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C.1.18.2 Rain

To convert the old rain particle system to new particles you can use a box emitter which is oriented at the top where the rain drops should appear and which is very thin. Here you see an example of a rain particle system in the world file:

 
  <meshfact name="rainFact">
    <plugin>crystalspace.mesh.loader.factory.particles</plugin>
    <params>
      <particlesize x="0.02" y="0.37" />
      <minbb>
        <min x="-10" y="0" z="-5" />
        <max x="5" y="6" z="10" />
      </minbb>
      <sortmode>none</sortmode>
      <renderorientation>common</renderorientation>
      <commondirection x="0" y="1" z="0" />
      <emitter type="box">
        <emissionrate>250</emissionrate>
        <mass min="5" max="7.5" />
        <box>
          <min x="-10" y="6" z="-5" />
          <max x="5" y="6" z="10" />
        </box>
        <uniformvelocity />
        <initialvelocity x="0" y="-2.84" z="0" />
        <initialttl min="2.5" max="2.5" />
        <placement>volume</placement>
      </emitter>
      <effector type="lincolor">
        <color red="0" green="0" blue="1" time="2.5" />
      </effector>
    </params>
  </meshfact>
  ...
  <meshobj name="rainfall">
    <priority>alpha</priority>
    <plugin>crystalspace.mesh.loader.particles</plugin>
    <ztest />
    <params>
      <factory>rainFact</factory>
      <mixmode> <add /> </mixmode>
      <material>raindrop</material>
    </params>
    <move>
      <v x="-10" y="0" z="10" />
    </move>
  </meshobj>

Here is how this could work in code:

 
  csRef<iMeshFactoryWrapper> mfw = engine->CreateMeshFactory (
      "crystalspace.mesh.object.particles", "rain");
  if (!mfw) return;

  csRef<iMeshWrapper> exp = engine->CreateMeshWrapper (mfw, "custom rain",
	sector, csVector3 (0, 0, 0));

  exp->SetZBufMode(CS_ZBUF_TEST);
  exp->GetMeshObject()->SetMixMode (CS_FX_ADD);
  exp->GetMeshObject()->SetMaterialWrapper (mat);

  csRef<iParticleBuiltinEmitterFactory> emit_factory = 
      csLoadPluginCheck<iParticleBuiltinEmitterFactory> (
        Sys->object_reg, "crystalspace.mesh.object.particles.emitter", false);
  csRef<iParticleBuiltinEffectorFactory> eff_factory = 
      csLoadPluginCheck<iParticleBuiltinEffectorFactory> (
        Sys->object_reg, "crystalspace.mesh.object.particles.effector", false);

  csRef<iParticleBuiltinEmitterBox> boxemit = emit_factory->CreateBox ();
  boxemit->SetBox (bbox);
  boxemit->SetParticlePlacement (CS_PARTICLE_BUILTIN_VOLUME);
  boxemit->SetEmissionRate (num / 2.5f);
  boxemit->SetInitialMass (5.0f, 7.5f);
  boxemit->SetUniformVelocity (true);
  boxemit->SetInitialTTL (2.5f, 2.5f);
  boxemit->SetInitialVelocity (csVector3 (0, -2.84f, 0), csVector3 (0));

  csRef<iParticleBuiltinEffectorLinColor> lincol = eff_factory->
    CreateLinColor ();
  lincol->AddColor (csColor4 (.25,.25,.25,1), 2.5f);

  csRef<iParticleSystem> partstate =
  	scfQueryInterface<iParticleSystem> (exp->GetMeshObject ());
  partstate->SetMinBoundingBox (bbox);
  partstate->SetParticleSize (csVector2 (0.3f/50.0f, 0.3f));
  partstate->SetParticleRenderOrientation (CS_PARTICLE_ORIENT_COMMON);
  partstate->SetCommonDirection (csVector3 (0, 1, 0));
  partstate->AddEmitter (boxemit);
  partstate->AddEffector (lincol);

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