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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
53 lines
1.9 KiB
C++
53 lines
1.9 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_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED
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#define IRR_I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED
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#include "IParticleEmitter.h"
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#include "IAnimatedMeshSceneNode.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 emitter which emits particles from mesh vertices.
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class IParticleAnimatedMeshSceneNodeEmitter : public IParticleEmitter
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{
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public:
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//! Set Mesh to emit particles from
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virtual void setAnimatedMeshSceneNode( IAnimatedMeshSceneNode* node ) = 0;
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//! Set whether to use vertex normal for direction, or direction specified
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virtual void setUseNormalDirection( bool useNormalDirection = true ) = 0;
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//! Set the amount that the normal is divided by for getting a particles direction
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virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) = 0;
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//! Sets whether to emit min<->max particles for every vertex or to pick min<->max vertices
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virtual void setEveryMeshVertex( bool everyMeshVertex = true ) = 0;
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//! Get mesh we're emitting particles from
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virtual const IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() const = 0;
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//! Get whether to use vertex normal for direction, or direction specified
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virtual bool isUsingNormalDirection() const = 0;
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//! Get the amount that the normal is divided by for getting a particles direction
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virtual f32 getNormalDirectionModifier() const = 0;
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//! Gets whether to emit min<->max particles for every vertex or to pick min<->max vertices
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virtual bool getEveryMeshVertex() const = 0;
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//! Get emitter type
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virtual E_PARTICLE_EMITTER_TYPE getType() const IRR_OVERRIDE { return EPET_ANIMATED_MESH; }
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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_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED
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