Irrlicht 3D Engine
irr::scene Namespace Reference

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... More...

Namespaces

Classes

Typedefs

Enumerations

Variables


Detailed Description

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...


Typedef Documentation

Typedef for list of scene node animators.

Definition at line 30 of file ISceneNode.h.

Typedef for list of scene nodes.

Definition at line 25 of file ISceneNode.h.

Standard meshbuffer.

Definition at line 291 of file CMeshBuffer.h.

Meshbuffer with two texture coords per vertex, e.g. for lightmaps.

Definition at line 293 of file CMeshBuffer.h.

Meshbuffer with vertices having tangents stored, e.g. for normal mapping.

Definition at line 295 of file CMeshBuffer.h.


Enumeration Type Documentation

Possible types of (animated) meshes.

Enumerator:
EAMT_UNKNOWN 

Unknown animated mesh type.

EAMT_MD2 

Quake 2 MD2 model file.

EAMT_MD3 

Quake 3 MD3 model file.

EAMT_OBJ 

Maya .obj static model.

EAMT_BSP 

Quake 3 .bsp static Map.

EAMT_3DS 

3D Studio .3ds file

EAMT_MY3D 

My3D Mesh, the file format by Zhuck Dimitry.

EAMT_LMTS 

Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen.

EAMT_CSM 

Cartography Shop .csm file. This loader was created by Saurav Mohapatra.

EAMT_OCT 

.oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.

The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht

EAMT_MDL_HALFLIFE 

Halflife MDL model file.

EAMT_SKINNED 

generic skinned mesh

Definition at line 16 of file IAnimatedMesh.h.

Enumeration for different bone animation modes.

Enumerator:
EBAM_AUTOMATIC 

The bone is usually animated, unless it's parent is not animated.

EBAM_ANIMATED 

The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward.

EBAM_UNANIMATED 

The bone is not animated by the skin.

EBAM_COUNT 

Not an animation mode, just here to count the available modes.

Definition at line 16 of file IBoneSceneNode.h.

Enumerator:
EBSS_LOCAL 

local skinning, standard

EBSS_GLOBAL 

global skinning

EBSS_COUNT 

Definition at line 32 of file IBoneSceneNode.h.

Enumerator:
EBT_NONE 

Does not change anything.

EBT_VERTEX 

Change the vertex mapping.

EBT_INDEX 

Change the index mapping.

EBT_VERTEX_AND_INDEX 

Change both vertex and index mapping to the same value.

Definition at line 28 of file EHardwareBufferFlags.h.

Color names collada uses in it's color samplers.

Enumerator:
ECCS_DIFFUSE 
ECCS_AMBIENT 
ECCS_EMISSIVE 
ECCS_SPECULAR 
ECCS_TRANSPARENT 
ECCS_REFLECTIVE 

Definition at line 47 of file IColladaMeshWriter.h.

Control when geometry elements are created.

Enumerator:
ECGI_PER_MESH 

Default - write each mesh exactly once to collada. Optimal but will not work with many tools.

ECGI_PER_MESH_AND_MATERIAL 

Write each mesh as often as it's used with different materials-names in the scene. Material names which are used here are created on export, so using the IColladaMeshWriterNames interface you have some control over how many geometries are written.

Definition at line 80 of file IColladaMeshWriter.h.

Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values.

Enumerator:
ECIC_NONE 

Don't write this element at all.

ECIC_CUSTOM 

Check IColladaMeshWriterProperties for custom color.

ECIC_DIFFUSE 

Use SMaterial::DiffuseColor.

ECIC_AMBIENT 

Use SMaterial::AmbientColor.

ECIC_EMISSIVE 

Use SMaterial::EmissiveColor.

ECIC_SPECULAR 

Use SMaterial::SpecularColor.

Definition at line 58 of file IColladaMeshWriter.h.

Lighting models - more or less the way Collada categorizes materials.

Enumerator:
ECTF_BLINN 

Blinn-phong which is default for opengl and dx fixed function pipelines. But several well-known renderers don't support it and prefer phong.

ECTF_PHONG 

Phong shading, default in many external renderers.

