castletour/include/irrlicht/IParticleAnimatedMeshSceneNodeEmitter.h
2014-10-19 16:51:28 -05:00

55 lines
1.9 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__
#define __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__
#include "IParticleEmitter.h"
#include "IAnimatedMeshSceneNode.h"
namespace irr
{
namespace scene
{
//! A particle emitter which emits particles from mesh vertices.
class IParticleAnimatedMeshSceneNodeEmitter : public IParticleEmitter
{
public:
//! Set Mesh to emit particles from
virtual void setAnimatedMeshSceneNode( IAnimatedMeshSceneNode* node ) = 0;
//! Set whether to use vertex normal for direction, or direction specified
virtual void setUseNormalDirection( bool useNormalDirection = true ) = 0;
//! Set the amount that the normal is divided by for getting a particles direction
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) = 0;
//! Sets whether to emit min<->max particles for every vertex or to pick min<->max vertices
virtual void setEveryMeshVertex( bool everyMeshVertex = true ) = 0;
//! Get mesh we're emitting particles from
virtual const IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() const = 0;
//! Get whether to use vertex normal for direction, or direction specified
virtual bool isUsingNormalDirection() const = 0;
//! Get the amount that the normal is divided by for getting a particles direction
virtual f32 getNormalDirectionModifier() const = 0;
//! Gets whether to emit min<->max particles for every vertex or to pick min<->max vertices
virtual bool getEveryMeshVertex() const = 0;
//! Get emitter type
virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_ANIMATED_MESH; }
};
} // end namespace scene
} // end namespace irr
#endif // __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__