text: // Copyright (C) 2002-2012 Nikolaus Gebhardt
  // This file is part of the "Irrlicht Engine".
  // For conditions of distribution and use, see copyright notice in irrlicht.h
  
  #ifndef __C_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
  #define __C_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
  
  #include "IParticleSystemSceneNode.h"
  #include "irrArray.h"
  #include "irrList.h"
  #include "SMeshBuffer.h"
  
  namespace irr
  {
  namespace scene
  {
  
  //! A particle system scene node.
  /** A scene node controlling a particle system. The behavior of the particles
  can be controlled by setting the right particle emitters and affectors.
  */
  class CParticleSystemSceneNode : public IParticleSystemSceneNode
  {
  public:
  
  	//! constructor
  	CParticleSystemSceneNode(bool createDefaultEmitter,
  		ISceneNode* parent, ISceneManager* mgr, s32 id,
  		const core::vector3df& position,
  		const core::vector3df& rotation,
  		const core::vector3df& scale);
  
  	//! destructor
  	virtual ~CParticleSystemSceneNode();
  
  	//! Gets the particle emitter, which creates the particles.
  	virtual IParticleEmitter* getEmitter();
  
  	//! Sets the particle emitter, which creates the particles.
  	virtual void setEmitter(IParticleEmitter* emitter);
  
  	//! Adds new particle affector to the particle system.
  	virtual void addAffector(IParticleAffector* affector);
  
  	//! Get a list of all particle affectors.
  	virtual const core::list<IParticleAffector*>& getAffectors() const;
  
  	//! Removes all particle affectors in the particle system.
  	virtual void removeAllAffectors();
  
  	//! Returns the material based on the zero based index i.
  	virtual video::SMaterial& getMaterial(u32 i);
  
  	//! Returns amount of materials used by this scene node.
  	virtual u32 getMaterialCount() const;
  
  	//! pre render event
  	virtual void OnRegisterSceneNode();
  
  	//! render
  	virtual void render();
  
  	//! returns the axis aligned bounding box of this node
  	virtual const core::aabbox3d<f32>& getBoundingBox() const;
  
  	//! Creates a particle emitter for an animated mesh scene node
  	virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
  		scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
  		bool everyMeshVertex = false, u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
  		s32 maxAngleDegrees = 0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a box particle emitter.
  	virtual IParticleBoxEmitter* createBoxEmitter(
  		const core::aabbox3df& box = core::aabbox3d<f32>(-10,0,-10,5,30,10),
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
  		s32 maxAngleDegrees=0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a particle emitter for emitting from a cylinder
  	virtual IParticleCylinderEmitter* createCylinderEmitter(
  		const core::vector3df& center, f32 radius,
  		const core::vector3df& normal, f32 length,
  		bool outlineOnly = false, const core::vector3df& direction = core::vector3df(0.0f,0.5f,0.0f),
  		u32 minParticlesPerSecond = 5, u32 maxParticlesPersSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
  		s32 maxAngleDegrees = 0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a mesh particle emitter.
  	virtual IParticleMeshEmitter* createMeshEmitter(
  		scene::IMesh* mesh, bool useNormalDirection = true,
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
  		bool everyMeshVertex = false,
  		u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
  		s32 maxAngleDegrees = 0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a point particle emitter.
  	virtual IParticlePointEmitter* createPointEmitter(
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
  		s32 maxAngleDegrees=0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a ring particle emitter.
  	virtual IParticleRingEmitter* createRingEmitter(
  		const core::vector3df& center, f32 radius, f32 ringThickness,
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
  		s32 maxAngleDegrees=0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a sphere particle emitter.
  	virtual IParticleSphereEmitter* createSphereEmitter(
  		const core::vector3df& center, f32 radius,
  		const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
  		u32 minParticlesPerSecond = 5,
  		u32 maxParticlesPerSecond = 10,
  		const video::SColor& minStartColor = video::SColor(255,0,0,0),
  		const video::SColor& maxStartColor = video::SColor(255,255,255,255),
  		u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
  		s32 maxAngleDegrees=0,
  		const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f),
  		const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) );
  
  	//! Creates a point attraction affector. This affector modifies the positions of the
  	//! particles and attracts them to a specified point at a specified speed per second.
  	virtual IParticleAttractionAffector* createAttractionAffector(
  		const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
  		bool affectX = true, bool affectY = true, bool affectZ = true);
  
  	//! Creates a scale particle affector.
  	virtual IParticleAffector* createScaleParticleAffector(const core::dimension2df& scaleTo = core::dimension2df(1.0f, 1.0f));
  
  	//! Creates a fade out particle affector.
  	virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
  		const video::SColor& targetColor = video::SColor(0,0,0,0),
  		u32 timeNeededToFadeOut = 1000);
  
  	//! Creates a gravity affector.
  	virtual IParticleGravityAffector* createGravityAffector(
  		const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
  		u32 timeForceLost = 1000);
  
  	//! Creates a rotation affector. This affector rotates the particles
  	//! around a specified pivot point. The speed is in Degrees per second.
  	virtual IParticleRotationAffector* createRotationAffector(
  		const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f),
  		const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) );
  
  	//! Sets the size of all particles.
  	virtual void setParticleSize(
  		const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f));
  
  	//! Sets if the particles should be global. If they are, the particles are affected by
  	//! the movement of the particle system scene node too, otherwise they completely
  	//! ignore it. Default is true.
  	virtual void setParticlesAreGlobal(bool global=true);
  
  	//! Remove all currently visible particles
  	virtual void clearParticles();
  
  	//! Do manually update the particles.
   	//! This should only be called when you want to render the node outside the scenegraph,
   	//! as the node will care about this otherwise automatically.
  	virtual void doParticleSystem(u32 time);
  
  	//! Writes attributes of the scene node.
  	virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
  
  	//! Reads attributes of the scene node.
  	virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
  
  	//! Returns type of the scene node
  	virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
  
  private:
  
  	void reallocateBuffers();
  
  	core::list<IParticleAffector*> AffectorList;
  	IParticleEmitter* Emitter;
  	core::array<SParticle> Particles;
  	core::dimension2d<f32> ParticleSize;
  	u32 LastEmitTime;
  	s32 MaxParticles;
  
  	SMeshBuffer* Buffer;
  
  	enum E_PARTICLES_PRIMITIVE
  	{
  		EPP_POINT=0,
  		EPP_BILLBOARD,
  		EPP_POINTSPRITE
  	};
  	E_PARTICLES_PRIMITIVE ParticlePrimitive;
  
  	bool ParticlesAreGlobal;
  };
  
  } // end namespace scene
  } // end namespace irr
  
  
  #endif
  
  