381 lines
20 KiB
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381 lines
20 KiB
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleSystem</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGPARTICLE_EXPORT <A HREF="#DOC.DOCU">osgParticle::ParticleSystem</A></H2></H2><BLOCKQUOTE>The heart of this class library; its purpose is to hold a set of particles and manage particle creation, update, rendering and destruction.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
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<param name=classes value="Mosg::Drawable,M,CParticleSystem,MParticleSystem.html">
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<param name=before value="M,M">
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<param name=after value="Md_,M">
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<param name=indent value="0,1">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.15.2">ParticleSystem</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.15.3">ParticleSystem</A></B>(const <!1><A HREF="ParticleSystem.html#DOC.2.15.3">ParticleSystem</A> &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.15.4">META_Object</A></B>(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> <B><A HREF="#DOC.2.15.5">getParticleAlignment</A></B>() const
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<DD><I>Get the alignment type of particles</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.6">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
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<DD><I>Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual void <B><A HREF="#DOC.2.15.7">destroyParticle</A></B>(int i)
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<DD><I>Destroy the i-th particle</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.8">setDefaultAttributes</A></B>(const std::string &texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0)
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<DD><I>A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.9">update</A></B>(double dt)
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<DD><I>Update the particles.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ParticleSystem::Alignment <B><A HREF="#DOC.2.15.32">getParticleAlignment</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.33">setParticleAlignment</A></B>(<!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> a)
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<DD><I>Set the alignment type of particles</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.34">getAlignVectorX</A></B>() const
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<DD><I>Get the X-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.35">setAlignVectorX</A></B>(const osg::Vec3 &v)
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<DD><I>Set the X-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.36">getAlignVectorY</A></B>() const
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<DD><I>Get the Y-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.37">setAlignVectorY</A></B>(const osg::Vec3 &v)
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<DD><I>Set the Y-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.38">setAlignVectors</A></B>(const osg::Vec3 &X, const osg::Vec3 &Y)
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<DD><I>Set the alignment vectors</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.39">isFrozen</A></B>() const
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<DD><I>Return true if the particle system is frozen</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.40">setFrozen</A></B>(bool v)
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<DD><I>Set or reset the <I>frozen</I> state.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::BoundingBox& <B><A HREF="#DOC.2.15.41">getDefaultBoundingBox</A></B>() const
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<DD><I>Get the default bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.42">setDefaultBoundingBox</A></B>(const osg::BoundingBox &bbox)
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<DD><I>Set the default bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.43">getDoublePassRendering</A></B>() const
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<DD><I>Get the double pass rendering flag</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.44">setDoublePassRendering</A></B>(bool v)
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<DD><I>Set the double pass rendering flag.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.45">numParticles</A></B>() const
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<DD><I>Get the number of allocated particles (alive + dead)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.46">numDeadParticles</A></B>() const
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<DD><I>Get the number of dead particles</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.47">getParticle</A></B>(int i)
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<DD><I>Get a pointer to the i-th particle</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.48">getParticle</A></B>(int i) const
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<DD><I>Get a const pointer to the i-th particle</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.49">destroyParticle</A></B>(int i)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.50">getLastFrameNumber</A></B>() const
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<DD><I>Get the last frame number</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.15.51">computeBound</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.52">update_bounds</A></B>(const osg::Vec3 &p, float r)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>& <B><A HREF="#DOC.2.15.53">getDefaultParticleTemplate</A></B>() const
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<DD><I>Get a reference to the default particle template</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.54">setDefaultParticleTemplate</A></B>(const <!1><A HREF="Particle.html">Particle</A> &p)
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<DD><I>Set the default particle template (particle is copied)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.55">getFreezeOnCull</A></B>() const
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<DD><I>Get whether the particle system can freeze when culled</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.56">setFreezeOnCull</A></B>(bool v)
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<DD><I>Set whether the particle system can freeze when culled (default is true)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.57">getLevelOfDetail</A></B>() const
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<DD><I>(<B>EXPERIMENTAL</B>) Get the level of detail</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.58">setLevelOfDetail</A></B>(int v)
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<DD><I>(<B>EXPERIMENTAL</B>) Set the level of detail.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.59">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.15.1">Alignment</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.15.10">~ParticleSystem</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleSystem.html">ParticleSystem</A>& <B><A HREF="#DOC.2.15.11">operator=</A></B>(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual const bool <B><A HREF="#DOC.2.15.12">computeBound</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.13">drawImmediateMode</A></B>(osg::State &state)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.14">single_pass_render</A></B>(osg::State &state, const osg::Matrix &modelview)
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>The heart of this class library; its purpose is to hold a set of particles and manage particle creation, update, rendering and destruction.
