341 lines
17 KiB
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341 lines
17 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleProcessor</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.6">
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<BODY BGCOLOR="#ffffff">
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<H2>class OSGPARTICLE_EXPORT <A HREF="#DOC.DOCU">osgParticle::ParticleProcessor</A></H2></H2><BLOCKQUOTE>A common base interface for those classes which need to do something on particles.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
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<param name=classes value="Mosg::Node,M,CParticleProcessor,MParticleProcessor.html,CProgram,MProgram.html,CEmitter,MEmitter.html">
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<param name=before value="M,M,M|_,Mr_">
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<param name=after value="Md_,M,M,M">
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<param name=indent value="0,1,1,1">
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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 Classes</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.18.1">ReferenceFrame</A></B>
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</DL></P>
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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.2.18.2">ParticleProcessor</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.18.3">ParticleProcessor</A></B>(const <!1><A HREF="ParticleProcessor.html#DOC.2.18.3">ParticleProcessor</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>virtual const char* <B><A HREF="#DOC.2.18.4">libraryName</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.18.5">className</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.18.6">isSameKindAs</A></B>(const osg::Object* obj) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.18.7">accept</A></B>(osg::NodeVisitor& nv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleProcessor.html#DOC.2.18.1">ReferenceFrame</A> <B><A HREF="#DOC.2.18.8">getReferenceFrame</A></B>() const
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<DD><I>Get the reference frame</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.18.9">traverse</A></B>(osg::NodeVisitor &nv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ParticleProcessor::ReferenceFrame <B><A HREF="#DOC.2.18.27">getReferenceFrame</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.2.18.28">setReferenceFrame</A></B>(<!1><A HREF="ParticleProcessor.html#DOC.2.18.1">ReferenceFrame</A> rf)
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<DD><I>Set the reference frame</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.18.29">isEnabled</A></B>() const
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<DD><I>Get whether this processor is enabled or not</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.30">setEnabled</A></B>(bool v)
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<DD><I>Set whether this processor is enabled or not</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* <B><A HREF="#DOC.2.18.31">getParticleSystem</A></B>()
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<DD><I>Get a pointer to the destination particle system</I>
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<DT>
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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.2.18.32">getParticleSystem</A></B>() const
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<DD><I>Get a const pointer to the destination particle system</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.33">setParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)
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<DD><I>Set the destination particle system</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.34">setEndless</A></B>(bool type)
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<DD><I>Set the endless flag of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.18.35">isEndless</A></B>() const
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<DD><I>Check whether this processor is endless</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.36">setLifeTime</A></B>(double t)
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<DD><I>Set the lifetime of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline double <B><A HREF="#DOC.2.18.37">getLifeTime</A></B>() const
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<DD><I>Get the lifetime of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.38">setStartTime</A></B>(double t)
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<DD><I>Set the start time of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline double <B><A HREF="#DOC.2.18.39">getStartTime</A></B>() const
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<DD><I>Get the start time of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.40">setCurrentTime</A></B>(double t)
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<DD><I>Set the current time of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline double <B><A HREF="#DOC.2.18.41">getCurrentTime</A></B>() const
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<DD><I>Get the current time of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.18.42">setResetTime</A></B>(double t)
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<DD><I>Set the reset time of this processor.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline double <B><A HREF="#DOC.2.18.43">getResetTime</A></B>() const
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<DD><I>Get the reset time of this processor</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.18.44">computeBound</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Matrix& <B><A HREF="#DOC.2.18.45">getLocalToWorldMatrix</A></B>()
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<DD><I>Get the current local-to-world transformation matrix (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Matrix& <B><A HREF="#DOC.2.18.46">getWorldToLocalMatrix</A></B>()
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<DD><I>Get the current world-to-local transformation matrix (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Vec3 <B><A HREF="#DOC.2.18.47">transformLocalToWorld</A></B>(const osg::Vec3 &P)
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<DD><I>Transform a point from local to world coordinates (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Vec3 <B><A HREF="#DOC.2.18.48">transformWorldToLocal</A></B>(const osg::Vec3 &P)
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<DD><I>Transform a point from world to local coordinates (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Vec3 <B><A HREF="#DOC.2.18.49">rotateLocalToWorld</A></B>(const osg::Vec3 &P)
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<DD><I>Transform a vector from local to world coordinates, discarding translation (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Vec3 <B><A HREF="#DOC.2.18.50">rotateWorldToLocal</A></B>(const osg::Vec3 &P)
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<DD><I>Transform a vector from world to local coordinates, discarding translation (valid only during cull traversal)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.18.51">isAlive</A></B>() const
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<DD><I> Check whether the processor is alive with respect to start time and life duration.</I>
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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.2.18.10">~ParticleProcessor</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleProcessor.html">ParticleProcessor</A>& <B><A HREF="#DOC.2.18.11">operator=</A></B>(const <!1><A HREF="ParticleProcessor.html">ParticleProcessor</A> &)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.18.12">process</A></B>(double dt)
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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>A common base interface for those classes which need to do something on particles. Such classes
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are, for example, <CODE>Emitter</CODE> (particle generation) and <CODE>Program</CODE> (particle animation).
