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  <div class="navpath"><a class="el" href="namespaceirr.html">irr</a>::<a class="el" href="namespaceirr_1_1scene.html">scene</a>::<a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html">IParticleSystemSceneNode</a>
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<h1>irr::scene::IParticleSystemSceneNode Class Reference</h1><!-- doxytag: class="irr::scene::IParticleSystemSceneNode" --><!-- doxytag: inherits="irr::scene::ISceneNode" -->A particle system <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for creating snow, fire, exlosions, smoke...  
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<code>#include &lt;<a class="el" href="_i_particle_system_scene_node_8h-source.html">IParticleSystemSceneNode.h</a>&gt;</code>
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Inheritance diagram for irr::scene::IParticleSystemSceneNode:</div>
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<a href="classirr_1_1scene_1_1_i_particle_system_scene_node-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b">addAffector</a> (<a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">IParticleAffector</a> *affector)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds new particle effector to the particle system.  <a href="#401f5afbbb748878011c5ceb7d447f8b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html">IParticleAnimatedMeshSceneNodeEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#1459245186d570f81f6c7ff78ddd38db">createAnimatedMeshSceneNodeEmitter</a> (<a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">scene::IAnimatedMeshSceneNode</a> *node, bool useNormalDirection=true, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), f32 normalDirectionModifier=100.0f, s32 mbNumber=-1, bool everyMeshVertex=false, u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a particle emitter for an animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node.  <a href="#1459245186d570f81f6c7ff78ddd38db"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classirr_1_1scene_1_1_i_particle_attraction_affector.html">IParticleAttractionAffector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#833def146fb8b3d79bbbfbf69a9ed963">createAttractionAffector</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;point, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> speed=1.0f, bool attract=true, bool affectX=true, bool affectY=true, bool affectZ=true)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a point attraction affector.  <a href="#833def146fb8b3d79bbbfbf69a9ed963"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_box_emitter.html">IParticleBoxEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#e5f92fb41680b5da357c42cbb44e1675">createBoxEmitter</a> (const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3df</a> &amp;box=<a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3df</a>(-10, 28,-10, 10, 30, 10), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a box particle emitter.  <a href="#e5f92fb41680b5da357c42cbb44e1675"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_cylinder_emitter.html">IParticleCylinderEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#191550f97d9f8a1ac7c6fefd78d84bf5">createCylinderEmitter</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;center, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;normal, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> length, bool outlineOnly=false, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a particle emitter for emitting from a cylinder.  <a href="#191550f97d9f8a1ac7c6fefd78d84bf5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_fade_out_affector.html">IParticleFadeOutAffector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#4a9c3ecdf6118267f312f9389bb24888">createFadeOutParticleAffector</a> (const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;targetColor=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0, 0, 0, 0), <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> timeNeededToFadeOut=1000)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a fade out particle affector.  <a href="#4a9c3ecdf6118267f312f9389bb24888"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_gravity_affector.html">IParticleGravityAffector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#f06d3565f9c352bdcdf68bb2e3797c32">createGravityAffector</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;gravity=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,-0.03f, 0.0f), u32 timeForceLost=1000)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a gravity affector.  <a href="#f06d3565f9c352bdcdf68bb2e3797c32"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_mesh_emitter.html">IParticleMeshEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#7e08b7e74a5295fd167769d5ee5a5161">createMeshEmitter</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">scene::IMesh</a> *mesh, bool useNormalDirection=true, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), f32 normalDirectionModifier=100.0f, s32 mbNumber=-1, bool everyMeshVertex=false, u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a mesh particle emitter.  <a href="#7e08b7e74a5295fd167769d5ee5a5161"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticlePointEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#99e2549ad185f0c23b73f43869c60ab8">createPointEmitter</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a point particle emitter.  <a href="#99e2549ad185f0c23b73f43869c60ab8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_ring_emitter.html">IParticleRingEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#dee7e28b730ce82ae78e01ccccfff98e">createRingEmitter</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;center, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> ringThickness, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a ring particle emitter.  <a href="#dee7e28b730ce82ae78e01ccccfff98e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_rotation_affector.html">IParticleRotationAffector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#7a09b7ebc0d4a2d164233c42689623d6">createRotationAffector</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;speed=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(5.0f, 5.0f, 5.0f), const core::vector3df &amp;pivotPoint=core::vector3df(0.0f, 0.0f, 0.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a rotation affector.  <a href="#7a09b7ebc0d4a2d164233c42689623d6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">IParticleAffector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#015692bb57e0b6dfff1de96975b3bc74">createScaleParticleAffector</a> (const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;scaleTo=<a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a scale particle affector.  <a href="#015692bb57e0b6dfff1de96975b3bc74"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_sphere_emitter.html">IParticleSphereEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#bb4fe6b6346ede961805166fc5355fef">createSphereEmitter</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;center, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;direction=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a sphere particle emitter.  <a href="#bb4fe6b6346ede961805166fc5355fef"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#2f1a12f030ad5aadfd8d1be24021c7d5">getEmitter</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the particle emitter, which creates the particles.  <a href="#2f1a12f030ad5aadfd8d1be24021c7d5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#41c24f2388af5451d23f25c79b95295a">IParticleSystemSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *mgr, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotation=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;scale=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f, 1.0f, 1.0f))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#41c24f2388af5451d23f25c79b95295a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#96df4c07ee0c480cc2e51e157be308c6">removeAllAffectors</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Removes all particle affectors in the particle system.  <a href="#96df4c07ee0c480cc2e51e157be308c6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76">setEmitter</a> (<a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a> *emitter)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the particle emitter, which creates the particles.  <a href="#ececff4531482ce976f1859c40bf3f76"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#dc1c12bd7bf1a075f00c5dafa3aff266">setParticlesAreGlobal</a> (bool global=true)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets if the particles should be global.  <a href="#dc1c12bd7bf1a075f00c5dafa3aff266"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#17e1abe0feb0b57e96bf49d984bcbb86">setParticleSize</a> (const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;size=<a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt;(5.0f, 5.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the size of all particles.  <a href="#17e1abe0feb0b57e96bf49d984bcbb86"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A particle system <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for creating snow, fire, exlosions, smoke... 
<p>
A <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node controlling a particle System. The behavior of the particles can be controlled by setting the right particle emitters and affectors. You can for example easily create a campfire by doing this:<p>
<div class="fragment"><pre class="fragment">        scene::IParticleSystemSceneNode* p = scenemgr-&gt;addParticleSystemSceneNode();
        p-&gt;setParticleSize(core::dimension2d&lt;f32&gt;(20.0f, 10.0f));
        scene::IParticleEmitter* em = p-&gt;createBoxEmitter(
                core::aabbox3d&lt;f32&gt;(-5,0,-5,5,1,5),
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0.0f,0.03f,0.0f),
                40,80, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 1100,2000);
        p-&gt;setEmitter(em);
        em-&gt;drop();
        scene::IParticleAffector* paf = p-&gt;createFadeOutParticleAffector();
        p-&gt;addAffector(paf);
        paf-&gt;drop();
</pre></div> 
<p>Definition at line <a class="el" href="_i_particle_system_scene_node_8h-source.html#l00046">46</a> of file <a class="el" href="_i_particle_system_scene_node_8h-source.html">IParticleSystemSceneNode.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="41c24f2388af5451d23f25c79b95295a"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::IParticleSystemSceneNode" ref="41c24f2388af5451d23f25c79b95295a" args="(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))" -->
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          <td class="memname">irr::scene::IParticleSystemSceneNode::IParticleSystemSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&nbsp;</td>
          <td class="paramname"> <em>mgr</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,0,0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,0,0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Constructor. 
<p>

<p>Definition at line <a class="el" href="_i_particle_system_scene_node_8h-source.html#l00051">51</a> of file <a class="el" href="_i_particle_system_scene_node_8h-source.html">IParticleSystemSceneNode.h</a>.</p>

</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="401f5afbbb748878011c5ceb7d447f8b"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::addAffector" ref="401f5afbbb748878011c5ceb7d447f8b" args="(IParticleAffector *affector)=0" -->
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          <td class="memname">virtual void irr::scene::IParticleSystemSceneNode::addAffector           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">IParticleAffector</a> *&nbsp;</td>
          <td class="paramname"> <em>affector</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds new particle effector to the particle system. 