ECTF_LAMBERT 

diffuse shaded surface that is independent of lighting.

ECTF_CONSTANT 

Definition at line 23 of file IColladaMeshWriter.h.

How to interpret the opacity in collada.

Enumerator:
ECOF_A_ONE 

default - only alpha channel of color or texture is used.

ECOF_RGB_ZERO 

Alpha values for each RGB channel of color or texture are used.

Definition at line 37 of file IColladaMeshWriter.h.

An enumeration for all types of automatic culling for built-in scene nodes.

Enumerator:
EAC_OFF 
EAC_BOX 
EAC_FRUSTUM_BOX 
EAC_FRUSTUM_SPHERE 
EAC_OCC_QUERY 

Definition at line 16 of file ECullingTypes.h.

An enumeration for all types of debug data for built-in scene nodes (flags)

Enumerator:
EDS_OFF 

No Debug Data ( Default )

EDS_BBOX 

Show Bounding Boxes of SceneNode.

EDS_NORMALS 

Show Vertex Normals.

EDS_SKELETON 

Shows Skeleton/Tags.

EDS_MESH_WIRE_OVERLAY 

Overlays Mesh Wireframe.

EDS_HALF_TRANSPARENCY 

Temporary use transparency Material Type.

EDS_BBOX_BUFFERS 

Show Bounding Boxes of all MeshBuffers.

EDS_BBOX_ALL 

EDS_BBOX | EDS_BBOX_BUFFERS.

EDS_FULL 

Show all debug infos.

Definition at line 14 of file EDebugSceneTypes.h.

Enumerator:
EHM_NEVER 

Don't store on the hardware.

EHM_STATIC 

Rarely changed, usually stored completely on the hardware.

EHM_DYNAMIC 

Sometimes changed, driver optimized placement.

EHM_STREAM 

Always changed, cache optimizing on the GPU.

Definition at line 13 of file EHardwareBufferFlags.h.

Enumerator:
EIM_CONSTANT 
EIM_LINEAR 
EIM_COUNT 

count of all available interpolation modes

Definition at line 18 of file ISkinnedMesh.h.

Enumerator:
EJUOR_NONE 

do nothing

EJUOR_READ 

get joints positions from the mesh (for attached nodes, etc)

EJUOR_CONTROL 

control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )

Definition at line 19 of file IAnimatedMeshSceneNode.h.

flags configuring mesh writing

Enumerator:
EMWF_NONE 

no writer flags

EMWF_WRITE_LIGHTMAPS 

write lightmap textures out if possible

EMWF_WRITE_COMPRESSED 

write in a way that consumes less disk space

EMWF_WRITE_BINARY 

write in binary format rather than text

Definition at line 39 of file EMeshWriterEnums.h.

Types of built in particle affectors.

Enumerator:
EPAT_NONE 
EPAT_ATTRACT 
EPAT_FADE_OUT 
EPAT_GRAVITY 
EPAT_ROTATE 
EPAT_SCALE 
EPAT_COUNT 

Definition at line 17 of file IParticleAffector.h.

Types of built in particle emitters.

Enumerator:
EPET_POINT 
EPET_ANIMATED_MESH 
EPET_BOX 
EPET_CYLINDER 
EPET_MESH 
EPET_RING 
EPET_SPHERE 
EPET_COUNT 

Definition at line 17 of file IParticleEmitter.h.

Enumeration for all primitive types there are.

Enumerator:
EPT_POINTS 

All vertices are non-connected points.

EPT_LINE_STRIP 

All vertices form a single connected line.

EPT_LINE_LOOP 

Just as LINE_STRIP, but the last and the first vertex is also connected.

EPT_LINES 

Every two vertices are connected creating n/2 lines.

EPT_TRIANGLE_STRIP 

After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.

EPT_TRIANGLE_FAN 

After the first two vertices each vertex defines a new triangle. All around the common first vertex.

EPT_TRIANGLES 

Explicitly set all vertices for each triangle.

EPT_QUAD_STRIP 

After the first two vertices each further tw vetices create a quad with the preceding two.

EPT_QUADS 

Every four vertices create a quad.