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This class holds some properties, like a <I>reference frame</I> and a reference to a <CODE>ParticleSystem<CODE>;
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descendant classes should process the particles taking into account the reference frame, computing the right
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transformations when needed.</BLOCKQUOTE>
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<DL>
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<A NAME="ReferenceFrame"></A>
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<A NAME="DOC.2.18.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ReferenceFrame</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="RELATIVE_TO_PARENTS"></A>
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<A NAME="DOC.2.18.1.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_PARENTS</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="RELATIVE_TO_ABSOLUTE"></A>
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<A NAME="DOC.2.18.1.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_ABSOLUTE</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="ParticleProcessor"></A>
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<A NAME="DOC.2.18.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleProcessor()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ParticleProcessor"></A>
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<A NAME="DOC.2.18.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleProcessor(const <!1><A HREF="ParticleProcessor.html#DOC.2.18.3">ParticleProcessor</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="libraryName"></A>
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<A NAME="DOC.2.18.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* libraryName() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="className"></A>
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<A NAME="DOC.2.18.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="isSameKindAs"></A>
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<A NAME="DOC.2.18.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const osg::Object* obj) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="accept"></A>
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<A NAME="DOC.2.18.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(osg::NodeVisitor& nv)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceFrame"></A>
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<A NAME="DOC.2.18.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleProcessor.html#DOC.2.18.1">ReferenceFrame</A> getReferenceFrame() const </B></TT>
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<DD>Get the reference frame
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<DL><DT><DD></DL><P>
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<A NAME="traverse"></A>
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<A NAME="DOC.2.18.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void traverse(osg::NodeVisitor &nv)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~ParticleProcessor"></A>
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<A NAME="DOC.2.18.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ParticleProcessor()</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.2.18.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ParticleProcessor.html">ParticleProcessor</A>& operator=(const <!1><A HREF="ParticleProcessor.html">ParticleProcessor</A> &)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="process"></A>
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<A NAME="DOC.2.18.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void process(double dt)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceFrame"></A>
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<A NAME="DOC.2.18.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ParticleProcessor::ReferenceFrame getReferenceFrame() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setReferenceFrame"></A>
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<A NAME="DOC.2.18.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setReferenceFrame(<!1><A HREF="ParticleProcessor.html#DOC.2.18.1">ReferenceFrame</A> rf)</B></TT>
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<DD>Set the reference frame
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<DL><DT><DD></DL><P>
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<A NAME="isEnabled"></A>
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<A NAME="DOC.2.18.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isEnabled() const </B></TT>
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<DD>Get whether this processor is enabled or not
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<DL><DT><DD></DL><P>
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<A NAME="setEnabled"></A>
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<A NAME="DOC.2.18.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setEnabled(bool v)</B></TT>
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<DD>Set whether this processor is enabled or not
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<DL><DT><DD></DL><P>
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<A NAME="getParticleSystem"></A>
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<A NAME="DOC.2.18.31"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem()</B></TT>
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<DD>Get a pointer to the destination particle system
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<DL><DT><DD></DL><P>
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<A NAME="getParticleSystem"></A>
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<A NAME="DOC.2.18.32"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem() const </B></TT>
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<DD>Get a const pointer to the destination particle system
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<DL><DT><DD></DL><P>
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<A NAME="setParticleSystem"></A>
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<A NAME="DOC.2.18.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)</B></TT>
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<DD>Set the destination particle system
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<DL><DT><DD></DL><P>
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<A NAME="setEndless"></A>
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<A NAME="DOC.2.18.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setEndless(bool type)</B></TT>
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<DD>Set the endless flag of this processor
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<DL><DT><DD></DL><P>
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<A NAME="isEndless"></A>
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<A NAME="DOC.2.18.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isEndless() const </B></TT>
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<DD>Check whether this processor is endless
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<DL><DT><DD></DL><P>
