本文整理汇总了C++中ParticleEmitter::setColour方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleEmitter::setColour方法的具体用法?C++ ParticleEmitter::setColour怎么用?C++ ParticleEmitter::setColour使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ParticleEmitter
的用法示例。
在下文中一共展示了ParticleEmitter::setColour方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateVisuals
void Turboprop::updateVisuals(RoR::GfxActor* gfx_actor)
{
RoR::GfxActor::NodeData* node_buf = gfx_actor->GetSimNodeBuffer();
//smoke
if (smokeNode)
{
smokeNode->setPosition(node_buf[nodeback].AbsPosition);
ParticleEmitter* emit = smokePS->getEmitter(0);
Vector3 dir = node_buf[nodeback].AbsPosition - node_buf[noderef].AbsPosition;
emit->setDirection(dir);
emit->setParticleVelocity(propwash - propwash / 10, propwash + propwash / 10);
if (!failed)
{
if (ignition)
{
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.03 + throtle * 0.05));
emit->setTimeToLive((0.03 + throtle * 0.05) / 0.1);
}
else
{
emit->setEnabled(false);
}
}
else
{
emit->setDirection(Vector3(0, 1, 0));
emit->setParticleVelocity(5, 9);
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.1));
emit->setTimeToLive(0.1 / 0.1);
}
}
#ifdef USE_ANGELSCRIPT
if (failed != failedold)
{
TRIGGER_EVENT(SE_TRUCK_ENGINE_FIRE, trucknum);
failedold = failed;
}
#endif
}
示例2: generateGlow
void Pod::generateGlow(PodColor color, PodShape shape)
{
if (!glowNode)
{
std::string particleName = "General/GlowPod";
Ogre::ColourValue particleValue;
switch (color)
{
case POD_COLOR_BLUE:
particleValue.r = 0.1;
particleValue.g = 0.3;
particleValue.b = 1.0;
break;
case POD_COLOR_GREEN:
particleValue.r = 0.0;
particleValue.g = 1.0;
particleValue.b = 0.0;
break;
case POD_COLOR_PINK:
particleValue.r = 1.0;
particleValue.g = 0.0;
particleValue.b = 0.0;
break;
case POD_COLOR_YELLOW:
particleValue.r = 1.0;
particleValue.g = 1.0;
particleValue.b = 0.0;
break;
default:
particleValue.r = 0.5;
particleValue.g = 0.5;
particleValue.b = 1.0;
break;
}
switch (shape)
{
case POD_SHAPE_CONE:
particleName += "Cylinder";
break;
case POD_SHAPE_DIAMOND:
particleName += "Box";
break;
case POD_SHAPE_SPHERE:
particleName += "Ellipsoid";
break;
case POD_SHAPE_TRIANGLE:
particleName += "Ellipsoid"; // No ogre particle shape for tris
break;
case POD_SHAPE_HOLDOUT:
particleName += "Ellipsoid";
break;
default:
particleName += "Cylinder";
break;
}
// Make independent to avoid rotation orientions when translating.
