OGRE  13.6
Object-Oriented Graphics Rendering Engine
Ogre::ParticleSystem Class Reference

Class defining particle system based special effects. More...

#include <OgreParticleSystem.h>

+ Inheritance diagram for Ogre::ParticleSystem:

Public Member Functions

 ParticleSystem ()
 Default constructor required for STL creation in manager. More...
 
 ParticleSystem (const String &name, const String &resourceGroupName)
 Creates a particle system with no emitters or affectors. More...
 
virtual ~ParticleSystem ()
 
const std::vector< Particle * > & _getActiveParticles ()
 Returns all active particles in this system. More...
 
void _notifyAttached (Node *parent, bool isTagPoint=false) override
 Internal method called to notify the object that it has been attached to a node. More...
 
void _notifyCurrentCamera (Camera *cam) override
 Internal method to notify the object of the camera to be used for the next rendering operation. More...
 
void _notifyOrigin (const String &origin)
 Notify this particle system of it's origin. More...
 
void _update (Real timeElapsed)
 Updates the particles in the system based on time elapsed. More...
 
void _updateBounds (void)
 Internal method for updating the bounds of the particle system. More...
 
void _updateRenderQueue (RenderQueue *queue) override
 Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
 
ParticleAffectoraddAffector (const String &affectorType)
 Adds an affector to this particle system. More...
 
ParticleEmitteraddEmitter (const String &emitterType)
 Adds an emitter to this particle system. More...
 
void clear ()
 Empties this set of all particles. More...
 
ParticlecreateEmitterParticle (const String &emitterName)
 Manually add an emitter particle to the system. More...
 
ParticlecreateParticle (void)
 Manually add a particle to the system. More...
 
void fastForward (Real time, Real interval=0.1f)
 Fast-forwards this system by the required number of seconds. More...
 
ParticleAffectorgetAffector (unsigned short index) const
 Retrieves an affector by it's index (zero-based). More...
 
const AxisAlignedBoxgetBoundingBox (void) const override
 Retrieves the local axis-aligned bounding box for this object. More...
 
Real getBoundingRadius (void) const override
 Retrieves the radius of the origin-centered bounding sphere for this object. More...
 
virtual bool getCullIndividually (void) const
 Returns whether or not particles in this are tested individually for culling. More...
 
virtual Real getDefaultHeight (void) const
 See setDefaultDimensions - this gets 1 component individually. More...
 
virtual Real getDefaultWidth (void) const
 See setDefaultDimensions - this gets 1 component individually. More...
 
size_t getEmittedEmitterQuota (void) const
 Returns the maximum number of emitted emitters this system is allowed to have active at once. More...
 
ParticleEmittergetEmitter (unsigned short index) const
 Retrieves an emitter by it's index (zero-based). More...
 
bool getEmitting () const
 Returns true if the particle system emitting flag is turned on. More...
 
Real getIterationInterval (void) const
 Gets a 'iteration interval' on this particle system. More...
 
bool getKeepParticlesInLocalSpace (void) const
 Gets whether particles (and any affector effects) remain relative to the node the particle system is attached to. More...
 
virtual const StringgetMaterialName (void) const
 Sets the name of the material to be used for this billboard set. More...
 
const StringgetMovableType (void) const override
 Returns the type name of this object. More...
 
Real getNonVisibleUpdateTimeout (void) const
 Gets when the particle system should stop updating after it hasn't been visible for a while. More...
 
unsigned short getNumAffectors (void) const
 Returns the number of affectors for this particle system. More...
 
unsigned short getNumEmitters (void) const
 Returns the number of emitters for this particle system. More...
 
size_t getNumParticles (void) const
 Gets the number of individual particles in the system right now. More...
 
const StringgetOrigin (void) const
 Get the origin of this particle system, e.g. More...
 
ParticlegetParticle (size_t index)
 Retrieve a particle from the system for manual tweaking. More...
 
size_t getParticleQuota (void) const
 Returns the maximum number of particles this system is allowed to have active at once. More...
 
ParticleSystemRenderergetRenderer (void) const
 Gets the ParticleRenderer to be used to render this particle system. More...
 
const StringgetRendererName (void) const
 Gets the name of the ParticleRenderer to be used to render this particle system. More...
 
virtual const StringgetResourceGroupName (void) const
 Return the resource group to be used to load dependent resources. More...
 
bool getSortingEnabled (void) const
 Gets whether particles are sorted relative to the camera. More...
 
Real getSpeedFactor (void) const
 Gets the 'speed factor' on this particle system. More...
 
uint32 getTypeFlags (void) const override
 Override to return specific type flag. More...
 
ParticleSystemoperator= (const ParticleSystem &rhs)
 Assignment operator for copying. More...
 
void removeAffector (unsigned short index)
 Removes an affector from the system. More...
 
void removeAllAffectors (void)
 Removes all the affectors from this system. More...
 
void removeAllEmitters (void)
 Removes all the emitters from this system. More...
 
void removeEmitter (ParticleEmitter *emitter)
 Removes an emitter from the system. More...
 
void removeEmitter (unsigned short index)
 Removes an emitter from the system. More...
 
void setBounds (const AxisAlignedBox &aabb)
 Set the (initial) bounds of the particle system manually. More...
 
void setBoundsAutoUpdated (bool autoUpdate, Real stopIn=0.0f)
 Sets whether the bounds will be automatically updated for the life of the particle system. More...
 
virtual void setCullIndividually (bool cullIndividual)
 Sets whether culling tests particles in this individually as well as in a group. More...
 
virtual void setDefaultDimensions (Real width, Real height)
 Sets the default dimensions of the particles in this set. More...
 
virtual void setDefaultHeight (Real height)
 See setDefaultDimensions - this sets 1 component individually. More...
 
virtual void setDefaultWidth (Real width)
 See setDefaultDimensions - this sets 1 component individually. More...
 
void setEmittedEmitterQuota (size_t quota)
 Sets the maximum number of emitted emitters this system is allowed to have active at once. More...
 
void setEmitting (bool v)
 This is used to turn on or off particle emission for this system. More...
 
void setIterationInterval (Real iterationInterval)
 Sets a 'iteration interval' on this particle system. More...
 
void setKeepParticlesInLocalSpace (bool keepLocal)
 Sets whether particles (and any affector effects) remain relative to the node the particle system is attached to. More...
 
virtual void setMaterialName (const String &name, const String &groupName=ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME)
 Sets the name of the material to be used for this billboard set. More...
 
void setNonVisibleUpdateTimeout (Real timeout)
 Sets when the particle system should stop updating after it hasn't been visible for a while. More...
 
void setParticleQuota (size_t quota)
 Sets the maximum number of particles this system is allowed to have active at once. More...
 
void setRenderer (const String &typeName)
 Sets the ParticleRenderer to be used to render this particle system. More...
 
void setRenderQueueGroup (uint8 queueID) override
 Sets the render queue group this entity will be rendered through. More...
 
void setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) override
 Sets the render queue group and group priority this entity will be rendered through. More...
 
void setSortingEnabled (bool enabled)
 Set whether or not particles are sorted according to the camera. More...
 
void setSpeedFactor (Real speedFactor)
 Sets a 'speed factor' on this particle system, which means it scales the elapsed real time which has passed by this factor before passing it to the emitters, affectors, and the particle life calculation. More...
 
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) override
 Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
 
- Public Member Functions inherited from Ogre::StringInterface
 StringInterface ()
 
virtual ~StringInterface ()
 Virtual destructor, see Effective C++. More...
 
void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. More...
 
bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
- Public Member Functions inherited from Ogre::MovableObject
 MovableObject ()
 Constructor. More...
 
 MovableObject (const String &name)
 Named constructor. More...
 
virtual ~MovableObject ()
 Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
 
MovableObjectFactory_getCreator (void) const
 Get the creator of this object, if any (internal use only) More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager (void) const
 Get the manager of this object, if any (internal use only) More...
 
virtual const Affine3_getParentNodeFullTransform (void) const
 Return the full transformation of the parent sceneNode or the attachingPoint node. More...
 
virtual void _notifyCreator (MovableObjectFactory *fact)
 Notify the object of it's creator (internal use only) More...
 
virtual void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
virtual void _notifyMoved (void)
 Internal method called to notify the object that it has been moved. More...
 
virtual void _releaseManualHardwareResources ()
 Notifies the movable object that hardware resources were lost. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void detachFromParent (void)
 Detaches an object from a parent SceneNode or TagPoint, if attached. More...
 
Real getBoundingRadiusScaled () const
 as getBoundingRadius, but with scaling applied More...
 
bool getCastShadows (void) const override
 Returns whether shadow casting is enabled for this object. More...
 
const AxisAlignedBoxgetDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const override
 Gets the world space bounding box of the dark cap, as extruded using the light provided. More...
 
