OGRE (Object-Oriented Graphics Rendering Engine)
Standard Particle Emitters Provided With Ogre
Ogre comes preconfigured with a few particle affectors. New ones can be added by creating plugins: see the OgreSfxPlugin project as an example of how you would do this (this is where these affectors are implemented).
Linear Force Affector
This affector applies a force vector to all particles to modify their trajectory. Can be used for gravity, wind, or any other linear force. It's extra attributes are:
force_vector
Sets the vector for the force to be applied to every particle. The magnitude of this vector determines how strong the force is.
format: force_vector <x>
<y> <z>
example: force_vector 50 0 -50
default: 0 -100 0 (a
fair gravity effect)
force_application
Sets the way in which the force vector is applied to particle momentum.
format:
force_application <add|average>
example: force_application average
default:
add
The options are:
average | The resulting momentum is the average of the force vector and the particle's current motion. Is self-stabilising but the speed at which the particle changes direction is non-linear. |
add | The resulting momentum is the particle's current motion plus the force vector. This is traditional force acceleration but can potentially result in unlimited velocity. |
To create a linear force affector, include a section like this within your particle system script:
affector LinearForce
{
// Settings
go here
}
Please note that the name of the affector type ('LinearForce') is case-sensitive.
ColourFader Affector
This affector modifies the colour of particles in flight. It's extra attributes are:
red
Sets the adjustment to be made to the red component of the particle colour per second.
format:
red <delta_value>
example: red -0.1
default: 0
green
Sets the adjustment to be made to the green component of the particle colour per second.
format:
green <delta_value>
example: green -0.1
default: 0
blue
Sets the adjustment to be made to the blue component of the particle colour per second.
format:
blue <delta_value>
example: blue -0.1
default: 0
alpha
Sets the adjustment to be made to the alpha component of the particle colour per second.
format:
alpha <delta_value>
example: alpha -0.1
default: 0
To create a colour fader affector, include a section like this within your particle system script:
affector ColourFader
{
// Settings
go here
}
See also:
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