OpenSceneGraph/doc/doc++/osgParticle/ParticleSystemUpdater.html

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<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleSystemUpdater</TITLE>
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<H2>class OSGPARTICLE_EXPORT <A HREF="#DOC.DOCU">osgParticle::ParticleSystemUpdater</A></H2></H2><BLOCKQUOTE>A useful node class for updating particle systems automatically.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Node,M,CParticleSystemUpdater,MParticleSystemUpdater.html">
<param name=before value="M,M">
<param name=after value="Md_,M">
<param name=indent value="0,1">
<param name=arrowdir value="down">
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.16.1">ParticleSystemUpdater</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.16.2">ParticleSystemUpdater</A></B>(const <!1><A HREF="ParticleSystemUpdater.html#DOC.2.16.2">ParticleSystemUpdater</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.16.3">META_Node</A></B>(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.16.4">traverse</A></B>(osg::NodeVisitor &amp;nv)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.16.10">computeBound</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.16.11">numParticleSystems</A></B>() const
<DD><I>Return the number of particle systems on the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.16.12">addParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)
<DD><I>Add a particle system to the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* <B><A HREF="#DOC.2.16.13">getParticleSystem</A></B>(int i) const
<DD><I>Get a const particle system from the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* <B><A HREF="#DOC.2.16.14">getParticleSystem</A></B>(int i)
<DD><I>Get a particle system from the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.16.15">removeParticleSystem</A></B>(int i)
<DD><I>Remove a particle system from the list (by index)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.16.16">findParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps) const
<DD><I>Find a particle system</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.16.17">removeParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)
<DD><I>Remove a particle system from the list (by pointer)</I>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.16.5">~ParticleSystemUpdater</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>&amp; <B><A HREF="#DOC.2.16.6">operator=</A></B>(const <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A> &amp;)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual const bool <B><A HREF="#DOC.2.16.7">computeBound</A></B>() const
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<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>A useful node class for updating particle systems automatically.
When a <CODE>ParticleSystemUpdater</CODE> is traversed by a cull visitor, it calls the
<CODE>update()</CODE> method on the specified particle systems. You should place this updater
<U>AFTER</U> other nodes like emitters and programs.</BLOCKQUOTE>
<DL>
<A NAME="ParticleSystemUpdater"></A>
<A NAME="DOC.2.16.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystemUpdater()</B></TT>
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<A NAME="ParticleSystemUpdater"></A>
<A NAME="DOC.2.16.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystemUpdater(const <!1><A HREF="ParticleSystemUpdater.html#DOC.2.16.2">ParticleSystemUpdater</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Node"></A>
<A NAME="DOC.2.16.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.16.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(osg::NodeVisitor &amp;nv)</B></TT>
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<A NAME="~ParticleSystemUpdater"></A>
<A NAME="DOC.2.16.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ParticleSystemUpdater()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.16.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>&amp; operator=(const <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.16.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.16.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="numParticleSystems"></A>
<A NAME="DOC.2.16.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int numParticleSystems() const </B></TT>
<DD>Return the number of particle systems on the list
<DL><DT><DD></DL><P>
<A NAME="addParticleSystem"></A>
<A NAME="DOC.2.16.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)</B></TT>
<DD>Add a particle system to the list
<DL><DT><DD></DL><P>
<A NAME="getParticleSystem"></A>
<A NAME="DOC.2.16.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem(int i) const </B></TT>
<DD>Get a const particle system from the list
<DL><DT><DD></DL><P>
<A NAME="getParticleSystem"></A>
<A NAME="DOC.2.16.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem(int i)</B></TT>
<DD>Get a particle system from the list
<DL><DT><DD></DL><P>
<A NAME="removeParticleSystem"></A>
<A NAME="DOC.2.16.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void removeParticleSystem(int i)</B></TT>
<DD>Remove a particle system from the list (by index)
<DL><DT><DD></DL><P>
<A NAME="findParticleSystem"></A>
<A NAME="DOC.2.16.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int findParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps) const </B></TT>
<DD>Find a particle system
<DL><DT><DD></DL><P>
<A NAME="removeParticleSystem"></A>
<A NAME="DOC.2.16.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool removeParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)</B></TT>
<DD>Remove a particle system from the list (by pointer)
<DL><DT><DD></DL><P></DL>
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