EdgeDatagetEdgeList (void) override
 Returns details of the edges which might be used to determine a silhouette. More...
 
const AxisAlignedBoxgetLightCapBounds (void) const override
 Gets the world space bounding box of the light cap. More...
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener (void) const
 Gets the current listener for this object. More...
 
const StringgetName (void) const
 Returns the name of this object. More...
 
NodegetParentNode (void) const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode (void) const
 Returns the scene node to which this object is attached. More...
 
Real getPointExtrusionDistance (const Light *l) const override
 Get the distance to extrude for a point/spot light. More...
 
virtual uint32 getQueryFlags (void) const
 Returns the query flags relevant for this object. More...
 
bool getReceivesShadows ()
 Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
 
Real getRenderingDistance (void) const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup (void) const
 Gets the queue group for this entity. More...
 
const ShadowRenderableListgetShadowVolumeRenderableList (const Light *light, const HardwareIndexBufferPtr &indexBuffer, size_t &indexBufferUsedSize, float extrusionDist, int flags=0) override
 Define a default implementation of method from ShadowCaster which implements no shadows. More...
 
const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual uint32 getVisibilityFlags (void) const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible (void) const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
const AxisAlignedBoxgetWorldBoundingBox (bool derive=false) const override
 Retrieves the axis-aligned bounding box for this object in world coordinates. More...
 
virtual const SpheregetWorldBoundingSphere (bool derive=false) const
 Retrieves the worldspace bounding sphere for this object. More...
 
bool isAttached (void) const
 Returns true if this object is attached to a SceneNode or TagPoint. More...
 
bool isDebugDisplayEnabled (void) const
 Gets whether debug display of this object is enabled. More...
 
virtual bool isInScene (void) const
 Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
 
bool isParentTagPoint () const
 Gets whether the parent node is a TagPoint (or a SceneNode) More...
 
virtual bool isVisible (void) const
 Returns whether or not this object is supposed to be visible or not. More...
 
const LightListqueryLights (void) const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setDebugDisplayEnabled (bool enabled)
 Sets whether or not the debug display of this object is enabled. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
void setUserAny (const Any &anything)
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
- Public Member Functions inherited from Ogre::ShadowCaster
virtual ~ShadowCaster ()
 
bool hasEdgeList ()
 Returns whether the object has a valid edge list. More...
 
- Public Member Functions inherited from Ogre::AnimableObject
 AnimableObject ()
 
virtual ~AnimableObject ()
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
const StringVectorgetAnimableValueNames (void) const
 Gets a list of animable value names for this object. More...
 

Static Public Member Functions

static Real getDefaultIterationInterval (void)
 Get the default iteration interval for all ParticleSystem instances. More...
 
static Real getDefaultNonVisibleUpdateTimeout (void)
 Get the default nonvisible timeout for all ParticleSystem instances. More...
 
static void setDefaultIterationInterval (Real iterationInterval)
 Set the default iteration interval for all ParticleSystem instances. More...
 
static void setDefaultNonVisibleUpdateTimeout (Real timeout)
 Set the default nonvisible timeout for all ParticleSystem instances. More...
 
- Static Public Member Functions inherited from Ogre::StringInterface
static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 
- Static Public Member Functions inherited from Ogre::MovableObject
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 
- Static Public Member Functions inherited from Ogre::ShadowCaster
static void clearShadowRenderableList (ShadowRenderableList &shadowRenderables)
 Common implementation of releasing shadow renderables. More...
 
static void extrudeVertices (const HardwareVertexBufferSharedPtr &vertexBuffer, size_t originalVertexCount, const Vector4 &lightPos, Real extrudeDist)
 Utility method for extruding vertices based on a light. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::ShadowCaster
typedef Ogre::ShadowRenderableList ShadowRenderableList
 
typedef VectorIterator< ShadowRenderableListShadowRenderableListIterator
 

Detailed Description

Class defining particle system based special effects.

Particle systems are special effects generators which are based on a number of moving points to create the impression of things like like sparkles, smoke, blood spurts, dust etc.

This class simply manages a single collection of particles in world space with a shared local origin for emission. The visual aspect of the particles is handled by a ParticleSystemRenderer instance.
Particle systems are created using the SceneManager, never directly. In addition, like all subclasses of MovableObject, the ParticleSystem will only be considered for rendering once it has been attached to a SceneNode.

Constructor & Destructor Documentation

◆ ParticleSystem() [1/2]

Ogre::ParticleSystem::ParticleSystem ( )

Default constructor required for STL creation in manager.

◆ ParticleSystem() [2/2]

Ogre::ParticleSystem::ParticleSystem ( const String name,
const String resourceGroupName 
)

Creates a particle system with no emitters or affectors.

