irrlicht/include/IParticleMeshEmitter.h
cutealien 0c6385cb92 Replace public header guards to avoid using indentifiers reserved by c++
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED.
Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well).
While this touches every header it shouldn't affect users (I hope).

Also a few whitespace changes to unify whitespace usage a bit.
And a bunch of spelling fixes in comments.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:03:34 +00:00

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1.7 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_I_PARTICLE_MESH_EMITTER_H_INCLUDED
#define IRR_I_PARTICLE_MESH_EMITTER_H_INCLUDED
#include "IParticleEmitter.h"
#include "IMesh.h"
namespace irr
{
namespace scene
{
//! A particle emitter which emits from vertices of a mesh
class IParticleMeshEmitter : public IParticleEmitter
{
public:
//! Set Mesh to emit particles from
virtual void setMesh( IMesh* mesh ) = 0;
//! Set whether to use vertex normal for direction, or direction specified
virtual void setUseNormalDirection( bool useNormalDirection = true ) = 0;
//! Set the amount that the normal is divided by for getting a particles direction
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) = 0;
//! Sets whether to emit min<->max particles for every vertex or to pick min<->max vertices
virtual void setEveryMeshVertex( bool everyMeshVertex = true ) = 0;
//! Get Mesh we're emitting particles from
virtual const IMesh* getMesh() const = 0;
//! Get whether to use vertex normal for direction, or direction specified
virtual bool isUsingNormalDirection() const = 0;
//! Get the amount that the normal is divided by for getting a particles direction
virtual f32 getNormalDirectionModifier() const = 0;
//! Gets whether to emit min<->max particles for every vertex or to pick min<->max vertices
virtual bool getEveryMeshVertex() const = 0;
//! Get emitter type
virtual E_PARTICLE_EMITTER_TYPE getType() const IRR_OVERRIDE { return EPET_MESH; }
};
} // end namespace scene
} // end namespace irr
#endif