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You can add this drawable to any <CODE>Geode</CODE> as you usually do with other
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<CODE>Drawable</CODE> classes. Each instance of <CODE>ParticleSystem</CODE> is a separate set of
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particles; it provides the interface for creating particles and iterating
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through them (see the <CODE>Emitter</CODE> and <CODE>Program</CODE> classes).</BLOCKQUOTE>
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<DL>
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<A NAME="Alignment"></A>
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<A NAME="DOC.2.15.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Alignment</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="BILLBOARD"></A>
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<A NAME="DOC.2.15.1.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BILLBOARD</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="FIXED"></A>
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<A NAME="DOC.2.15.1.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FIXED</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="ParticleSystem"></A>
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<A NAME="DOC.2.15.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystem()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ParticleSystem"></A>
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<A NAME="DOC.2.15.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystem(const <!1><A HREF="ParticleSystem.html#DOC.2.15.3">ParticleSystem</A> &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="META_Object"></A>
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<A NAME="DOC.2.15.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Object(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getParticleAlignment"></A>
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<A NAME="DOC.2.15.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> getParticleAlignment() const </B></TT>
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<DD>Get the alignment type of particles
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<DL><DT><DD></DL><P>
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<A NAME="createParticle"></A>
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<A NAME="DOC.2.15.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual <!1><A HREF="Particle.html">Particle</A>* createParticle(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)</B></TT>
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<DD>Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null)
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<DL><DT><DD></DL><P>
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<A NAME="destroyParticle"></A>
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<A NAME="DOC.2.15.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual void destroyParticle(int i)</B></TT>
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<DD>Destroy the i-th particle
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<DL><DT><DD></DL><P>
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<A NAME="setDefaultAttributes"></A>
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<A NAME="DOC.2.15.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDefaultAttributes(const std::string &texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0)</B></TT>
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<DD>A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call.
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If <CODE>texturefile</CODE> is empty, then texturing is turned off.
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<DL><DT><DD></DL><P>
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<A NAME="update"></A>
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<A NAME="DOC.2.15.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void update(double dt)</B></TT>
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<DD>Update the particles. Don't call this directly, use a <CODE>ParticleSystemUpdater</CODE> instead.
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<DL><DT><DD></DL><P>
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<A NAME="~ParticleSystem"></A>
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<A NAME="DOC.2.15.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ParticleSystem()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator="></A>
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<A NAME="DOC.2.15.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ParticleSystem.html">ParticleSystem</A>& operator=(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeBound"></A>
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<A NAME="DOC.2.15.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual const bool computeBound() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="drawImmediateMode"></A>
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<A NAME="DOC.2.15.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImmediateMode(osg::State &state)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="single_pass_render"></A>
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<A NAME="DOC.2.15.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void single_pass_render(osg::State &state, const osg::Matrix &modelview)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getParticleAlignment"></A>
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<A NAME="DOC.2.15.32"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ParticleSystem::Alignment getParticleAlignment() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setParticleAlignment"></A>
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<A NAME="DOC.2.15.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setParticleAlignment(<!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> a)</B></TT>
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<DD>Set the alignment type of particles
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<DL><DT><DD></DL><P>
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<A NAME="getAlignVectorX"></A>
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<A NAME="DOC.2.15.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3& getAlignVectorX() const </B></TT>
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<DD>Get the X-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectorX"></A>
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<A NAME="DOC.2.15.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorX(const osg::Vec3 &v)</B></TT>
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<DD>Set the X-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="getAlignVectorY"></A>
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<A NAME="DOC.2.15.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3& getAlignVectorY() const </B></TT>
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<DD>Get the Y-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectorY"></A>
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<A NAME="DOC.2.15.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorY(const osg::Vec3 &v)</B></TT>
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<DD>Set the Y-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectors"></A>
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<A NAME="DOC.2.15.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectors(const osg::Vec3 &X, const osg::Vec3 &Y)</B></TT>
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<DD>Set the alignment vectors
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<DL><DT><DD></DL><P>
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<A NAME="isFrozen"></A>
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<A NAME="DOC.2.15.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isFrozen() const </B></TT>
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<DD>Return true if the particle system is frozen
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<DL><DT><DD></DL><P>
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<A NAME="setFrozen"></A>
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<A NAME="DOC.2.15.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrozen(bool v)</B></TT>
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<DD>Set or reset the <I>frozen</I> state.