You should use the ParticleSystemManager to create particle systems rather than creating them directly.

◆ ~ParticleSystem()

virtual Ogre::ParticleSystem::~ParticleSystem ( )
virtual

Member Function Documentation

◆ setRenderer()

void Ogre::ParticleSystem::setRenderer ( const String typeName)

Sets the ParticleRenderer to be used to render this particle system.

The main ParticleSystem just manages the creation and movement of particles; they are rendered using functions in ParticleRenderer and the ParticleVisual instances they create.

Parameters
typeNameString identifying the type of renderer to use; a new instance of this type will be created; a factory must have been registered with ParticleSystemManager.

◆ getRenderer()

ParticleSystemRenderer* Ogre::ParticleSystem::getRenderer ( void  ) const

Gets the ParticleRenderer to be used to render this particle system.

◆ getRendererName()

const String& Ogre::ParticleSystem::getRendererName ( void  ) const

Gets the name of the ParticleRenderer to be used to render this particle system.

◆ addEmitter()

ParticleEmitter* Ogre::ParticleSystem::addEmitter ( const String emitterType)

Adds an emitter to this particle system.

Particles are created in a particle system by emitters - see the ParticleEmitter class for more details.

Parameters
emitterTypeString identifying the emitter type to create. Emitter types are defined by registering new factories with the manager - see ParticleEmitterFactory for more details. Emitter types can be extended by OGRE, plugin authors or application developers.

◆ getEmitter()

ParticleEmitter* Ogre::ParticleSystem::getEmitter ( unsigned short  index) const

Retrieves an emitter by it's index (zero-based).

Used to retrieve a pointer to an emitter for a particle system to procedurally change emission parameters etc. You should check how many emitters are registered against this system before calling this method with an arbitrary index using getNumEmitters.

Parameters
indexZero-based index of the emitter to retrieve.

◆ getNumEmitters()

unsigned short Ogre::ParticleSystem::getNumEmitters ( void  ) const

Returns the number of emitters for this particle system.

◆ removeEmitter() [1/2]

void Ogre::ParticleSystem::removeEmitter ( unsigned short  index)

Removes an emitter from the system.

Drops the emitter with the index specified from this system. You should check how many emitters are registered against this system before calling this method with an arbitrary index using getNumEmitters.

Parameters
indexZero-based index of the emitter to retrieve.

◆ removeAllEmitters()

void Ogre::ParticleSystem::removeAllEmitters ( void  )

Removes all the emitters from this system.

◆ removeEmitter() [2/2]

void Ogre::ParticleSystem::removeEmitter ( ParticleEmitter emitter)

Removes an emitter from the system.

Drops the emitter from this system.

Parameters
emitterPointer to a particle emitter.

◆ addAffector()

ParticleAffector* Ogre::ParticleSystem::addAffector ( const String affectorType)

Adds an affector to this particle system.

Particles are modified over time in a particle system by affectors - see the ParticleAffector class for more details.

Parameters
affectorTypeString identifying the affector type to create. Affector types are defined by registering new factories with the manager - see ParticleAffectorFactory for more details. Affector types can be extended by OGRE, plugin authors or application developers.

◆ getAffector()

ParticleAffector* Ogre::ParticleSystem::getAffector ( unsigned short  index) const

Retrieves an affector by it's index (zero-based).

Used to retrieve a pointer to an affector for a particle system to procedurally change affector parameters etc. You should check how many affectors are registered against this system before calling this method with an arbitrary index using getNumAffectors.

Parameters
indexZero-based index of the affector to retrieve.

◆ getNumAffectors()

unsigned short Ogre::ParticleSystem::getNumAffectors ( void  ) const

Returns the number of affectors for this particle system.

◆ removeAffector()

void Ogre::ParticleSystem::removeAffector ( unsigned short  index)

Removes an affector from the system.

Drops the affector with the index specified from this system. You should check how many affectors are registered against this system before calling this method with an arbitrary index using getNumAffectors.

Parameters
indexZero-based index of the affector to retrieve.

◆ removeAllAffectors()

void Ogre::ParticleSystem::removeAllAffectors ( void  )

Removes all the affectors from this system.

◆ clear()

void Ogre::ParticleSystem::clear ( )

Empties this set of all particles.

◆ getNumParticles()

size_t Ogre::ParticleSystem::getNumParticles ( void  ) const

Gets the number of individual particles in the system right now.

