7
edits
Changes
→[A] - INSTALLATION
* For DPS905, Professor Chris Szalwinski
**************************************************************************************************
[[Image:Kaitlyn_particles_April2011_v01.jpg]]
Contents:
* [[#[A] - INSTALLATIONinstallation|[A] INSTALLATION]]* [[#using|[B] HOW TO USE]]
<div id="installation"></div>
==[A] - INSTALLATION==
* [http://matrix.senecac.on.ca/~dacallow/DPS905/ParticleVertexList.cpp ParticleVertexList.cpp]
* [http://matrix.senecac.on.ca/~dacallow/DPS905/ParticleVertexList.h ParticleVertexList.h]
* Optionally, you can get a simple texture for you to try making particle effects with here: [http://matrix.senecac.on.ca/~dacallow/DPS905/bubble.tga bubble.tga]
* [http://matrix.senecac.on.ca/~dacallow/DPS905/effects.fx Effects.fx]
5) Modify Display.cpp
* Inside Add an include at the top.. #include "ParticleVertexList.h" // for access to ParticleVertexList::connectDevice() * Then add inside of the method: bool Display::setup(void* hwnd)
near line 360 (beneath the comment "// setup successful") add...
hud->draw(HUD_ALPHA);
10) Modify iVertexList.h
* Add to Class iVertexList
virtual void clear() = 0;
* Add to the bottom of the file iVertexList.h
extern "C"
iVertexList* CreateParticleVertexList(PrimitiveType t, int np, bool flip = false);
11) Modify VertexList.h
* Add to Class VertexList
void clear() {nVertices = 0;} /* added for particle effects */
* At the bottom of VertexList.h add to the Class StockMesh
void clear() {}
<div id="using"></div>
== [B] - HOW TO USE ==
To create a particle:
//VARIABLES
//Add your desired texture on
particleEffect1->attach(particle_texture,0);
//Position your particlegenerator
particleEffect1->translate(250,70,250);
//((ParticleGenerator*)particleEffect1)->AttractTo(someObject,250.0f);
//((ParticleGenerator*)particleEffect1)->AttractTo(&Vector(50,50,50),250.0f);
3) Add inside Design.cpp in the Design::Update(int now) method your particle generator's update method.
particleEffect1->update(now);
'''PLEASE NOTE:''' The following is not working / implemented at this time: frequency, alpha transparency