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When the particle system is frozen, emitters and programs won't do anything on it.
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<DL><DT><DD></DL><P>
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<A NAME="getDefaultBoundingBox"></A>
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<A NAME="DOC.2.15.41"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::BoundingBox& getDefaultBoundingBox() const </B></TT>
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<DD>Get the default bounding box
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<DL><DT><DD></DL><P>
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<A NAME="setDefaultBoundingBox"></A>
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<A NAME="DOC.2.15.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDefaultBoundingBox(const osg::BoundingBox &bbox)</B></TT>
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<DD>Set the default bounding box.
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The default bounding box is used when a real bounding box cannot be computed, for example
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because no particles has been updated yet.
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<DL><DT><DD></DL><P>
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<A NAME="getDoublePassRendering"></A>
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<A NAME="DOC.2.15.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool getDoublePassRendering() const </B></TT>
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<DD>Get the double pass rendering flag
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<DL><DT><DD></DL><P>
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<A NAME="setDoublePassRendering"></A>
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|
<A NAME="DOC.2.15.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDoublePassRendering(bool v)</B></TT>
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<DD>Set the double pass rendering flag.
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|
Double pass rendering avoids overdraw problems between particle systems
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|
and other opaque objects. If you can render all the particle systems <U>after</U>
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the opaque objects, then double pass is not necessary and can be turned off (best choice).
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|
If you set the default attributes with <CODE>setDefaultAttributes</CODE>, then the particle
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|
system will fall into a transparent bin.
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<DL><DT><DD></DL><P>
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|
<A NAME="numParticles"></A>
|
|
<A NAME="DOC.2.15.45"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int numParticles() const </B></TT>
|
|
<DD>Get the number of allocated particles (alive + dead)
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="numDeadParticles"></A>
|
|
<A NAME="DOC.2.15.46"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int numDeadParticles() const </B></TT>
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|
<DD>Get the number of dead particles
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getParticle"></A>
|
|
<A NAME="DOC.2.15.47"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Particle.html">Particle</A>* getParticle(int i)</B></TT>
|
|
<DD>Get a pointer to the i-th particle
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getParticle"></A>
|
|
<A NAME="DOC.2.15.48"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Particle.html">Particle</A>* getParticle(int i) const </B></TT>
|
|
<DD>Get a const pointer to the i-th particle
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="destroyParticle"></A>
|
|
<A NAME="DOC.2.15.49"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void destroyParticle(int i)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLastFrameNumber"></A>
|
|
<A NAME="DOC.2.15.50"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getLastFrameNumber() const </B></TT>
|
|
<DD>Get the last frame number
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="computeBound"></A>
|
|
<A NAME="DOC.2.15.51"></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="update_bounds"></A>
|
|
<A NAME="DOC.2.15.52"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void update_bounds(const osg::Vec3 &p, float r)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getDefaultParticleTemplate"></A>
|
|
<A NAME="DOC.2.15.53"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Particle.html">Particle</A>& getDefaultParticleTemplate() const </B></TT>
|
|
<DD>Get a reference to the default particle template
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setDefaultParticleTemplate"></A>
|
|
<A NAME="DOC.2.15.54"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDefaultParticleTemplate(const <!1><A HREF="Particle.html">Particle</A> &p)</B></TT>
|
|
<DD>Set the default particle template (particle is copied)
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFreezeOnCull"></A>
|
|
<A NAME="DOC.2.15.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool getFreezeOnCull() const </B></TT>
|
|
<DD>Get whether the particle system can freeze when culled
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setFreezeOnCull"></A>
|
|
<A NAME="DOC.2.15.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFreezeOnCull(bool v)</B></TT>
|
|
<DD>Set whether the particle system can freeze when culled (default is true)
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLevelOfDetail"></A>
|
|
<A NAME="DOC.2.15.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getLevelOfDetail() const </B></TT>
|
|
<DD>(<B>EXPERIMENTAL</B>) Get the level of detail
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setLevelOfDetail"></A>
|
|
<A NAME="DOC.2.15.58"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLevelOfDetail(int v)</B></TT>
|
|
<DD>(<B>EXPERIMENTAL</B>) Set the level of detail. The total number of particles is divided by the detail value to
|
|
get the actual number of particles to be drawn. This value must be greater than zero.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="createParticle"></A>
|
|
<A NAME="DOC.2.15.59"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Particle.html">Particle</A>* createParticle(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<HR><DL><DT><B>This class has no child classes.</B></DL>
|
|
|
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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