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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
91 lines
3.1 KiB
C++
91 lines
3.1 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 __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
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#define __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_PARTICLES_
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#include "IParticleAttractionAffector.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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//! Particle Affector for attracting particles to a point
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class CParticleAttractionAffector : public IParticleAttractionAffector
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{
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public:
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CParticleAttractionAffector(
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const core::vector3df& point = core::vector3df(), f32 speed = 1.0f,
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bool attract = true, bool affectX = true,
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bool affectY = true, bool affectZ = true );
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//! Affects a particle.
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virtual void affect(u32 now, SParticle* particlearray, u32 count) IRR_OVERRIDE;
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//! Set the point that particles will attract to
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virtual void setPoint( const core::vector3df& point ) IRR_OVERRIDE { Point = point; }
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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 ) IRR_OVERRIDE { Speed = speed; }
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//! Set whether or not the particles are attracting or detracting
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virtual void setAttract( bool attract ) IRR_OVERRIDE { Attract = attract; }
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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 ) IRR_OVERRIDE { AffectX = affect; }
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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 ) IRR_OVERRIDE { AffectY = affect; }
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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 ) IRR_OVERRIDE { AffectZ = affect; }
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//! Get the point that particles are attracted to
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virtual const core::vector3df& getPoint() const IRR_OVERRIDE { return Point; }
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//! Get the speed that points attract to the specified point
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virtual f32 getSpeed() const IRR_OVERRIDE { return Speed; }
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//! Get whether or not the particles are attracting or detracting
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virtual bool getAttract() const IRR_OVERRIDE { return Attract; }
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//! Get whether or not the particles X position are affected
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virtual bool getAffectX() const IRR_OVERRIDE { return AffectX; }
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//! Get whether or not the particles Y position are affected
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virtual bool getAffectY() const IRR_OVERRIDE { return AffectY; }
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//! Get whether or not the particles Z position are affected
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virtual bool getAffectZ() const IRR_OVERRIDE { return AffectZ; }
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//! Writes attributes of the object.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE;
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//! Reads attributes of the object.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE;
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private:
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core::vector3df Point;
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f32 Speed;
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bool AffectX;
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bool AffectY;
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bool AffectZ;
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bool Attract;
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u32 LastTime;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_PARTICLES_
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#endif // __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
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