EPT_POLYGON 

Just as LINE_LOOP, but filled.

EPT_POINT_SPRITES 

The single vertices are expanded to quad billboards on the GPU.

Definition at line 14 of file EPrimitiveTypes.h.

Enumeration for render passes.

A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the node wants to be drawn in relation to the other nodes.

Enumerator:
ESNRP_NONE 

No pass currently active.

ESNRP_CAMERA 

Camera pass. The active view is set up here. The very first pass.

ESNRP_LIGHT 

In this pass, lights are transformed into camera space and added to the driver.

ESNRP_SKY_BOX 

This is used for sky boxes.

ESNRP_AUTOMATIC 

All normal objects can use this for registering themselves.

This value will never be returned by ISceneManager::getSceneNodeRenderPass(). The scene manager will determine by itself if an object is transparent or solid and register the object as SNRT_TRANSPARENT or SNRT_SOLD automatically if you call registerNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your scene node has both solid and transparent material types register it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the render() method call getSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node.

ESNRP_SOLID 

Solid scene nodes or special scene nodes without materials.

ESNRP_TRANSPARENT 

Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.

ESNRP_TRANSPARENT_EFFECT 

Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.

ESNRP_SHADOW 

Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes.

Definition at line 55 of file ISceneManager.h.

enumeration for patch sizes specifying the size of patches in the TerrainSceneNode

Enumerator:
ETPS_9 

patch size of 9, at most, use 4 levels of detail with this patch size.

ETPS_17 

patch size of 17, at most, use 5 levels of detail with this patch size.

ETPS_33 

patch size of 33, at most, use 6 levels of detail with this patch size.

ETPS_65 

patch size of 65, at most, use 7 levels of detail with this patch size.

ETPS_129 

patch size of 129, at most, use 8 levels of detail with this patch size.

Definition at line 14 of file ETerrainElements.h.

Types of standard md2 animations.

Enumerator:
EMAT_STAND 
EMAT_RUN 
EMAT_ATTACK 
EMAT_PAIN_A 
EMAT_PAIN_B 
EMAT_PAIN_C 
EMAT_JUMP 
EMAT_FLIP 
EMAT_SALUTE 
EMAT_FALLBACK 
EMAT_WAVE 
EMAT_POINT 
EMAT_CROUCH_STAND 
EMAT_CROUCH_WALK 
EMAT_CROUCH_ATTACK 
EMAT_CROUCH_PAIN 
EMAT_CROUCH_DEATH 
EMAT_DEATH_FALLBACK 
EMAT_DEATH_FALLFORWARD 
EMAT_DEATH_FALLBACKSLOW 
EMAT_BOOM 
EMAT_COUNT 

Not an animation, but amount of animation types.

Definition at line 16 of file IAnimatedMeshMD2.h.

Animation list.

Enumerator:
EMD3_BOTH_DEATH_1 
EMD3_BOTH_DEAD_1 
EMD3_BOTH_DEATH_2 
EMD3_BOTH_DEAD_2 
EMD3_BOTH_DEATH_3 
EMD3_BOTH_DEAD_3 
EMD3_TORSO_GESTURE 
EMD3_TORSO_ATTACK_1 
EMD3_TORSO_ATTACK_2 
EMD3_TORSO_DROP 
EMD3_TORSO_RAISE 
EMD3_TORSO_STAND_1 
EMD3_TORSO_STAND_2 
EMD3_LEGS_WALK_CROUCH 
EMD3_LEGS_WALK 
EMD3_LEGS_RUN 
EMD3_LEGS_BACK 
EMD3_LEGS_SWIM 
EMD3_LEGS_JUMP_1 
EMD3_LEGS_LAND_1 
EMD3_LEGS_JUMP_2 
EMD3_LEGS_LAND_2 
EMD3_LEGS_IDLE 
EMD3_LEGS_IDLE_CROUCH 
EMD3_LEGS_TURN 
EMD3_ANIMATION_COUNT 

Not an animation, but amount of animation types.

Definition at line 27 of file IAnimatedMeshMD3.h.