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<A NAME="setLifeTime"></A>
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<A NAME="DOC.2.18.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLifeTime(double t)</B></TT>
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<DD>Set the lifetime of this processor
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<DL><DT><DD></DL><P>
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<A NAME="getLifeTime"></A>
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<A NAME="DOC.2.18.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline double getLifeTime() const </B></TT>
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<DD>Get the lifetime of this processor
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<DL><DT><DD></DL><P>
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<A NAME="setStartTime"></A>
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<A NAME="DOC.2.18.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setStartTime(double t)</B></TT>
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<DD>Set the start time of this processor
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<DL><DT><DD></DL><P>
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<A NAME="getStartTime"></A>
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<A NAME="DOC.2.18.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline double getStartTime() const </B></TT>
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<DD>Get the start time of this processor
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<DL><DT><DD></DL><P>
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<A NAME="setCurrentTime"></A>
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<A NAME="DOC.2.18.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setCurrentTime(double t)</B></TT>
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<DD>Set the current time of this processor
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<DL><DT><DD></DL><P>
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<A NAME="getCurrentTime"></A>
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<A NAME="DOC.2.18.41"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline double getCurrentTime() const </B></TT>
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<DD>Get the current time of this processor
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<DL><DT><DD></DL><P>
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<A NAME="setResetTime"></A>
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<A NAME="DOC.2.18.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setResetTime(double t)</B></TT>
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<DD>Set the reset time of this processor. A value of 0 disables reset.
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<DL><DT><DD></DL><P>
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<A NAME="getResetTime"></A>
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<A NAME="DOC.2.18.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline double getResetTime() const </B></TT>
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<DD>Get the reset time of this processor
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<DL><DT><DD></DL><P>
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<A NAME="computeBound"></A>
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<A NAME="DOC.2.18.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool computeBound() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getLocalToWorldMatrix"></A>
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<A NAME="DOC.2.18.45"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Matrix& getLocalToWorldMatrix()</B></TT>
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<DD>Get the current local-to-world transformation matrix (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="getWorldToLocalMatrix"></A>
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<A NAME="DOC.2.18.46"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Matrix& getWorldToLocalMatrix()</B></TT>
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<DD>Get the current world-to-local transformation matrix (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="transformLocalToWorld"></A>
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<A NAME="DOC.2.18.47"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Vec3 transformLocalToWorld(const osg::Vec3 &P)</B></TT>
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<DD>Transform a point from local to world coordinates (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="transformWorldToLocal"></A>
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<A NAME="DOC.2.18.48"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Vec3 transformWorldToLocal(const osg::Vec3 &P)</B></TT>
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<DD>Transform a point from world to local coordinates (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="rotateLocalToWorld"></A>
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<A NAME="DOC.2.18.49"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Vec3 rotateLocalToWorld(const osg::Vec3 &P)</B></TT>
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<DD>Transform a vector from local to world coordinates, discarding translation (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="rotateWorldToLocal"></A>
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<A NAME="DOC.2.18.50"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Vec3 rotateWorldToLocal(const osg::Vec3 &P)</B></TT>
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<DD>Transform a vector from world to local coordinates, discarding translation (valid only during cull traversal)
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<DL><DT><DD></DL><P>
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<A NAME="isAlive"></A>
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<A NAME="DOC.2.18.51"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isAlive() const </B></TT>
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<DD>
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Check whether the processor is alive with respect to start time and
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life duration. Note that this method may return true even if the
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processor has been disabled by calling setEnabled(false). To test
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whether the processor is actually processing particles or not, you
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should evaluate (isEnabled() && isAlive()).
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<DL><DT><DD></DL><P></DL>
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<HR>
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<DL><DT><B>Direct child classes:
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</B><DD><A HREF="Program.html">Program</A><BR>
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<A HREF="Emitter.html">Emitter</A><BR>
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</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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