("ParticleHeight");

	// read emitter

	int emitterIdx = in->findAttribute("Emitter");
	if (emitterIdx == -1)
		return;

	if (Emitter)
		Emitter->drop();
	Emitter = 0;

	E_PARTICLE_EMITTER_TYPE type = (E_PARTICLE_EMITTER_TYPE)
		in->getAttributeAsEnumeration("Emitter", ParticleEmitterTypeNames);

	switch(type)
	{
	case EPET_POINT:
		Emitter = createPointEmitter();
		break;
	case EPET_BOX:
		Emitter = createBoxEmitter();
		break;
	}

	s32 idx = 0;

	if (Emitter)
		idx = Emitter->deserializeAttributes(idx, in);

	++idx;

	// read affectors

	removeAllAffectors();
	s32 cnt = in->getAttributeCount();

	while(idx < cnt)
	{
		const char* name = in->getAttributeName(idx);

		if (!name || strcmp("Affector", name))
			return;

		E_PARTICLE_AFFECTOR_TYPE atype = 
			(E_PARTICLE_AFFECTOR_TYPE)in->getAttributeAsEnumeration(idx, ParticleAffectorTypeNames);

		IParticleAffector* aff = 0;
		
		switch(atype)
		{
		case EPAT_FADE_OUT:
			aff = createFadeOutParticleAffector();			
			break;
		case EPAT_GRAVITY:
			aff = createGravityAffector();
			break;
		}

		++idx;

		if (aff)
		{
			idx = aff->deserializeAttributes(idx, in, options);
			++idx;
			addAffector(aff);
			aff->drop();
		}
	}
}