5 #ifndef __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
6 #define __I_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__
55 :
ISceneNode(parent, mgr, id, position, rotation, scale) {}
144 f32 normalDirectionModifier = 100.0f,
s32 mbNumber = -1,
145 bool everyMeshVertex =
false,
146 u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
149 u32 lifeTimeMin = 2000,
u32 lifeTimeMax = 4000,
150 s32 maxAngleDegrees = 0,
184 u32 minParticlesPerSecond = 5,
185 u32 maxParticlesPerSecond = 10,
188 u32 lifeTimeMin=2000,
u32 lifeTimeMax=4000,
189 s32 maxAngleDegrees=0,
228 bool outlineOnly =
false,
230 u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
233 u32 lifeTimeMin = 2000,
u32 lifeTimeMax = 4000,
234 s32 maxAngleDegrees = 0,
284 f32 normalDirectionModifier = 100.0f,
s32 mbNumber = -1,
285 bool everyMeshVertex =
false,
286 u32 minParticlesPerSecond = 5,
u32 maxParticlesPerSecond = 10,
289 u32 lifeTimeMin = 2000,
u32 lifeTimeMax = 4000,
290 s32 maxAngleDegrees = 0,
322 u32 minParticlesPerSecond = 5,
323 u32 maxParticlesPerSecond = 10,
326 u32 lifeTimeMin=2000,
u32 lifeTimeMax=4000,
327 s32 maxAngleDegrees=0,
365 u32 minParticlesPerSecond = 5,
366 u32 maxParticlesPerSecond = 10,
369 u32 lifeTimeMin=2000,
u32 lifeTimeMax=4000,
370 s32 maxAngleDegrees=0,
405 u32 minParticlesPerSecond = 5,
406 u32 maxParticlesPerSecond = 10,
409 u32 lifeTimeMin=2000,
u32 lifeTimeMax=4000,
410 s32 maxAngleDegrees=0,
434 bool affectX =
true,
bool affectY =
true,
bool affectZ =
true) = 0;
462 u32 timeNeededToFadeOut = 1000) = 0;
479 u32 timeForceLost = 1000) = 0;