417 lines
23 KiB
C++
417 lines
23 KiB
C++
// Copyright (C) 2002-2007 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 __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
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#define __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "IParticleAnimatedMeshSceneNodeEmitter.h"
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#include "IParticleBoxEmitter.h"
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#include "IParticleCylinderEmitter.h"
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#include "IParticleMeshEmitter.h"
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#include "IParticleRingEmitter.h"
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#include "IParticleSphereEmitter.h"
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#include "IParticleAttractionAffector.h"
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#include "IParticleFadeOutAffector.h"
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#include "IParticleGravityAffector.h"
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#include "IParticleRotationAffector.h"
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#include "dimension2d.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 system scene node for creating snow, fire, exlosions, smoke...
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/** A scene node controlling a particle System. The behavior of the particles
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can be controlling by setting the right particle emitters and effectors.
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You can for example easily a campfire by doing this:
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\code
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scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
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p->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));
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scene::IParticleEmitter* em = p->createBoxEmitter(
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core::aabbox3d<f32>(-5,0,-5,5,1,5),
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core::vector3df(0.0f,0.03f,0.0f),
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40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
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p->setEmitter(em);
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em->drop();
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scene::IParticleAffector* paf = p->createFadeOutParticleAffector();
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p->addAffector(paf);
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paf->drop();
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\endcode
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*/
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class IParticleSystemSceneNode : public ISceneNode
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{
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public:
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//! constructor
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IParticleSystemSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
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: ISceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Sets the size of all particles.
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virtual void setParticleSize(
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const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;
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//! Sets if the particles should be global. If it is, the particles are affected by
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//! the movement of the particle system scene node too, otherwise they completely
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//! ignore it. Default is true.
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virtual void setParticlesAreGlobal(bool global) = 0;
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//! Sets the particle emitter, which creates the particles.
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//! A particle emitter can be created using one of the
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//! methods. For example to create and use a simple PointEmitter,
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//! call IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
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//! \param emitter: Sets the particle emitter. You can set this to 0
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//! for removing the current emitter and stopping the particle system
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//! emitting new particles.
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virtual void setEmitter(IParticleEmitter* emitter) = 0;
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//! Adds new particle effector to the particle system. A particle
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//! affector modifies the particles. For example, the FadeOut
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//! affector lets all particles fade out after some time. It is created
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//! and used in this way: IParticleAffector* p = createFadeOutParticleAffector();
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//! addAffector(p); p->drop();
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//! Please note that a affector is not necessary for the particle
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//! system to work.
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//! \param affector: New affector.
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virtual void addAffector(IParticleAffector* affector) = 0;
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//! Removes all particle affectors in the particle system.
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virtual void removeAllAffectors() = 0;
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//! Creates a particle emitter for an animated mesh scene node
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//! \param node: Pointer to the animated mesh scene node to emit particles from
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//! \param useNormalDirection: If true, the direction of each particle created will
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//! be the normal of the vertex that it's emitting from. The normal is divided by the
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//! normalDirectionModifier parameter, which defaults to 100.0f.
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//! \param direction: Direction and speed of particle emission.
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//! \param normalDirectionModifier: If the emitter is using the normal direction
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//! then the normal of the vertex that is being emitted from is divided by this number.
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//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
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//! to emit particles from. The default value is -1, which means a random meshBuffer
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//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
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//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
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//! specified by this value.
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//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
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//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
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//! in the mesh.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted
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//! per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted
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//! per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter(
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scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0 ) = 0;
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//! Creates a box particle emitter.
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//! \param box: The box for the emitter.
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//! \param direction: Direction and speed of particle emission.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted
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//! per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted
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//! per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleBoxEmitter* createBoxEmitter(
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const core::aabbox3df& box = core::aabbox3df(-10,28,-10,10,30,10),
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0) = 0;
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//! Creates a particle emitter for emitting from a cylinder
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//! \param center: The center of the circle at the base of the cylinder
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//! \param radius: The thickness of the cylinder
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//! \param normal: Direction of the length of the cylinder
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//! \param length: The length of the the cylinder
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//! \param outlineOnly: Whether or not to put points inside the cylinder or on the outline only
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//! \param direction: Direction and speed of particle emission.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleCylinderEmitter* createCylinderEmitter(
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const core::vector3df& center, f32 radius,
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const core::vector3df& normal, f32 length,
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bool outlineOnly = false,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0 ) = 0;
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//! Creates a mesh particle emitter.
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//! \param mesh: Pointer to mesh to emit particles from
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//! \param useNormalDirection: If true, the direction of each particle created will
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//! be the normal of the vertex that it's emitting from. The normal is divided by the
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//! normalDirectionModifier parameter, which defaults to 100.0f.
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//! \param direction: Direction and speed of particle emission.
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//! \param normalDirectionModifier: If the emitter is using the normal direction
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//! then the normal of the vertex that is being emitted from is divided by this number.
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//! \param mbNumber: This allows you to specify a specific meshBuffer for the IMesh*
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//! to emit particles from. The default value is -1, which means a random meshBuffer
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//! picked from all of the meshes meshBuffers will be selected to pick a random vertex from.
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//! If the value is 0 or greater, it will only pick random vertices from the meshBuffer
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//! specified by this value.
