// 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_ATTRACTION_AFFECTOR_H_INCLUDED__ #define __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__ #include "IParticleAttractionAffector.h" namespace irr { namespace scene { //! Particle Affector for attracting particles to a point class CParticleAttractionAffector : public IParticleAttractionAffector { public: CParticleAttractionAffector( const core::vector3df& point = core::vector3df(), f32 speed = 1.0f, bool attract = true, bool affectX = true, bool affectY = true, bool affectZ = true ); //! Affects a particle. virtual void affect(u32 now, SParticle* particlearray, u32 count); //! Set the point that particles will attract to virtual void setPoint( const core::vector3df& point ) { Point = point; } //! Set the speed, in game units per second that the particles will attract to //! the specified point virtual void setSpeed( f32 speed ) { Speed = speed; } //! Set whether or not the particles are attracting or detracting virtual void setAttract( bool attract ) { Attract = attract; } //! Set whether or not this will affect particles in the X direction virtual void setAffectX( bool affect ) { AffectX = affect; } //! Set whether or not this will affect particles in the Y direction virtual void setAffectY( bool affect ) { AffectY = affect; } //! Set whether or not this will affect particles in the Z direction virtual void setAffectZ( bool affect ) { AffectZ = affect; } //! Get the point that particles are attracted to virtual const core::vector3df& getPoint() const { return Point; } //! Get the speed that points attract to the specified point virtual f32 getSpeed() const { return Speed; } //! Get whether or not the particles are attracting or detracting virtual bool getAttract() const { return Attract; } //! Get whether or not the particles X position are affected virtual bool getAffectX() const { return AffectX; } //! Get whether or not the particles Y position are affected virtual bool getAffectY() const { return AffectY; } //! Get whether or not the particles Z position are affected virtual bool getAffectZ() const { return AffectZ; } private: core::vector3df Point; f32 Speed; bool AffectX; bool AffectY; bool AffectZ; bool Attract; u32 LastTime; }; } // end namespace scene } // end namespace irr #endif // __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__