// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__
#define __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__

#include "IParticleAttractionAffector.h"
#include "SColor.h"

namespace irr
{
namespace scene
{

//! Particle Affector for attracting particles to a point
class CParticleAttractionAffector : public IParticleAttractionAffector
{
public:

	CParticleAttractionAffector( core::vector3df point, f32 speed,
		bool attract = true, bool affectX = true,
		bool affectY = true, bool affectZ = true );

	//! Affects a particle.
	virtual void affect(u32 now, SParticle* particlearray, u32 count);

	//! Set the point that particles will attract to
	virtual void setPoint( core::vector3df point ) { Point = point; }

	//! Set the speed, in game units per second that the particles will attract to
	//! the specified point
	virtual void setSpeed( f32 speed ) { Speed = speed; }

	//! Set whether or not the particles are attracting or detracting
	virtual void setAttract( bool attract ) { Attract = attract; }

	//! Set whether or not this will affect particles in the X direction
	virtual void setAffectX( bool affect ) { AffectX = affect; }

	//! Set whether or not this will affect particles in the Y direction
	virtual void setAffectY( bool affect ) { AffectY = affect; }

	//! Set whether or not this will affect particles in the Z direction
	virtual void setAffectZ( bool affect ) { AffectZ = affect; }

	//! Get the point that particles are attracted to
	virtual const core::vector3df& getPoint() const { return Point; }

	//! Get the speed that points attract to the specified point
	virtual const f32& getSpeed() const { return Speed; }

	//! Get whether or not the particles are attracting or detracting
	virtual const bool& getAttract() const { return Attract; }

	//! Get whether or not the particles X position are affected
	virtual const bool& getAffectX() const { return AffectX; }

	//! Get whether or not the particles Y position are affected
	virtual const bool& getAffectY() const { return AffectY; }

	//! Get whether or not the particles Z position are affected
	virtual const bool& getAffectZ() const { return AffectZ; }

    E_PARTICLE_AFFECTOR_TYPE getType() const { return EPAT_GRAVITY; }

    void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
    {
//;        out->addColor("When", When);
    }

    s32 deserializeAttributes(s32 startIndex, io::IAttributes* in, io::SAttributeReadWriteOptions* options)
    {
/*
        const char* name = in->getAttributeName(startIndex);
        if (!name || strcmp(name, "When"))
            return startIndex; // attribute not valid
        When = in->getAttributeAsInt(startIndex);

        ++startIndex;
*/
        return startIndex;
    }

private:

	core::vector3df Point;
	f32 Speed;
	bool AffectX;
	bool AffectY;
	bool AffectZ;
	bool Attract;
	u32 LastTime;
};

} // end namespace scene
} // end namespace irr


#endif // __C_PARTICLE_ATTRACTION_AFFECTOR_H_INCLUDED__

