// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_PARTICLE_GRAVITY_AFFECTOR_H_INCLUDED__ #define __C_PARTICLE_GRAVITY_AFFECTOR_H_INCLUDED__ #include "IParticleGravityAffector.h" #include "SColor.h" namespace irr { namespace scene { //! Particle Affector for affecting direction of particle class CParticleGravityAffector : public IParticleGravityAffector { public: CParticleGravityAffector( const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f), u32 timeForceLost = 1000); //! Affects a particle. virtual void affect(u32 now, SParticle* particlearray, u32 count); //! Set the time in milliseconds when the gravity force is totally //! lost and the particle does not move any more. virtual void setTimeForceLost( f32 timeForceLost ) { TimeForceLost = timeForceLost; } //! Set the direction and force of gravity. virtual void setGravity( const core::vector3df& gravity ) { Gravity = gravity; } //! Set the time in milliseconds when the gravity force is totally //! lost and the particle does not move any more. virtual f32 getTimeForceLost() const { return TimeForceLost; } //! Set the direction and force of gravity. virtual const core::vector3df& getGravity() const { return Gravity; } //! Writes attributes of the object. //! Implement this to expose the attributes of your scene node animator for //! scripting languages, editors, debuggers or xml serialization purposes. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const; //! Reads attributes of the object. //! Implement this to set the attributes of your scene node animator for //! scripting languages, editors, debuggers or xml deserialization purposes. //! \param startIndex: start index where to start reading attributes. //! \return: returns last index of an attribute read by this affector virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options); private: f32 TimeForceLost; core::vector3df Gravity; }; } // end namespace scene } // end namespace irr #endif