irrlicht/source/Irrlicht/CParticleAttractionAffector.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
Basically fixing original Bug#427 reported by MArkus Elfring.
Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++
Lots of files touched for very minor cleanup *sigh*

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:55:04 +00:00

90 lines
3.1 KiB
C++

// 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 IRR_C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED
#define IRR_C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_PARTICLES_
#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) IRR_OVERRIDE;
//! Set the point that particles will attract to
virtual void setPoint( const core::vector3df& point ) IRR_OVERRIDE { Point = point; }
//! Set the speed, in game units per second that the particles will attract to the specified point
virtual void setSpeed( f32 speed ) IRR_OVERRIDE { Speed = speed; }
//! Set whether or not the particles are attracting or detracting
virtual void setAttract( bool attract ) IRR_OVERRIDE { Attract = attract; }
//! Set whether or not this will affect particles in the X direction
virtual void setAffectX( bool affect ) IRR_OVERRIDE { AffectX = affect; }
//! Set whether or not this will affect particles in the Y direction
virtual void setAffectY( bool affect ) IRR_OVERRIDE { AffectY = affect; }
//! Set whether or not this will affect particles in the Z direction
virtual void setAffectZ( bool affect ) IRR_OVERRIDE { AffectZ = affect; }
//! Get the point that particles are attracted to
virtual const core::vector3df& getPoint() const IRR_OVERRIDE { return Point; }
//! Get the speed that points attract to the specified point
virtual f32 getSpeed() const IRR_OVERRIDE { return Speed; }
//! Get whether or not the particles are attracting or detracting
virtual bool getAttract() const IRR_OVERRIDE { return Attract; }
//! Get whether or not the particles X position are affected
virtual bool getAffectX() const IRR_OVERRIDE { return AffectX; }
//! Get whether or not the particles Y position are affected
virtual bool getAffectY() const IRR_OVERRIDE { return AffectY; }
//! Get whether or not the particles Z position are affected
virtual bool getAffectZ() const IRR_OVERRIDE { return AffectZ; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE;
//! Reads attributes of the object.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE;
private:
core::vector3df Point;
f32 Speed;
bool AffectX;
bool AffectY;
bool AffectZ;
bool Attract;
u32 LastTime;
};
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_PARTICLES_
#endif // IRR_C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED