Cross-Platform Game Programming with gameplay3d/Particles
Overview
[edit | edit source]The gameplay::ParticleEmitter
class defines all the information needed to simulate and render a system of particles. Particle emitters can be used to represent a multitude of visual effects, such as smoke, steam, fire and explosions; and other atmospheric effects, such as rain and lightning. Once created, the emitter can be set on a gameplay::Node
in order to follow an object, or it can be placed within a scene.
Creating a particle emitter
[edit | edit source]Use the ParticleEmitter::create()
method to create a particle emitter.
There are 3 overloads of this function, but the one which you are likely to use most commonly is the overload for creating a particle emitter from a .particle file, which has the following function signature:
static ParticleEmitter* create (const char *url);
If you want to create a particle emitter programmatically, you can use the following overload, which creates an uninitialized ParticleEmitter
. The new particle emitter can then be configured using member functions in the ParticleEmitter
class.
static ParticleEmitter* create (const char *texturePath, TextureBlending textureBlending, unsigned int particleCountMax);
Controlling a particle emitter
[edit | edit source].particle files
[edit | edit source]The following is a commented example of a .particle file created with the "sample-particles" example project, which is a useful particle editor packaged with gameplay3d.
Given the number of fields which need completing in a .particle file, and because it is helpful to see a visual representation of the particle emitter while you are editing it, the "sample-particles" project is probably the easiest way to get started creating and configuring particle emitters.
particle smoke
{
sprite
{
path = smoke.png // A path to the image to use as this ParticleEmitter's texture.
width = 64 // The height of the first frame of the sprite.
height = 64 // The width of the first frame of the sprite.
blending = ADDITIVE // Other options are OPAQUE, TRANSPARENT AND MULTIPLIED.
animated = false // Specifies whether particles cycle through the sprite frames.
looped = false // Specifies whether sprites are set to loop,
frameCount = 1 // The number of frames to use for the particle emitter's sprite.
frameRandomOffset = 0 // Set to 0 for all particles to start on the first frame. Otherwise the starting frame will be a random frame not higher than this value.
frameDuration = 0 // The duration of a single sprite frame, in milliseconds.
}
particleCountMax = 5000 // The number of live particles at any one time will not exceed this value.
emissionRate = 20 // The emission rate, measured in particles per second.
ellipsoid = false // An ellipsoid particle emitter spawns particles inside a ellipsoidal domain. (Using an ellipsoidal domain
is slightly more expensive than the default cuboid domain.)
orbitPosition = false // Whether to rotate initial particle positions by the node's rotation matrix.
orbitVelocity = false // Whether to rotate initial particle velocity vectors by the node's rotation matrix.
orbitAcceleration = false // Whether to rotate initial particle acceleration vectors by the node's rotation matrix.
sizeStartMin = 3.5 // The minimum size that each particle can be at the time when it is started.
sizeStartMax = 3.5 // The maximum size that each particle can be at the time when it is started.
sizeEndMin = 15 // The minimum size that each particle can be at the end of its lifetime.
sizeEndMax = 15 // The maximum size that each particle can be at the end of its lifetime.
energyMin = 4000 // The minimum lifetime of each particle, measured in milliseconds.
energyMax = 5000 // The maximum lifetime of each particle, measured in milliseconds.
colorStart = 0.5, 0.5, 0.5, 1 // The base start color of emitted particles.
colorStartVar = 0, 0, 0, 0 // The variance of start color of emitted particles.
colorEnd = 1, 0, 0, 0 // The base end color of emitted particles.
colorEndVar = 0, 0, 0, 0 // The variance of end color of emitted particles.
position = 0, 0, 0 // The position of new particles, relative to the emitter's transform.
positionVar = 0, 0, 0 // The position variance of new particles.
velocity = 2.5, 5, 0 // The initial velocity of new particles.
velocityVar = 0, 0, 0 // The initial velocity variance of new particles.
acceleration = -10, 5, 0 // The base acceleration vector of emitted particles.
accelerationVar = 2.5, 5, 0 // The variance allowed in the acceleration of emitted particles.
rotationPerParticleSpeedMin = -1.5 // The minimum rotation speed (per particle).
rotationPerParticleSpeedMax = 1.5 // The maximum rotation speed (per particle).
editor // Particle editor-specific properties
{
cameraTranslation = -0.0200001, 4.06, 0
cameraZoom = 0, 0, 16.8
cameraRotation = 0, 0, 0, 0
sizeMax = 20
energyMax = 5000
}
}