The number of particles active in a system at a point in time depends on the number of emitters, their emission rates, the time-to-live (TTL) each particle is given on emission (and whether any affectors modify that TTL) and the maximum number of particles allowed in this system at once (particle quota).

◆ createParticle()

Particle* Ogre::ParticleSystem::createParticle ( void  )

Manually add a particle to the system.

Instead of using an emitter, you can manually add a particle to the system. You must initialise the returned particle instance immediately with the 'emission' state.

Note
There is no corresponding 'destroyParticle' method - if you want to dispose of a particle manually (say, if you've used setSpeedFactor(0) to make particles live forever) you should use getParticle() and modify it's timeToLive to zero, meaning that it will get cleaned up in the next update.

◆ createEmitterParticle()

Particle* Ogre::ParticleSystem::createEmitterParticle ( const String emitterName)

Manually add an emitter particle to the system.

The purpose of a particle emitter is to emit particles. Besides visual particles, also other other particle types can be emitted, other emitters for example. The emitted emitters have a double role; they behave as particles and can be influenced by affectors, but they are still emitters and capable to emit other particles (or emitters). It is possible to create a chain of emitters - emitters emitting other emitters, which also emit emitters.

Parameters
emitterNameThe name of a particle emitter that must be emitted.

◆ getParticle()

Particle* Ogre::ParticleSystem::getParticle ( size_t  index)

Retrieve a particle from the system for manual tweaking.

Normally you use an affector to alter particles in flight, but for small manually controlled particle systems you might want to use this method.

◆ getParticleQuota()

size_t Ogre::ParticleSystem::getParticleQuota ( void  ) const

Returns the maximum number of particles this system is allowed to have active at once.

See ParticleSystem::setParticleQuota for more info.

◆ setParticleQuota()

void Ogre::ParticleSystem::setParticleQuota ( size_t  quota)

Sets the maximum number of particles this system is allowed to have active at once.

Particle systems all have a particle quota, i.e. a maximum number of particles they are allowed to have active at a time. This allows the application to set a keep particle systems under control should they be affected by complex parameters which alter their emission rates etc. If a particle system reaches it's particle quota, none of the emitters will be able to emit any more particles. As existing particles die, the spare capacity will be allocated equally across all emitters to be as consistent to the original particle system style as possible. The quota can be increased but not decreased after the system has been created.

Parameters
quotaThe maximum number of particles this system is allowed to have.

◆ getEmittedEmitterQuota()

size_t Ogre::ParticleSystem::getEmittedEmitterQuota ( void  ) const

Returns the maximum number of emitted emitters this system is allowed to have active at once.

See ParticleSystem::setEmittedEmitterQuota for more info.

◆ setEmittedEmitterQuota()

void Ogre::ParticleSystem::setEmittedEmitterQuota ( size_t  quota)

Sets the maximum number of emitted emitters this system is allowed to have active at once.

Particle systems can have - besides a particle quota - also an emitted emitter quota.

Parameters
quotaThe maximum number of emitted emitters this system is allowed to have.

◆ operator=()

ParticleSystem& Ogre::ParticleSystem::operator= ( const ParticleSystem rhs)

Assignment operator for copying.

This operator deep copies all particle emitters and effectors, but not particles. The system's name is also not copied.

◆ _update()

void Ogre::ParticleSystem::_update ( Real  timeElapsed)

Updates the particles in the system based on time elapsed.

This is called automatically every frame by OGRE.

Parameters
timeElapsedThe amount of time, in seconds, since the last frame.

◆ _getActiveParticles()

const std::vector<Particle*>& Ogre::ParticleSystem::_getActiveParticles ( )
inline

Returns all active particles in this system.

This method is designed to be used by people providing new ParticleAffector subclasses, this is the easiest way to step through all the particles in a system and apply the changes the affector wants to make.

◆ setMaterialName()

virtual void Ogre::ParticleSystem::setMaterialName ( const String name,
const String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME 
)
virtual

Sets the name of the material to be used for this billboard set.

◆ getMaterialName()

virtual const String& Ogre::ParticleSystem::getMaterialName ( void  ) const
virtual

Sets the name of the material to be used for this billboard set.

Returns
The name of the material that is used for this set.

◆ _notifyCurrentCamera()

void Ogre::ParticleSystem::_notifyCurrentCamera ( Camera cam)
overridevirtual

Internal method to notify the object of the camera to be used for the next rendering operation.

Certain objects may want to do specific processing based on the camera position. This method notifies
them in case they wish to do this.

Reimplemented from Ogre::MovableObject.

