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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_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
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