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//! \param everyMeshVertex: If true, the emitter will emit between min/max particles every second,
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//! for every vertex in the mesh, if false, it will emit between min/max particles from random vertices
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//! in the mesh.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleMeshEmitter* createMeshEmitter(
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scene::IMesh* mesh, bool useNormalDirection = true,
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const core::vector3df& direction = core::vector3df(0.0f,0.0f,0.0f),
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f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1,
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bool everyMeshVertex = false,
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u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000,
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s32 maxAngleDegrees = 0 ) = 0;
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//! Creates a point particle emitter.
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//! \param direction: Direction and speed of particle emission.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted
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//! per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted
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//! per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticlePointEmitter* createPointEmitter(
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0) = 0;
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//! Creates a ring particle emitter.
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//! \param center: Center of ring
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//! \param radius: Distance of points from center, points will be rotated around the
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//! Y axis at a random 360 degrees and will then be shifted by the provided ringThickness
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//! values in each axis.
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//! \param ringThickness : thickness of the ring or how wide the ring is
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//! \param direction: Direction and speed of particle emission.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted
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//! per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted
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//! per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleRingEmitter* createRingEmitter(
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const core::vector3df& center, f32 radius, f32 ringThickness,
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0) = 0;
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//! Creates a sphere particle emitter.
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//! \param center: Center of sphere
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//! \param radius: Radius of sphere
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//! \param direction: Direction and speed of particle emission.
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//! \param minParticlesPerSecond: Minimal amount of particles emitted
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//! per second.
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//! \param maxParticlesPerSecond: Maximal amount of particles emitted
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//! per second.
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//! \param minStartColor: Minimal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param maxStartColor: Maximal initial start color of a particle.
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//! The real color of every particle is calculated as random interpolation
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//! between minStartColor and maxStartColor.
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//! \param lifeTimeMin: Minimal lifetime of a particle, in milliseconds.
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//! \param lifeTimeMax: Maximal lifetime of a particle, in milliseconds.
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//! \param maxAngleDegrees: Maximal angle in degrees, the emitting direction
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//! of the particle will differ from the orignial direction.
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//! \return Returns a pointer to the created particle emitter.
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//! To set this emitter as new emitter of this particle system,
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//! just call setEmitter(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleSphereEmitter* createSphereEmitter(
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const core::vector3df& center, f32 radius,
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const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f),
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u32 minParticlesPerSecond = 5,
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u32 maxParticlesPerSecond = 10,
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const video::SColor& minStartColor = video::SColor(255,0,0,0),
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const video::SColor& maxStartColor = video::SColor(255,255,255,255),
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u32 lifeTimeMin=2000, u32 lifeTimeMax=4000,
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s32 maxAngleDegrees=0) = 0;
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//! Creates a point attraction affector. This affector modifies the positions of the
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//! particles and attracts them to a specified point at a specified speed per second.
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//! \param point: Point to attract particles to.
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//! \param speed: Speed in units per second, to attract to the specified point.
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//! \param attract: Whether the particles attract or detract from this point.
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//! \param affectX: Whether or not this will affect the X position of the particle.
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//! \param affectY: Whether or not this will affect the Y position of the particle.
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//! \param affectZ: Whether or not this will affect the Z position of the particle.
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//! \return Returns a pointer to the created particle affector.
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//! To add this affector as new affector of this particle system,
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//! just call addAffector(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleAttractionAffector* createAttractionAffector(
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const core::vector3df& point, f32 speed = 1.0f, bool attract = true,
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bool affectX = true, bool affectY = true, bool affectZ = true) = 0;
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//! Creates a fade out particle affector. This affector modifies
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//! the color of every particle and and reaches the final color
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//! when the particle dies.
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//! This affector looks really good, if the EMT_TRANSPARENT_VERTEX_ALPHA
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//! material is used and the targetColor is video::SColor(0,0,0,0):
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//! Particles are fading out into void with this setting.
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//! \param targetColor: Color whereto the color of the particle is changed.
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//! \param timeNeededToFadeOut: How much time in milli seconds
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//! should the affector need to change the color to the targetColor.
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//! \return Returns a pointer to the created particle affector.
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//! To add this affector as new affector of this particle system,
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//! just call addAffector(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleFadeOutAffector* createFadeOutParticleAffector(
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const video::SColor& targetColor = video::SColor(0,0,0,0),
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u32 timeNeededToFadeOut = 1000) = 0;
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//! Creates a gravity affector. This affector modifies the direction
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//! of the particle. It assumes that the particle is fired out of the
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//! emitter with huge force, but is loosing this after some time
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//! and is catched by the gravity then. This affector is ideal for
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//! creating things like fountains.
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//! \param gravity: Direction and force of gravity.
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//! \param timeForceLost: Time in milli seconds when the force
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//! of the emitter is totally lost and the particle does not move any more.
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//! This is the time where gravity fully affects the particle.
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//! \return Returns a pointer to the created particle affector.
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//! To add this affector as new affector of this particle system,
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//! just call addAffector(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleGravityAffector* createGravityAffector(
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const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f),
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u32 timeForceLost = 1000) = 0;
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//! Creates a rotation affector. This affector modifies the positions of the
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//! particles and attracts them to a specified point at a specified speed per second.
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//! \param speed: Rotation in degrees per second
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//! \param pivotPoint: Point to rotate the particles around
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//! \return Returns a pointer to the created particle affector.
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//! To add this affector as new affector of this particle system,
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//! just call addAffector(). Note that you'll have to drop() the
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//! returned pointer, after you don't need it any more, see
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//! IReferenceCounted::drop() for more informations.
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virtual IParticleRotationAffector* createRotationAffector(
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const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f),
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const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) ) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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