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Ogre comes preconfigured with a few particle emitters. New ones can be added by creating plugins: see the Plugin_ParticleFX project as an example of how you would do this (this is where these emitters are implemented).
This emitter emits particles from a single point, which is it’s position. This emitter has no additional attributes over an above the standard emitter attributes.
To create a point emitter, include a section like this within your particle system script:
emitter Point { // Settings go here }
Please note that the name of the emitter (’Point’) is case-sensitive.
This emitter emits particles from a random location within a 3-dimensional box. It’s extra attributes are:
Sets the width of the box (this is the size of the box along it’s local X axis, which is dependent on the ’direction’ attribute which forms the box’s local Z).
format: width <units>
example: width 250
default: 100
Sets the height of the box (this is the size of the box along it’s local Y axis, which is dependent on the ’direction’ attribute which forms the box’s local Z).
format: height <units>
example: height 250
default: 100
Sets the depth of the box (this is the size of the box along it’s local Z axis, which is the same as the ’direction’ attribute).
format: depth <units>
example: depth 250
default: 100
To create a box emitter, include a section like this within your particle system script:
emitter Box { // Settings go here }
This emitter emits particles in a random direction from within a cylinder area, where the cylinder is oriented along the Z-axis. This emitter has exactly the same parameters as the Box Emitter so there are no additional parameters to consider here - the width and height determine the shape of the cylinder along it’s axis (if they are different it is an ellipsoid cylinder), the depth determines the length of the cylinder.
This emitter emits particles from within an ellipsoid shaped area, i.e. a sphere or squashed-sphere area. The parameters are again identical to the Box Emitter, except that the dimensions describe the widest points along each of the axes.
This emitter is just like Ellipsoid Emitter except that there is a hollow area in the center of the ellipsoid from which no particles are emitted. Therefore it has 3 extra parameters in order to define this area:
The width of the inner area which does not emit any particles.
The height of the inner area which does not emit any particles.
The depth of the inner area which does not emit any particles.
This emitter emits particles from a ring-shaped area, i.e. a little like Hollow Ellipsoid Emitter except only in 2 dimensions.
The width of the inner area which does not emit any particles.
The height of the inner area which does not emit any particles.
See also: Particle Scripts, Particle Emitters
It is possible to spawn new emitters on the expiry of particles, for example to product ’firework’ style effects. This is controlled via the following directives:
This parameter is a system-level parameter telling the system how many emitted emitters may be in use at any one time. This is just to allow for the space allocation process.
This parameter is an emitter-level parameter, giving a name to an emitter. This can then be referred to in another emitter as the new emitter type to spawn when an emitted particle dies.
This is an emitter-level parameter, and if specified, it means that when particles emitted by this emitter die, they spawn a new emitter of the named type.
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