<p>
A particle affector modifies the particles. For example, the FadeOut affector lets all particles fade out after some time. It is created and used in this way: <div class="fragment"><pre class="fragment">        IParticleAffector* p = <a class="code" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#4a9c3ecdf6118267f312f9389bb24888" title="Creates a fade out particle affector.">createFadeOutParticleAffector</a>();
        <a class="code" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector</a>(p);
        p-&gt;drop();
</pre></div> Please note that an affector is not necessary for the particle system to work. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>affector,:</em>&nbsp;</td><td>New affector. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="1459245186d570f81f6c7ff78ddd38db"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createAnimatedMeshSceneNodeEmitter" ref="1459245186d570f81f6c7ff78ddd38db" args="(scene::IAnimatedMeshSceneNode *node, bool useNormalDirection=true, const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), f32 normalDirectionModifier=100.0f, s32 mbNumber=-1, bool everyMeshVertex=false, u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html">IParticleAnimatedMeshSceneNodeEmitter</a>* irr::scene::IParticleSystemSceneNode::createAnimatedMeshSceneNodeEmitter           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">scene::IAnimatedMeshSceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>useNormalDirection</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>normalDirectionModifier</em> = <code>100.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>mbNumber</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>everyMeshVertex</em> = <code>false</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a particle emitter for an animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Pointer to the animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to emit particles from </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>useNormalDirection,:</em>&nbsp;</td><td>If true, the direction of each particle created will be the normal of the vertex that it's emitting from. The normal is divided by the normalDirectionModifier parameter, which defaults to 100.0f. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>normalDirectionModifier,:</em>&nbsp;</td><td>If the emitter is using the normal direction then the normal of the vertex that is being emitted from is divided by this number. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>mbNumber,:</em>&nbsp;</td><td>This allows you to specify a specific meshBuffer for the IMesh* to emit particles from. The default value is -1, which means a random meshBuffer picked from all of the meshes meshBuffers will be selected to pick a random vertex from. If the value is 0 or greater, it will only pick random vertices from the meshBuffer specified by this value. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>everyMeshVertex,:</em>&nbsp;</td><td>If true, the emitter will emit between min/max particles every second, for every vertex in the mesh, if false, it will emit between min/max particles from random vertices in the mesh. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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</div><p>
<a class="anchor" name="833def146fb8b3d79bbbfbf69a9ed963"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createAttractionAffector" ref="833def146fb8b3d79bbbfbf69a9ed963" args="(const core::vector3df &amp;point, f32 speed=1.0f, bool attract=true, bool affectX=true, bool affectY=true, bool affectZ=true)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_attraction_affector.html">IParticleAttractionAffector</a>* irr::scene::IParticleSystemSceneNode::createAttractionAffector           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>point</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>attract</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>affectX</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>affectY</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>affectZ</em> = <code>true</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Creates a point attraction affector. 
<p>
This affector modifies the positions of the particles and attracts them to a specified point at a specified speed per second. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>point,:</em>&nbsp;</td><td>Point to attract particles to. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>speed,:</em>&nbsp;</td><td>Speed in units per second, to attract to the specified point. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>attract,:</em>&nbsp;</td><td>Whether the particles attract or detract from this point. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>affectX,:</em>&nbsp;</td><td>Whether or not this will affect the X position of the particle. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>affectY,:</em>&nbsp;</td><td>Whether or not this will affect the Y position of the particle. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>affectZ,:</em>&nbsp;</td><td>Whether or not this will affect the Z position of the particle. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle affector. To add this affector as new affector of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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</div><p>
