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<h1>IParticleAffector.h File Reference</h1><code>#include &quot;<a class="el" href="_i_attribute_exchanging_object_8h_source.html">IAttributeExchangingObject.h</a>&quot;</code><br/>
<code>#include &quot;<a class="el" href="_s_particle_8h_source.html">SParticle.h</a>&quot;</code><br/>

<p><a href="_i_particle_affector_8h_source.html">Go to the source code of this file.</a></p>
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<tr><td colspan="2"><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">irr::scene::IParticleAffector</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector modifies particles.  <a href="classirr_1_1scene_1_1_i_particle_affector.html#_details">More...</a><br/></td></tr>
<tr><td colspan="2"><h2>Namespaces</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">namespace &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr.html">irr</a></td></tr>

<p><tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Everything in the Irrlicht Engine can be found in this namespace. </p>
<br/></td></tr>
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<tr><td class="memItemLeft" align="right" valign="top">namespace &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html">irr::scene</a></td></tr>

<p><tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... </p>
<br/></td></tr>
</p>
<tr><td colspan="2"><h2>Enumerations</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010b">irr::scene::E_PARTICLE_AFFECTOR_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010bac5e1a70b4a2cecc5bf29d35f1e38aac1">irr::scene::EPAT_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba90fb4c0dd7e58e7373b76596060402e1">irr::scene::EPAT_ATTRACT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010baa6b5c24be100f9beeb20a096105149f4">irr::scene::EPAT_FADE_OUT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba091fb685410e8b2134f7a81ae689ec5e">irr::scene::EPAT_GRAVITY</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba25ace022a9e33b02eb1faeb6fa526575">irr::scene::EPAT_ROTATE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba9241becabb2dc35e6c1a612a454433de">irr::scene::EPAT_SCALE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba3decef25f1986898147a12b259ed8573">irr::scene::EPAT_COUNT</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Types of built in particle affectors. </p>
 <a href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010b">More...</a><br/></td></tr>
<tr><td colspan="2"><h2>Variables</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const c8 *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a1ce0e47158d68b401d23d833bc70bb86">irr::scene::ParticleAffectorTypeNames</a> []</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for built in particle affectors.  <a href="#a1ce0e47158d68b401d23d833bc70bb86"></a><br/></td></tr>
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