glowNode = OgreFramework::getSingletonPtr()->m_pSceneMgrMain->getRootSceneNode()->createChildSceneNode("GlowNode" + Util::toStringInt(glowID));
glowEffect = glowNode->getCreator()->createParticleSystem("GlowEffect" + Util::toStringInt(glowID), particleName);
ParticleEmitter* glowEmitter = glowEffect->getEmitter(0); // Assuming only one emitter
glowEmitter->setColour(particleValue);
glowNode->attachObject(glowEffect);
glowNode->setPosition(head->_getDerivedPosition());
++glowID;
}
}
示例3: updateVisuals
void Turbojet::updateVisuals()
{
//nozzle
nzsnode->setPosition(nodes[nodeback].AbsPosition);
//build a local system
Vector3 laxis = nodes[nodefront].RelPosition - nodes[nodeback].RelPosition;
laxis.normalise();
Vector3 paxis = Plane(laxis, 0).projectVector(nodes[noderef].RelPosition - nodes[nodeback].RelPosition);
paxis.normalise();
Vector3 taxis = laxis.crossProduct(paxis);
Quaternion dir = Quaternion(laxis, paxis, taxis);
nzsnode->setOrientation(dir);
//afterburner
if (afterburner)
{
absnode->setVisible(true);
float flamelength = (afterburnthrust / 15.0) * (rpm / 100.0);
flamelength = flamelength * (1.0 + (((Real)rand() / (Real)RAND_MAX) - 0.5) / 10.0);
absnode->setScale(flamelength, radius * 2.0, radius * 2.0);
absnode->setPosition(nodes[nodeback].AbsPosition + dir * Vector3(-0.2, 0.0, 0.0));
absnode->setOrientation(dir);
}
else
absnode->setVisible(false);
//smoke
if (smokeNode)
{
smokeNode->setPosition(nodes[nodeback].AbsPosition);
ParticleEmitter* emit = smokePS->getEmitter(0);
ParticleEmitter* hemit = 0;
if (heathazePS)
hemit = heathazePS->getEmitter(0);
emit->setDirection(-axis);
emit->setParticleVelocity(exhaust_velocity);
if (hemit)
{
hemit->setDirection(-axis);
hemit->setParticleVelocity(exhaust_velocity);
}
if (!failed)
{
if (ignition)
{
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.02 + throtle * 0.03));
emit->setTimeToLive((0.02 + throtle * 0.03) / 0.1);
if (hemit)
{
hemit->setEnabled(true);
hemit->setTimeToLive((0.02 + throtle * 0.03) / 0.1);
}
}
else
{
emit->setEnabled(false);
if (hemit)
hemit->setEnabled(false);
}
}
else
{
emit->setDirection(Vector3(0, 1, 0));
emit->setParticleVelocity(7.0);
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.1));
emit->setTimeToLive(0.1 / 0.1);
if (hemit)
{
hemit->setDirection(Vector3(0, 1, 0));
hemit->setParticleVelocity(7.0);
hemit->setEnabled(true);
hemit->setTimeToLive(0.1 / 0.1);
}
}
}
}
示例4: update
void DustPool::update(float gspeed)
{
gspeed=fabs(gspeed);
for (int i=0; i<allocated; i++)
{
ParticleEmitter *emit = pss[i]->getEmitter(0);
Vector3 ndir = velocities[i];
Real vel = ndir.length();
ColourValue col = colours[i];
if (vel == 0)
vel += 0.0001;
ndir = ndir / vel;
emit->setEnabled(true);
if (types[i] != DUST_RIPPLE)
{
emit->setDirection(ndir);
emit->setParticleVelocity(vel);
sns[i]->setPosition(positions[i]);
}
if (types[i]==DUST_NORMAL)
{
ndir.y=0;
ndir=ndir/2.0;
col.a=(vel+(gspeed/10.0))*0.05;
emit->setTimeToLive((vel+(gspeed/10.0))*0.05/0.1);
}
else if (types[i]==DUST_CLUMP)
{
ndir=ndir/2.0;
if (ndir.y<0) ndir.y=-ndir.y;
col.a=1.0;
}
else if (types[i]==DUST_RUBBER)
{
ndir.y=0;
ndir=ndir/4.0;
col.a = vel*0.05;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.05/0.1);
}
else if (types[i]==DUST_SPARKS)
{
//ugh
}
else if (types[i]==DUST_VAPOUR)
{
emit->setParticleVelocity(vel/2.0);
col.a = rates[i] * 0.03;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(rates[i]*0.03/0.1);
}
else if (types[i]==DUST_DRIP)
{
emit->setEmissionRate(rates[i]);
}
else if (types[i]==DUST_SPLASH)
{
if (ndir.y<0)
ndir.y=-ndir.y/2.0;
emit->setDirection(ndir);
col.a = vel*0.05;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.05/0.1);
}
else if (types[i]==DUST_RIPPLE)
{
positions[i].y = gEnv->terrainManager->getWater()->getHeight() - 0.02;
sns[i]->setPosition(positions[i]);
col.a = vel*0.04;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.04/0.1);
}
emit->setColour(col);
}
for (int i=allocated; i<size; i++)
//.........这里部分代码省略.........