OpenSceneGraph/doc/doc++/osgParticle/Operator.html
Robert Osfield ed10594139 Updated docs
2004-08-06 06:53:36 +00:00

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<TITLE>class osgParticle::Operator</TITLE>
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<H2>class <A HREF="#DOC.DOCU">osgParticle::Operator</A></H2></H2><BLOCKQUOTE>An abstract base class used by <CODE>ModularProgram</CODE> to perform operations on particles before they are updated.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=185>
<param name=classes value="Mosg::Object,M,COperator,MOperator.html,CForceOperator,MForceOperator.html,CFluidFrictionOperator,MFluidFrictionOperator.html,CAngularAccelOperator,MAngularAccelOperator.html,CAccelOperator,MAccelOperator.html">
<param name=before value="M,M,M|_,MR_,MR_,Mr_">
<param name=after value="Md_,M,M,M,M,M">
<param name=indent value="0,1,1,1,1,1">
<param name=arrowdir value="down">
</APPLET>
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<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.15.1">libraryName</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.15.2">className</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.15.3">isSameKindAs</A></B>(const osg::Object* obj) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.4">operate</A></B>(<!1><A HREF="Particle.html">Particle</A>* P, double dt)
<DD><I>Do something on a particle.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.5">beginOperate</A></B>(<!1><A HREF="Program.html">Program</A>* )
<DD><I>Do something before processing particles via the <CODE>operate()</CODE> method.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.6">endOperate</A></B>()
<DD><I>Do something after all particles have been processed</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.15.10">Operator</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.15.11">Operator</A></B>(const <!1><A HREF="Operator.html#DOC.2.15.11">Operator</A> &amp;copy, const osg::CopyOp &amp;copyop)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.12">isEnabled</A></B>() const
<DD><I>Get whether this operator is enabled</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.13">setEnabled</A></B>(bool v)
<DD><I>Enable or disable this operator</I>
</DL></P>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.15.7">~Operator</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Operator.html">Operator</A>&amp; <B><A HREF="#DOC.2.15.8">operator=</A></B>(const <!1><A HREF="Operator.html">Operator</A> &amp;)
</DL></P>
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<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>An abstract base class used by <CODE>ModularProgram</CODE> to perform operations on particles before they are updated.
To implement a new operator, derive from this class and override the <CODE>operate()</CODE> method.
You should also override the <CODE>beginOperate()</CODE> method to query the calling program for the reference frame
used, and initialize the right transformations if needed.</BLOCKQUOTE>
<DL>
<A NAME="libraryName"></A>
<A NAME="DOC.2.15.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* libraryName() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.15.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.15.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const osg::Object* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operate"></A>
<A NAME="DOC.2.15.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void operate(<!1><A HREF="Particle.html">Particle</A>* P, double dt)</B></TT>
<DD>Do something on a particle.
This method is called by <CODE>ModularProgram</CODE> objects to perform some operations
on the particles. You must override it in descendant classes. Common operations
consist of modifying the particle's velocity vector. The <CODE>dt</CODE> parameter is
the time elapsed from last operation.
<DL><DT><DD></DL><P>
<A NAME="beginOperate"></A>
<A NAME="DOC.2.15.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void beginOperate(<!1><A HREF="Program.html">Program</A>* )</B></TT>
<DD>Do something before processing particles via the <CODE>operate()</CODE> method.
Overriding this method could be necessary to query the calling <CODE>Program</CODE> object
for the current reference frame. If the reference frame is RELATIVE_TO_PARENTS, then your
class should prepare itself to do all operations in local coordinates.
<DL><DT><DD></DL><P>
<A NAME="endOperate"></A>
<A NAME="DOC.2.15.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void endOperate()</B></TT>
<DD>Do something after all particles have been processed
<DL><DT><DD></DL><P>
<A NAME="~Operator"></A>
<A NAME="DOC.2.15.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Operator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.15.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Operator.html">Operator</A>&amp; operator=(const <!1><A HREF="Operator.html">Operator</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Operator"></A>
<A NAME="DOC.2.15.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Operator()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Operator"></A>
<A NAME="DOC.2.15.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Operator(const <!1><A HREF="Operator.html#DOC.2.15.11">Operator</A> &amp;copy, const osg::CopyOp &amp;copyop)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isEnabled"></A>
<A NAME="DOC.2.15.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isEnabled() const </B></TT>
<DD>Get whether this operator is enabled
<DL><DT><DD></DL><P>
<A NAME="setEnabled"></A>
<A NAME="DOC.2.15.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setEnabled(bool v)</B></TT>
<DD>Enable or disable this operator
<DL><DT><DD></DL><P></DL>
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<DL><DT><B>Direct child classes:
</B><DD><A HREF="ForceOperator.html">ForceOperator</A><BR>
<A HREF="FluidFrictionOperator.html">FluidFrictionOperator</A><BR>
<A HREF="AngularAccelOperator.html">AngularAccelOperator</A><BR>
<A HREF="AccelOperator.html">AccelOperator</A><BR>
</DL>
<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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