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0c6385cb92
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
64 lines
2.0 KiB
C++
64 lines
2.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED
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#define IRR_I_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED
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#include "IParticleAffector.h"
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namespace irr
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{
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namespace scene
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{
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//! A particle affector which attracts or detracts particles.
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class IParticleAttractionAffector : public IParticleAffector
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{
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public:
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//! Set the point that particles will attract to
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virtual void setPoint( const core::vector3df& point ) = 0;
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//! Set the speed, in game units per second that the particles will attract to the specified point
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virtual void setSpeed( f32 speed ) =0;
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//! Set whether or not the particles are attracting or detracting
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virtual void setAttract( bool attract ) = 0;
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//! Set whether or not this will affect particles in the X direction
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virtual void setAffectX( bool affect ) = 0;
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//! Set whether or not this will affect particles in the Y direction
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virtual void setAffectY( bool affect ) = 0;
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//! Set whether or not this will affect particles in the Z direction
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virtual void setAffectZ( bool affect ) = 0;
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//! Get the point that particles are attracted to
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virtual const core::vector3df& getPoint() const = 0;
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//! Get the speed that points attract to the specified point
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virtual f32 getSpeed() const =0;
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//! Get whether or not the particles are attracting or detracting
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virtual bool getAttract() const = 0;
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//! Get whether or not the particles X position are affected
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virtual bool getAffectX() const = 0;
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//! Get whether or not the particles Y position are affected
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virtual bool getAffectY() const = 0;
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//! Get whether or not the particles Z position are affected
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virtual bool getAffectZ() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_AFFECTOR_TYPE getType() const IRR_OVERRIDE { return EPAT_ATTRACT; }
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};
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} // end namespace scene
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} // end namespace irr
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#endif // IRR_I_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED
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