<a class="anchor" name="e5f92fb41680b5da357c42cbb44e1675"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createBoxEmitter" ref="e5f92fb41680b5da357c42cbb44e1675" args="(const core::aabbox3df &amp;box=core::aabbox3df(-10, 28,-10, 10, 30, 10), const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_box_emitter.html">IParticleBoxEmitter</a>* irr::scene::IParticleSystemSceneNode::createBoxEmitter           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>box</em> = <code><a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3df</a>(-10,&nbsp;28,-10,&nbsp;10,&nbsp;30,&nbsp;10)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a box particle emitter. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>box,:</em>&nbsp;</td><td>The box for the emitter. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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</div><p>
<a class="anchor" name="191550f97d9f8a1ac7c6fefd78d84bf5"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createCylinderEmitter" ref="191550f97d9f8a1ac7c6fefd78d84bf5" args="(const core::vector3df &amp;center, f32 radius, const core::vector3df &amp;normal, f32 length, bool outlineOnly=false, const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_cylinder_emitter.html">IParticleCylinderEmitter</a>* irr::scene::IParticleSystemSceneNode::createCylinderEmitter           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>center</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>normal</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>length</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>outlineOnly</em> = <code>false</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a particle emitter for emitting from a cylinder. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>center,:</em>&nbsp;</td><td>The center of the circle at the base of the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>The thickness of the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>normal,:</em>&nbsp;</td><td>Direction of the length of the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>length,:</em>&nbsp;</td><td>The length of the the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>outlineOnly,:</em>&nbsp;</td><td>Whether or not to put points inside the cylinder or on the outline only </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="4a9c3ecdf6118267f312f9389bb24888"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createFadeOutParticleAffector" ref="4a9c3ecdf6118267f312f9389bb24888" args="(const video::SColor &amp;targetColor=video::SColor(0, 0, 0, 0), u32 timeNeededToFadeOut=1000)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_fade_out_affector.html">IParticleFadeOutAffector</a>* irr::scene::IParticleSystemSceneNode::createFadeOutParticleAffector           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>targetColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>timeNeededToFadeOut</em> = <code>1000</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a fade out particle affector. 
<p>
This affector modifies the color of every particle and and reaches the final color when the particle dies. This affector looks really good, if the EMT_TRANSPARENT_VERTEX_ALPHA material is used and the targetColor is video::SColor(0,0,0,0): Particles are fading out into void with this setting. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>targetColor,:</em>&nbsp;</td><td>Color whereto the color of the particle is changed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>timeNeededToFadeOut,:</em>&nbsp;</td><td>How much time in milli seconds should the affector need to change the color to the targetColor. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle affector. To add this affector as new affector of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="f06d3565f9c352bdcdf68bb2e3797c32"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createGravityAffector" ref="f06d3565f9c352bdcdf68bb2e3797c32" args="(const core::vector3df &amp;gravity=core::vector3df(0.0f,-0.03f, 0.0f), u32 timeForceLost=1000)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_gravity_affector.html">IParticleGravityAffector</a>* irr::scene::IParticleSystemSceneNode::createGravityAffector           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>gravity</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,-0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>timeForceLost</em> = <code>1000</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Creates a gravity affector. 
<p>
This affector modifies the direction of the particle. It assumes that the particle is fired out of the emitter with huge force, but is loosing this after some time and is catched by the gravity then. This affector is ideal for creating things like fountains. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>gravity,:</em>&nbsp;</td><td>Direction and force of gravity. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>timeForceLost,:</em>&nbsp;</td><td>Time in milli seconds when the force of the emitter is totally lost and the particle does not move any more. This is the time where gravity fully affects the particle. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle affector. To add this affector as new affector of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="7e08b7e74a5295fd167769d5ee5a5161"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createMeshEmitter" ref="7e08b7e74a5295fd167769d5ee5a5161" args="(scene::IMesh *mesh, bool useNormalDirection=true, const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), f32 normalDirectionModifier=100.0f, s32 mbNumber=-1, bool everyMeshVertex=false, u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_mesh_emitter.html">IParticleMeshEmitter</a>* irr::scene::IParticleSystemSceneNode::createMeshEmitter           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">scene::IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>useNormalDirection</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>normalDirectionModifier</em> = <code>100.