irrlicht/source/Irrlicht/CParticleGravityAffector.h

55 lines
1.7 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_PARTICLE_GRAVITY_AFFECTOR_H_INCLUDED__
#define __C_PARTICLE_GRAVITY_AFFECTOR_H_INCLUDED__
#include "IParticleAffector.h"
#include "SColor.h"
namespace irr
{
namespace scene
{
//! Particle Affector for affecting direction of particle
class CParticleGravityAffector : public IParticleAffector
{
public:
CParticleGravityAffector(
const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
u32 timeForceLost = 1000);
//! Affects a particle.
virtual void affect(u32 now, SParticle* particlearray, u32 count);
//! Writes attributes of the object.
//! Implement this to expose the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml serialization purposes.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options);
//! Reads attributes of the object.
//! Implement this to set the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml deserialization purposes.
//! \param startIndex: start index where to start reading attributes.
//! \return: returns last index of an attribute read by this affector
virtual s32 deserializeAttributes(s32 startIndex, io::IAttributes* in, io::SAttributeReadWriteOptions* options);
//! Get emitter type
virtual E_PARTICLE_AFFECTOR_TYPE getType() const { return EPAT_GRAVITY; }
private:
f32 TimeForceLost;
core::vector3df Gravity;
};
} // end namespace scene
} // end namespace irr
#endif