◆ _notifyAttached()

void Ogre::ParticleSystem::_notifyAttached ( Node parent,
bool  isTagPoint = false 
)
overridevirtual

Internal method called to notify the object that it has been attached to a node.

Reimplemented from Ogre::MovableObject.

◆ getBoundingBox()

const AxisAlignedBox& Ogre::ParticleSystem::getBoundingBox ( void  ) const
inlineoverridevirtual

Retrieves the local axis-aligned bounding box for this object.

This bounding box is in local coordinates.

Implements Ogre::MovableObject.

◆ getBoundingRadius()

Real Ogre::ParticleSystem::getBoundingRadius ( void  ) const
inlineoverridevirtual

Retrieves the radius of the origin-centered bounding sphere for this object.

Implements Ogre::MovableObject.

◆ _updateRenderQueue()

void Ogre::ParticleSystem::_updateRenderQueue ( RenderQueue queue)
overridevirtual

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

The engine will call this method when this object is to be rendered. The object must then create one or more
Renderable subclass instances which it places on the passed in Queue for rendering.

Implements Ogre::MovableObject.

◆ visitRenderables()

void Ogre::ParticleSystem::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables = false 
)
overridevirtual

Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any.

Parameters
visitorPointer to a class implementing the Renderable::Visitor interface which will be called back for each Renderable which will be queued. Bear in mind that the state of the Renderable instances may not be finalised depending on when you call this.
debugRenderablesIf false, only regular renderables will be visited (those for normal display). If true, debug renderables will be included too.

Implements Ogre::MovableObject.

◆ fastForward()

void Ogre::ParticleSystem::fastForward ( Real  time,
Real  interval = 0.1f 
)

Fast-forwards this system by the required number of seconds.

This method allows you to fast-forward a system so that it effectively looks like it has already been running for the time you specify. This is useful to avoid the 'startup sequence' of a system, when you want the system to be fully populated right from the start.

Parameters
timeThe number of seconds to fast-forward by.
intervalThe sampling interval used to generate particles, apply affectors etc. The lower this is the more realistic the fast-forward, but it takes more iterations to do it.

◆ setSpeedFactor()

void Ogre::ParticleSystem::setSpeedFactor ( Real  speedFactor)
inline

Sets a 'speed factor' on this particle system, which means it scales the elapsed real time which has passed by this factor before passing it to the emitters, affectors, and the particle life calculation.

An interesting side effect - if you want to create a completely manual particle system where you control the emission and life of particles yourself, you can set the speed factor to 0.0f, thus disabling normal particle emission, alteration, and death.

◆ getSpeedFactor()

Real Ogre::ParticleSystem::getSpeedFactor ( void  ) const
inline

Gets the 'speed factor' on this particle system.

◆ setIterationInterval()

void Ogre::ParticleSystem::setIterationInterval ( Real  iterationInterval)

Sets a 'iteration interval' on this particle system.

The default Particle system update interval, based on elapsed frame time, will cause different behavior between low frame-rate and high frame-rate. By using this option, you can make the particle system update at a fixed interval, keeping the behavior the same no matter what frame-rate is.

When iteration interval is set to zero, it means the update occurs based on an elapsed frame time, otherwise each iteration will take place at the given interval, repeating until it has used up all the elapsed frame time.
Parameters
iterationIntervalThe iteration interval, default to zero.

◆ getIterationInterval()

Real Ogre::ParticleSystem::getIterationInterval ( void  ) const
inline

Gets a 'iteration interval' on this particle system.

◆ setDefaultIterationInterval()

static void Ogre::ParticleSystem::setDefaultIterationInterval ( Real  iterationInterval)
inlinestatic

Set the default iteration interval for all ParticleSystem instances.

◆ getDefaultIterationInterval()

static Real Ogre::ParticleSystem::getDefaultIterationInterval ( void  )
inlinestatic

Get the default iteration interval for all ParticleSystem instances.

◆ setNonVisibleUpdateTimeout()

void Ogre::ParticleSystem::setNonVisibleUpdateTimeout ( Real  timeout)

Sets when the particle system should stop updating after it hasn't been visible for a while.

By default, visible particle systems update all the time, even when not in view. This means that they are guaranteed to be consistent when they do enter view. However, this comes at a cost, updating particle systems can be expensive, especially if they are perpetual.

This option lets you set a 'timeout' on the particle system, so that if it isn't visible for this amount of time, it will stop updating until it is next visible.
Parameters
timeoutThe time after which the particle system will be disabled if it is no longer visible. 0 to disable the timeout and always update.