Enumerator:
EMD3_HEAD 
EMD3_UPPER 
EMD3_LOWER 
EMD3_WEAPON 
EMD3_NUMMODELS 

Definition at line 17 of file IAnimatedMeshMD3.h.

An enumeration for all supported types of built-in mesh writers.

A scene mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers.

Enumerator:
EMWT_IRR_MESH 

Irrlicht native mesh writer, for static .irrmesh files.

EMWT_COLLADA 

COLLADA mesh writer for .dae and .xml files.

EMWT_STL 

STL mesh writer for .stl files.

EMWT_OBJ 

OBJ mesh writer for .obj files.

EMWT_PLY 

PLY mesh writer for .ply files.

Definition at line 19 of file EMeshWriterEnums.h.

An enumeration for all types of built-in scene node animators.

Enumerator:
ESNAT_FLY_CIRCLE 

Fly circle scene node animator.

ESNAT_FLY_STRAIGHT 

Fly straight scene node animator.

ESNAT_FOLLOW_SPLINE 

Follow spline scene node animator.

ESNAT_ROTATION 

Rotation scene node animator.

ESNAT_TEXTURE 

Texture scene node animator.

ESNAT_DELETION 

Deletion scene node animator.

ESNAT_COLLISION_RESPONSE 

Collision respose scene node animator.

ESNAT_CAMERA_FPS 

FPS camera animator.

ESNAT_CAMERA_MAYA 

Maya camera animator.

ESNAT_COUNT 

Amount of built-in scene node animators.

ESNAT_UNKNOWN 

Unknown scene node animator.

ESNAT_FORCE_32_BIT 

This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.

Definition at line 14 of file ESceneNodeAnimatorTypes.h.

An enumeration for all types of built-in scene nodes.

A scene node type is represented by a four character code such as 'cube' or 'mesh' instead of simple numbers, to avoid name clashes with external scene nodes.

Enumerator:
ESNT_SCENE_MANAGER 

of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)

ESNT_CUBE 

simple cube scene node

ESNT_SPHERE 

Sphere scene node.

ESNT_TEXT 

Text Scene Node.

ESNT_WATER_SURFACE 

Water Surface Scene Node.

ESNT_TERRAIN 

Terrain Scene Node.

ESNT_SKY_BOX 

Sky Box Scene Node.

ESNT_SKY_DOME 

Sky Dome Scene Node.

ESNT_SHADOW_VOLUME 

Shadow Volume Scene Node.

ESNT_OCTREE 

Octree Scene Node.

ESNT_MESH 

Mesh Scene Node.

ESNT_LIGHT 

Light Scene Node.

ESNT_EMPTY 

Empty Scene Node.

ESNT_DUMMY_TRANSFORMATION 

Dummy Transformation Scene Node.

ESNT_CAMERA 

Camera Scene Node.

ESNT_BILLBOARD 

Billboard Scene Node.

ESNT_ANIMATED_MESH 

Animated Mesh Scene Node.

ESNT_PARTICLE_SYSTEM 

Particle System Scene Node.

ESNT_Q3SHADER_SCENE_NODE 

Quake3 Shader Scene Node.

ESNT_MD3_SCENE_NODE 

Quake3 Model Scene Node ( has tag to link to )

ESNT_VOLUME_LIGHT 

Volume Light Scene Node.

ESNT_CAMERA_MAYA 

Maya Camera Scene Node.

Legacy, for loading version <= 1.4.x .irr files

ESNT_CAMERA_FPS 

First Person Shooter Camera.

Legacy, for loading version <= 1.4.x .irr files

ESNT_UNKNOWN 

Unknown scene node.

ESNT_ANY 

Will match with any scene node when checking types.

Definition at line 19 of file ESceneNodeTypes.h.


Variable Documentation

const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"

Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.

The default behavior in Irrlicht is to disable writing to the z-buffer for all really transparent, i.e. blending materials. This avoids problems with intersecting faces, but can also break renderings. If transparent materials should use the SMaterial flag for ZWriteEnable just as other material types use this attribute. Use it like this:

    SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);

Definition at line 30 of file SceneParameters.h.

