/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __ParticleAffectorFactory_H__ #define __ParticleAffectorFactory_H__ #include "OgrePrerequisites.h" #include "OgreParticleAffector.h" namespace Ogre { /** Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. @remarks Plugins or 3rd party applications can add new types of particle affectors to Ogre by creating subclasses of the ParticleAffector class. Because multiple instances of these affectors may be required, a factory class to manage the instances is also required. @par ParticleAffectorFactory subclasses must allow the creation and destruction of ParticleAffector subclasses. They must also be registered with the ParticleSystemManager. All factories have a name which identifies them, examples might be 'force_vector', 'attractor', or 'fader', and these can be also be used from particle system scripts. */ class _OgreExport ParticleAffectorFactory { protected: std::vector mAffectors; public: ParticleAffectorFactory() {}; virtual ~ParticleAffectorFactory(); /** Returns the name of the factory, the name which identifies the particle affector type this factory creates. */ virtual String getName() const = 0; /** Creates a new affector instance. @remarks The subclass MUST add a pointer to the created instance to mAffectors. */ virtual ParticleAffector* createAffector(ParticleSystem* psys) = 0; /** Destroys the affector pointed to by the parameter (for early clean up if reauired). */ virtual void destroyAffector(ParticleAffector* e); }; } #endif