◆ getNonVisibleUpdateTimeout()

Real Ogre::ParticleSystem::getNonVisibleUpdateTimeout ( void  ) const
inline

Gets when the particle system should stop updating after it hasn't been visible for a while.

◆ setDefaultNonVisibleUpdateTimeout()

static void Ogre::ParticleSystem::setDefaultNonVisibleUpdateTimeout ( Real  timeout)
inlinestatic

Set the default nonvisible timeout for all ParticleSystem instances.

◆ getDefaultNonVisibleUpdateTimeout()

static Real Ogre::ParticleSystem::getDefaultNonVisibleUpdateTimeout ( void  )
inlinestatic

Get the default nonvisible timeout for all ParticleSystem instances.

◆ getMovableType()

const String& Ogre::ParticleSystem::getMovableType ( void  ) const
overridevirtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ setDefaultDimensions()

virtual void Ogre::ParticleSystem::setDefaultDimensions ( Real  width,
Real  height 
)
virtual

Sets the default dimensions of the particles in this set.

All particles in a set are created with these default dimensions. The set will render most efficiently if
all the particles in the set are the default size. It is possible to alter the size of individual
particles at the expense of extra calculation. See the Particle class for more info.
Parameters
widthThe new default width for the particles in this set. Must be non-negative!
heightThe new default height for the particles in this set. Must be non-negative!

◆ setDefaultWidth()

virtual void Ogre::ParticleSystem::setDefaultWidth ( Real  width)
virtual

See setDefaultDimensions - this sets 1 component individually.

◆ getDefaultWidth()

virtual Real Ogre::ParticleSystem::getDefaultWidth ( void  ) const
virtual

See setDefaultDimensions - this gets 1 component individually.

Referenced by Ogre::ParticleEmitter::_initParticle().

◆ setDefaultHeight()

virtual void Ogre::ParticleSystem::setDefaultHeight ( Real  height)
virtual

See setDefaultDimensions - this sets 1 component individually.

◆ getDefaultHeight()

virtual Real Ogre::ParticleSystem::getDefaultHeight ( void  ) const
virtual

See setDefaultDimensions - this gets 1 component individually.

Referenced by Ogre::ParticleEmitter::_initParticle().

◆ getCullIndividually()

virtual bool Ogre::ParticleSystem::getCullIndividually ( void  ) const
virtual

Returns whether or not particles in this are tested individually for culling.

◆ setCullIndividually()

virtual void Ogre::ParticleSystem::setCullIndividually ( bool  cullIndividual)
virtual

Sets whether culling tests particles in this individually as well as in a group.

Particle sets are always culled as a whole group, based on a bounding box which encloses all particles in the set. For fairly localised sets, this is enough. However, you can optionally tell the set to also cull individual particles in the set, i.e. to test each individual particle before rendering. The default is not to do this.

This is useful when you have a large, fairly distributed set of particles, like maybe trees on a landscape. You probably still want to group them into more than one set (maybe one set per section of landscape), which will be culled coarsely, but you also want to cull the particles individually because they are spread out. Whilst you could have lots of single-tree sets which are culled separately, this would be inefficient to render because each tree would be issued as it's own rendering operation.
By calling this method with a parameter of true, you can have large particle sets which are spaced out and so get the benefit of batch rendering and coarse culling, but also have fine-grained culling so unnecessary rendering is avoided.
Parameters
cullIndividualIf true, each particle is tested before being sent to the pipeline as well as the whole set having to pass the coarse group bounding test.

◆ getResourceGroupName()

virtual const String& Ogre::ParticleSystem::getResourceGroupName ( void  ) const
inlinevirtual

Return the resource group to be used to load dependent resources.

◆ getOrigin()

const String& Ogre::ParticleSystem::getOrigin ( void  ) const
inline

Get the origin of this particle system, e.g.

a script file name.

This property will only contain something if the creator of this particle system chose to populate it. Script loaders are advised to populate it.

◆ _notifyOrigin()

void Ogre::ParticleSystem::_notifyOrigin ( const String origin)
inline

Notify this particle system of it's origin.

◆ setRenderQueueGroup()

void Ogre::ParticleSystem::setRenderQueueGroup ( uint8  queueID)
overridevirtual

Sets the render queue group this entity will be rendered through.

Render queues are grouped to allow you to more tightly control the ordering of rendered objects. If you do not call this method, all Entity objects default to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.

See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.

Reimplemented from Ogre::MovableObject.

◆ setRenderQueueGroupAndPriority()

void Ogre::ParticleSystem::setRenderQueueGroupAndPriority ( uint8  queueID,
ushort  priority 
)
overridevirtual

Sets the render queue group and group priority this entity will be rendered through.

