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C.1.18.5 Fountain

To convert the old fountain particle system to new particles you can use a cone emitter. Use a force emitter with downwards acceleration so that the fountain particles fall down after a while. Here you see an example of a fountain particle system in the world file:

 
  <meshfact name="fountainFact">
    <plugin>crystalspace.mesh.loader.factory.particles</plugin>
    <params>
      <particlesize x="0.1" y="0.1" />
      <emitter type="cone">
        <extent x="0" y="2" z="1" />
        <coneangle>0.2</coneangle>
        <placement>center</placement>
        <mass min="7.5" max="10" />
        <initialttl min="10" max="10.5" />
        <emissionrate>70</emissionrate>
        <initialvelocity x="1.8" y="0" z="0" />
      </emitter>
      <effector type="force">
        <acceleration x="0" y="-0.3" z="0" />
      </effector>
      <effector type="lincolor">
        <color red="0" green="0" blue="1" time="10"/>
        <color red="0" green="0.5" blue="1" time="5"/>
        <color red="1" green="1" blue="1" time="0"/>
      </effector>
    </params>
  </meshfact>
  ...
  <meshobj name="fountain">
    <priority>alpha</priority>
    <plugin>crystalspace.mesh.loader.particles</plugin>
    <ztest />
    <params>
      <factory>fountainFact</factory>
      <mixmode>
        <add />
      </mixmode>
      <material>fountainmaterial</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", "fountain");
  if (!mfw) return;

  csRef<iMeshWrapper> exp = engine->CreateMeshWrapper (mfw, "custom fountain",
	sector, origin);

  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<iParticleBuiltinEmitterCone> conemit = emit_factory->CreateCone ();
  float velocity = 3.0f;
  float seconds_to_live = 1.5f;
  conemit->SetExtent (csVector3 (0, 0.5f, 0));
  conemit->SetConeAngle (0.3f);
  conemit->SetParticlePlacement (CS_PARTICLE_BUILTIN_VOLUME);
  conemit->SetEmissionRate (float (num) / seconds_to_live);
  conemit->SetInitialMass (8.0f, 10.0f);
  conemit->SetInitialTTL (seconds_to_live, seconds_to_live);
  conemit->SetInitialVelocity (csVector3 (0, velocity, 0), csVector3 (0));

  csRef<iParticleBuiltinEffectorLinColor> lincol = eff_factory->
    CreateLinColor ();
  lincol->AddColor (csColor4 (0.25f, 0.35f, 0.55f, 1), seconds_to_live);

  csRef<iParticleBuiltinEffectorForce> force = eff_factory->
    CreateForce ();
  force->SetAcceleration (csVector3 (0.0f, -3.0f, 0.0f));

  csRef<iParticleSystem> partstate =
  	scfQueryInterface<iParticleSystem> (exp->GetMeshObject ());
  partstate->SetParticleSize (csVector2 (0.1f, 0.1f));
  partstate->AddEmitter (conemit);
  partstate->AddEffector (lincol);
  partstate->AddEffector (force);

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