<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: IParticleAnimatedMeshSceneNodeEmitter.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.5.6 --> <h1>IParticleAnimatedMeshSceneNodeEmitter.h</h1><a href="_i_particle_animated_mesh_scene_node_emitter_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2009 Nikolaus Gebhardt</span> <a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span> <a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span> <a name="l00004"></a>00004 <a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__</span> <a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__</span> <a name="l00007"></a>00007 <span class="preprocessor"></span> <a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="_i_particle_emitter_8h.html">IParticleEmitter.h</a>"</span> <a name="l00009"></a>00009 <span class="preprocessor">#include "<a class="code" href="_i_animated_mesh_scene_node_8h.html">IAnimatedMeshSceneNode.h</a>"</span> <a name="l00010"></a>00010 <a name="l00011"></a>00011 <span class="keyword">namespace </span>irr <a name="l00012"></a>00012 { <a name="l00013"></a>00013 <span class="keyword">namespace </span>scene <a name="l00014"></a>00014 { <a name="l00015"></a>00015 <a name="l00017"></a><a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html">00017</a> <span class="keyword">class </span><a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html" title="A particle emitter which emits particles from mesh vertices.">IParticleAnimatedMeshSceneNodeEmitter</a> : <span class="keyword">public</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_emitter.html" title="A particle emitter for using with particle systems.">IParticleEmitter</a> <a name="l00018"></a>00018 { <a name="l00019"></a>00019 <span class="keyword">public</span>: <a name="l00020"></a>00020 <a name="l00022"></a>00022 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#ea7018c57995b67aaf86db6df5bf6967" title="Set Mesh to emit particles from.">setAnimatedMeshSceneNode</a>( <a class="code" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html" title="Scene node capable of displaying an animated mesh and its shadow.">IAnimatedMeshSceneNode</a>* node ) = 0; <a name="l00023"></a>00023 <a name="l00025"></a>00025 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#2ce1db214df2ce15444e10460a06859a" title="Set whether to use vertex normal for direction, or direction specified.">setUseNormalDirection</a>( <span class="keywordtype">bool</span> useNormalDirection = <span class="keyword">true</span> ) = 0; <a name="l00026"></a>00026 <a name="l00028"></a>00028 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#0f7da6d0e149de9169091b3a144632e8" title="Set the amount that the normal is divided by for getting a particles direction.">setNormalDirectionModifier</a>( <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> normalDirectionModifier ) = 0; <a name="l00029"></a>00029 <a name="l00031"></a>00031 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#dfb1ff0bef8f6a86be81f928f5d27784" title="Sets whether to emit min&lt;-&gt;max particles for every vertex or to pick min&lt;-&gt;max...">setEveryMeshVertex</a>( <span class="keywordtype">bool</span> everyMeshVertex = <span class="keyword">true</span> ) = 0; <a name="l00032"></a>00032 <a name="l00034"></a>00034 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html" title="Scene node capable of displaying an animated mesh and its shadow.">IAnimatedMeshSceneNode</a>* <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#7db412dd66d33b05074b59005798fc00" title="Get mesh we&#39;re emitting particles from.">getAnimatedMeshSceneNode</a>() <span class="keyword">const</span> = 0; <a name="l00035"></a>00035 <a name="l00037"></a>00037 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#a72ac0294ad9b01710e5e935c77a8191" title="Get whether to use vertex normal for direction, or direction specified.">isUsingNormalDirection</a>() <span class="keyword">const</span> = 0; <a name="l00038"></a>00038 <a name="l00040"></a>00040 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#473f626357779e7aaf4080aa41414b4a" title="Get the amount that the normal is divided by for getting a particles direction.">getNormalDirectionModifier</a>() <span class="keyword">const</span> = 0; <a name="l00041"></a>00041 <a name="l00043"></a>00043 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#fe672788259a71157ab26ff334d68c52" title="Gets whether to emit min&lt;-&gt;max particles for every vertex or to pick min&lt;-&gt;max...">getEveryMeshVertex</a>() <span class="keyword">const</span> = 0; <a name="l00044"></a>00044 <a name="l00046"></a><a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#488fcef26840b57f0f4dd807ab77c663">00046</a> <span class="keyword">virtual</span> <a class="code" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b" title="Types of built in particle emitters.">E_PARTICLE_EMITTER_TYPE</a> <a class="code" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#488fcef26840b57f0f4dd807ab77c663" title="Get emitter type.">getType</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <a class="code" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b448cfefed583b0d3248414c8fb5a2e80">EPET_ANIMATED_MESH</a>; } <a name="l00047"></a>00047 }; <a name="l00048"></a>00048 <a name="l00049"></a>00049 } <span class="comment">// end namespace scene</span> <a name="l00050"></a>00050 } <span class="comment">// end namespace irr</span> <a name="l00051"></a>00051 <a name="l00052"></a>00052 <a name="l00053"></a>00053 <span class="preprocessor">#endif // __I_PARTICLE_ANIMATED_MESH_SCENE_NODE_EMITTER_H_INCLUDED__</span> <a name="l00054"></a>00054 <span class="preprocessor"></span> </pre></div></div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:03 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> (1.5.6)</font></em></small></div></td> </tr> </table> <address style="align: right;"> </address> </body> </html>