Initial value:
    {
        "false",
        "box",          
        "frustum_box",      
        "frustum_sphere",   
        "occ_query",    
        0
    }

Names for culling type.

Definition at line 26 of file ECullingTypes.h.

Referenced by irr::scene::ISceneNode::deserializeAttributes().

const c8* const irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"

Flag to ignore the b3d file's mipmapping flag.

Instead Irrlicht's texture creation flag is used. Use it like this:

    SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);

Definition at line 146 of file SceneParameters.h.

const c8* const irr::scene::B3D_TEXTURE_PATH = "B3D_TexturePath"

Name of the parameter for changing the texture path of the built-in b3d loader.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures");

Definition at line 154 of file SceneParameters.h.

Initial value:
    {
        "automatic",
        "animated",
        "unanimated",
        0,
    }

Names for bone animation modes.

Definition at line 44 of file IBoneSceneNode.h.

const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"

Name of the parameter specifying the COLLADA mesh loading mode.

Specifies if the COLLADA loader should create instances of the models, lights and cameras when loading COLLADA meshes. By default, this is set to false. If this is set to true, the ISceneManager::getMesh() method will only return a pointer to a dummy mesh and create instances of all meshes and lights and cameras in the collada file by itself. Example:

    SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);

Definition at line 67 of file SceneParameters.h.

const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath"

Name of the parameter for changing the texture path of the built-in csm loader.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");

Definition at line 38 of file SceneParameters.h.

const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"

Name of the parameter for setting the color of debug normals.

Use it like this:

    SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));

Definition at line 175 of file SceneParameters.h.

const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"

Name of the parameter for setting the length of debug normals.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);

Definition at line 167 of file SceneParameters.h.

const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"

Name of the parameter for setting reference value of alpha in transparent materials.

Use it like this:

    //this way you'll set alpha ref to 0.1
    SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);

Definition at line 102 of file SceneParameters.h.

const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"

Name of the parameter for choose to flip or not tga files.

Use it like this:

    //this way you'll choose to flip alpha textures
    SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);

Definition at line 111 of file SceneParameters.h.

const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"

Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.

If this parameter is set to true, the texture directory defined in the Deled file is ignored, and only the texture name is used to find the proper file. Otherwise, the texture path is also used, which allows to use a nicer media layout. Use it like this:

    //this way you won't use this setting (default)
    SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
    //this way you'll use this setting
    SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);

Definition at line 93 of file SceneParameters.h.

const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath"

Name of the parameter for changing the texture path of the built-in DMF loader.

This path is prefixed to the file names defined in the Deled file when loading textures. This allows to alter the paths for a specific project setting. Use it like this:

    SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");

Definition at line 77 of file SceneParameters.h.

const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"

Flag set as parameter when the scene manager is used as editor.

In this way special animators like deletion animators can be stopped from deleting scene nodes for example

Definition at line 159 of file SceneParameters.h.

const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath"

Name of the parameter for changing the texture path of the built-in lmts loader.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");

Definition at line 46 of file SceneParameters.h.

const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath"

Name of the parameter for changing the texture path of the built-in my3d loader.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");

Definition at line 54 of file SceneParameters.h.

const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"

Flag to avoid loading group structures in .obj files.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);

Definition at line 128 of file SceneParameters.h.

const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"

Flag to avoid loading material .mtl file for .obj files.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);

Definition at line 137 of file SceneParameters.h.

const c8* const irr::scene::OBJ_TEXTURE_PATH = "OBJ_TexturePath"

Name of the parameter for changing the texture path of the built-in obj loader.

Use it like this:

    SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");

Definition at line 120 of file SceneParameters.h.

Initial value:
{
    "None",
    "Attract",
    "FadeOut",
    "Gravity",
    "Rotate",
    "Scale",
    0
}

Names for built in particle affectors.

Definition at line 29 of file IParticleAffector.h.

Initial value:
{
    "Point",
    "AnimatedMesh",
    "Box",
    "Cylinder",
    "Mesh",
    "Ring",
    "Sphere",
    0
}

Names for built in particle emitters.

Definition at line 30 of file IParticleEmitter.h.