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>mbNumber</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>everyMeshVertex</em> = <code>false</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a mesh particle emitter. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Pointer to mesh to emit particles from </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>useNormalDirection,:</em>&nbsp;</td><td>If true, the direction of each particle created will be the normal of the vertex that it's emitting from. The normal is divided by the normalDirectionModifier parameter, which defaults to 100.0f. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>normalDirectionModifier,:</em>&nbsp;</td><td>If the emitter is using the normal direction then the normal of the vertex that is being emitted from is divided by this number. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>mbNumber,:</em>&nbsp;</td><td>This allows you to specify a specific meshBuffer for the IMesh* to emit particles from. The default value is -1, which means a random meshBuffer picked from all of the meshes meshBuffers will be selected to pick a random vertex from. If the value is 0 or greater, it will only pick random vertices from the meshBuffer specified by this value. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>everyMeshVertex,:</em>&nbsp;</td><td>If true, the emitter will emit between min/max particles every second, for every vertex in the mesh, if false, it will emit between min/max particles from random vertices in the mesh. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="99e2549ad185f0c23b73f43869c60ab8"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createPointEmitter" ref="99e2549ad185f0c23b73f43869c60ab8" args="(const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticlePointEmitter</a>* irr::scene::IParticleSystemSceneNode::createPointEmitter           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<div class="memdoc">

<p>
Creates a point particle emitter. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="dee7e28b730ce82ae78e01ccccfff98e"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createRingEmitter" ref="dee7e28b730ce82ae78e01ccccfff98e" args="(const core::vector3df &amp;center, f32 radius, f32 ringThickness, const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_ring_emitter.html">IParticleRingEmitter</a>* irr::scene::IParticleSystemSceneNode::createRingEmitter           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>center</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>ringThickness</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Creates a ring particle emitter. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>center,:</em>&nbsp;</td><td>Center of ring </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>Distance of points from center, points will be rotated around the Y axis at a random 360 degrees and will then be shifted by the provided ringThickness values in each axis. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>ringThickness</em>&nbsp;</td><td>: thickness of the ring or how wide the ring is </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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</div><p>
<a class="anchor" name="7a09b7ebc0d4a2d164233c42689623d6"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createRotationAffector" ref="7a09b7ebc0d4a2d164233c42689623d6" args="(const core::vector3df &amp;speed=core::vector3df(5.0f, 5.0f, 5.0f), const core::vector3df &amp;pivotPoint=core::vector3df(0.0f, 0.0f, 0.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_rotation_affector.html">IParticleRotationAffector</a>* irr::scene::IParticleSystemSceneNode::createRotationAffector           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(5.0f,&nbsp;5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>pivotPoint</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a rotation affector. 
<p>
This affector modifies the positions of the particles and attracts them to a specified point at a specified speed per second. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>speed,:</em>&nbsp;</td><td>Rotation in degrees per second </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>pivotPoint,:</em>&nbsp;</td><td>Point to rotate the particles around </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle affector. To add this affector as new affector of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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<a class="anchor" name="015692bb57e0b6dfff1de96975b3bc74"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createScaleParticleAffector" ref="015692bb57e0b6dfff1de96975b3bc74" args="(const core::dimension2df &amp;scaleTo=core::dimension2df(1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">IParticleAffector</a>* irr::scene::IParticleSystemSceneNode::createScaleParticleAffector           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scaleTo</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(1.0f,&nbsp;1.0f)</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Creates a scale particle affector. 
<p>
This affector scales the particle to the a multiple of its size defined by the scaleTo variable. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>scaleTo,:</em>&nbsp;</td><td>multiple of the size which the particle will be scaled to until deletion </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle affector. To add this affector as new affector of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#401f5afbbb748878011c5ceb7d447f8b" title="Adds new particle effector to the particle system.">addAffector()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="bb4fe6b6346ede961805166fc5355fef"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::createSphereEmitter" ref="bb4fe6b6346ede961805166fc5355fef" args="(const core::vector3df &amp;center, f32 radius, const core::vector3df &amp;direction=core::vector3df(0.0f, 0.03f, 0.0f), u32 minParticlesPerSecond=5, u32 maxParticlesPerSecond=10, const video::SColor &amp;minStartColor=video::SColor(255, 0, 0, 0), const video::SColor &amp;maxStartColor=video::SColor(255, 255, 255, 255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df &amp;minStartSize=core::dimension2df(5.0f, 5.0f), const core::dimension2df &amp;maxStartSize=core::dimension2df(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_sphere_emitter.html">IParticleSphereEmitter</a>* irr::scene::IParticleSystemSceneNode::createSphereEmitter           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>center</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.03f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>minParticlesPerSecond</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>maxParticlesPerSecond</em> = <code>10</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMin</em> = <code>2000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>lifeTimeMax</em> = <code>4000</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxAngleDegrees</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>minStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>maxStartSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2df</a>(5.0f,&nbsp;5.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
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<p>
Creates a sphere particle emitter. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>center,:</em>&nbsp;</td><td>Center of sphere </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>Radius of sphere </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Direction and speed of particle emission. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minParticlesPerSecond,:</em>&nbsp;</td><td>Minimal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxParticlesPerSecond,:</em>&nbsp;</td><td>Maximal amount of particles emitted per second. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartColor,:</em>&nbsp;</td><td>Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartColor,:</em>&nbsp;</td><td>Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMin,:</em>&nbsp;</td><td>Minimal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lifeTimeMax,:</em>&nbsp;</td><td>Maximal lifetime of a particle, in milliseconds. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxAngleDegrees,:</em>&nbsp;</td><td>Maximal angle in degrees, the emitting direction of the particle will differ from the original direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minStartSize,:</em>&nbsp;</td><td>Minimal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxStartSize,:</em>&nbsp;</td><td>Maximal initial start size of a particle. The real size of every particle is calculated as random interpolation between minStartSize and maxStartSize. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">setEmitter()</a>. Note that you'll have to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the returned pointer, after you don't need it any more, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more informations. </dd></dl>

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</div><p>
<a class="anchor" name="2f1a12f030ad5aadfd8d1be24021c7d5"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::getEmitter" ref="2f1a12f030ad5aadfd8d1be24021c7d5" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a>* irr::scene::IParticleSystemSceneNode::getEmitter           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Gets the particle emitter, which creates the particles. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The particle emitter. Can be 0 if none is set. </dd></dl>

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<a class="anchor" name="96df4c07ee0c480cc2e51e157be308c6"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::removeAllAffectors" ref="96df4c07ee0c480cc2e51e157be308c6" args="()=0" -->
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          <td class="memname">virtual void irr::scene::IParticleSystemSceneNode::removeAllAffectors           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Removes all particle affectors in the particle system. 
<p>

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<a class="anchor" name="ececff4531482ce976f1859c40bf3f76"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::setEmitter" ref="ececff4531482ce976f1859c40bf3f76" args="(IParticleEmitter *emitter)=0" -->
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          <td class="memname">virtual void irr::scene::IParticleSystemSceneNode::setEmitter           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a> *&nbsp;</td>
          <td class="paramname"> <em>emitter</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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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 createEmitter methods. For example to create and use a simple PointEmitter, call IParticleEmitter* p = <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#99e2549ad185f0c23b73f43869c60ab8" title="Creates a point particle emitter.">createPointEmitter()</a>; setEmitter(p); p-&gt;<a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>; <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>emitter,:</em>&nbsp;</td><td>Sets the particle emitter. You can set this to 0 for removing the current emitter and stopping the particle system emitting new particles. </td></tr>
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<a class="anchor" name="dc1c12bd7bf1a075f00c5dafa3aff266"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::setParticlesAreGlobal" ref="dc1c12bd7bf1a075f00c5dafa3aff266" args="(bool global=true)=0" -->
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          <td class="memname">virtual void irr::scene::IParticleSystemSceneNode::setParticlesAreGlobal           </td>
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          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>global</em> = <code>true</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Sets if the particles should be global. 
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If they are, the particles are affected by the movement of the particle system <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node too, otherwise they completely ignore it. Default is true. 
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<a class="anchor" name="17e1abe0feb0b57e96bf49d984bcbb86"></a><!-- doxytag: member="irr::scene::IParticleSystemSceneNode::setParticleSize" ref="17e1abe0feb0b57e96bf49d984bcbb86" args="(const core::dimension2d&lt; f32 &gt; &amp;size=core::dimension2d&lt; f32 &gt;(5.0f, 5.0f))=0" -->
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          <td class="memname">virtual void irr::scene::IParticleSystemSceneNode::setParticleSize           </td>
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          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>size</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(5.0f,&nbsp;5.0f)</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Sets the size of all particles. 
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_particle_system_scene_node_8h-source.html">IParticleSystemSceneNode.h</a></ul>
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