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// 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_ATTRACTION_AFFECTOR_H_INCLUDED__
#define __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
#include "IParticleAttractionAffector.h"
namespace irr
{
namespace scene
{
//! Particle Affector for attracting particles to a point
class CParticleAttractionAffector : public IParticleAttractionAffector
{
public:
CParticleAttractionAffector(
const core::vector3df& point = core::vector3df(), f32 speed = 1.0f,
bool attract = true, bool affectX = true,
bool affectY = true, bool affectZ = true );
//! Affects a particle.
virtual void affect(u32 now, SParticle* particlearray, u32 count);
//! Set the point that particles will attract to
virtual void setPoint( const core::vector3df& point ) { Point = point; }
//! Set the speed, in game units per second that the particles will attract to
//! the specified point
virtual void setSpeed( f32 speed ) { Speed = speed; }
//! Set whether or not the particles are attracting or detracting
virtual void setAttract( bool attract ) { Attract = attract; }
//! Set whether or not this will affect particles in the X direction
virtual void setAffectX( bool affect ) { AffectX = affect; }
//! Set whether or not this will affect particles in the Y direction
virtual void setAffectY( bool affect ) { AffectY = affect; }
//! Set whether or not this will affect particles in the Z direction
virtual void setAffectZ( bool affect ) { AffectZ = affect; }
//! Get the point that particles are attracted to
virtual const core::vector3df& getPoint() const { return Point; }
//! Get the speed that points attract to the specified point
virtual f32 getSpeed() const { return Speed; }
//! Get whether or not the particles are attracting or detracting
virtual bool getAttract() const { return Attract; }
//! Get whether or not the particles X position are affected
virtual bool getAffectX() const { return AffectX; }
//! Get whether or not the particles Y position are affected
virtual bool getAffectY() const { return AffectY; }
//! Get whether or not the particles Z position are affected
virtual bool getAffectZ() const { return AffectZ; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
//! Reads attributes of the object.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options);
private:
core::vector3df Point;
f32 Speed;
bool AffectX;
bool AffectY;
bool AffectZ;
bool Attract;
u32 LastTime;
};
} // end namespace scene
} // end namespace irr
#endif // __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
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