Render queues are grouped to allow you to more tightly control the ordering of rendered objects. Within a single render group there another type of grouping called priority which allows further control. If you do not call this method, all Entity objects default to the default queue and priority (RenderQueue::getDefaultQueueGroup, RenderQueue::getDefaultRenderablePriority), which is fine for most objects. You may want to alter this if you want this entity to always appear in front of other objects, e.g. for a 3D menu system or such.

See RenderQueue for more details.
Parameters
queueIDEnumerated value of the queue group to use. See the enum RenderQueueGroupID for what kind of values can be used here.
priorityThe priority within a group to use.

Reimplemented from Ogre::MovableObject.

◆ setSortingEnabled()

void Ogre::ParticleSystem::setSortingEnabled ( bool  enabled)
inline

Set whether or not particles are sorted according to the camera.

Enabling sorting alters the order particles are sent to the renderer. When enabled, particles are sent to the renderer in order of furthest distance from the camera.

◆ getSortingEnabled()

bool Ogre::ParticleSystem::getSortingEnabled ( void  ) const
inline

Gets whether particles are sorted relative to the camera.

◆ setBounds()

void Ogre::ParticleSystem::setBounds ( const AxisAlignedBox aabb)

Set the (initial) bounds of the particle system manually.

If you can, set the bounds of a particle system up-front and call setBoundsAutoUpdated(false); this is the most efficient way to organise it. Otherwise, set an initial bounds and let the bounds increase for a little while (the default is 5 seconds), after which time the AABB is fixed to save time.

Parameters
aabbBounds in local space.

◆ setBoundsAutoUpdated()

void Ogre::ParticleSystem::setBoundsAutoUpdated ( bool  autoUpdate,
Real  stopIn = 0.0f 
)

Sets whether the bounds will be automatically updated for the life of the particle system.

If you have a stationary particle system, it would be a good idea to call this method and set the value to 'false', since the maximum bounds of the particle system will eventually be static. If you do this, you can either set the bounds manually using the setBounds() method, or set the second parameter of this method to a positive number of seconds, so that the bounds are calculated for a few seconds and then frozen.

Parameters
autoUpdateIf true (the default), the particle system will update it's bounds every frame. If false, the bounds update will cease after the 'stopIn' number of seconds have passed.
stopInOnly applicable if the first parameter is true, this is the number of seconds after which the automatic update will cease.

◆ setKeepParticlesInLocalSpace()

void Ogre::ParticleSystem::setKeepParticlesInLocalSpace ( bool  keepLocal)

Sets whether particles (and any affector effects) remain relative to the node the particle system is attached to.

By default particles are in world space once emitted, so they are not affected by movement in the parent node of the particle system. This makes the most sense when dealing with completely independent particles, but if you want to constrain them to follow local motion too, you can set this to true.

◆ getKeepParticlesInLocalSpace()

bool Ogre::ParticleSystem::getKeepParticlesInLocalSpace ( void  ) const
inline

Gets whether particles (and any affector effects) remain relative to the node the particle system is attached to.

◆ _updateBounds()

void Ogre::ParticleSystem::_updateBounds ( void  )

Internal method for updating the bounds of the particle system.

This is called automatically for a period of time after the system's creation (10 seconds by default, settable by setBoundsAutoUpdated) to increase (and only increase) the bounds of the system according to the emitted and affected particles. After this period, the system is assumed to achieved its maximum size, and the bounds are no longer computed for efficiency. You can tweak the behaviour by either setting the bounds manually (setBounds, preferred), or changing the time over which the bounds are updated (performance cost). You can also call this method manually if you need to update the bounds on an ad-hoc basis.

◆ setEmitting()

void Ogre::ParticleSystem::setEmitting ( bool  v)

This is used to turn on or off particle emission for this system.

By default particle system is always emitting particles (if a emitters exists) and this can be used to stop the emission for all emitters. To turn it on again, call it passing true.

Note that this does not detach the particle system from the scene node, it will still use some CPU.

◆ getEmitting()

bool Ogre::ParticleSystem::getEmitting ( ) const

Returns true if the particle system emitting flag is turned on.

This function will not actually return whether the particles are being emitted. It only returns the value of emitting flag.

◆ getTypeFlags()

uint32 Ogre::ParticleSystem::getTypeFlags ( void  ) const
overridevirtual

Override to return specific type flag.

Reimplemented from Ogre::MovableObject.


The documentation for this class was generated from the following file: