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

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<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleSystem</TITLE>
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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>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Drawable,M,CParticleSystem,MParticleSystem.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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<DL>
<P><DL>
<DT><H3>Public Classes</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.19.1">Alignment</A></B>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.19.2">ParticleSystem</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.19.3">ParticleSystem</A></B>(const <!1><A HREF="ParticleSystem.html#DOC.2.19.3">ParticleSystem</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.19.4">META_Object</A></B>(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleSystem.html#DOC.2.19.1">Alignment</A> <B><A HREF="#DOC.2.19.5">getParticleAlignment</A></B>() const
<DD><I>Get the alignment type of particles</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.19.6">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
<DD><I>Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null)</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual void <B><A HREF="#DOC.2.19.7">destroyParticle</A></B>(int i)
<DD><I>Destroy the i-th particle</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.19.8">setDefaultAttributes</A></B>(const std::string &amp;texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0)
<DD><I>A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.19.9">update</A></B>(double dt)
<DD><I>Update the particles.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.19.10">drawImplementation</A></B>(osg::State &amp;state) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ParticleSystem::Alignment <B><A HREF="#DOC.2.19.34">getParticleAlignment</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.35">setParticleAlignment</A></B>(<!1><A HREF="ParticleSystem.html#DOC.2.19.1">Alignment</A> a)
<DD><I>Set the alignment type of particles</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3&amp; <B><A HREF="#DOC.2.19.36">getAlignVectorX</A></B>() const
<DD><I>Get the X-axis alignment vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.37">setAlignVectorX</A></B>(const osg::Vec3 &amp;v)
<DD><I>Set the X-axis alignment vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3&amp; <B><A HREF="#DOC.2.19.38">getAlignVectorY</A></B>() const
<DD><I>Get the Y-axis alignment vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.39">setAlignVectorY</A></B>(const osg::Vec3 &amp;v)
<DD><I>Set the Y-axis alignment vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.40">setAlignVectors</A></B>(const osg::Vec3 &amp;X, const osg::Vec3 &amp;Y)
<DD><I>Set the alignment vectors</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.19.41">isFrozen</A></B>() const
<DD><I>Return true if the particle system is frozen</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.42">setFrozen</A></B>(bool v)
<DD><I>Set or reset the <I>frozen</I> state.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::BoundingBox&amp; <B><A HREF="#DOC.2.19.43">getDefaultBoundingBox</A></B>() const
<DD><I>Get the default bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.44">setDefaultBoundingBox</A></B>(const osg::BoundingBox &amp;bbox)
<DD><I>Set the default bounding box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.19.45">getDoublePassRendering</A></B>() const
<DD><I>Get the double pass rendering flag</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.46">setDoublePassRendering</A></B>(bool v)
<DD><I>Set the double pass rendering flag.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.19.47">numParticles</A></B>() const
<DD><I>Get the number of allocated particles (alive + dead)</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.19.48">numDeadParticles</A></B>() const
<DD><I>Get the number of dead particles</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.19.49">getParticle</A></B>(int i)
<DD><I>Get a pointer to the i-th particle</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.19.50">getParticle</A></B>(int i) const
<DD><I>Get a const pointer to the i-th particle</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.51">destroyParticle</A></B>(int i)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.19.52">getLastFrameNumber</A></B>() const
<DD><I>Get the last frame number</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.19.53">computeBound</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.54">update_bounds</A></B>(const osg::Vec3 &amp;p, float r)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>&amp; <B><A HREF="#DOC.2.19.55">getDefaultParticleTemplate</A></B>() const
<DD><I>Get a reference to the default particle template</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.56">setDefaultParticleTemplate</A></B>(const <!1><A HREF="Particle.html">Particle</A> &amp;p)
<DD><I>Set the default particle template (particle is copied)</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.19.57">getFreezeOnCull</A></B>() const
<DD><I>Get whether the particle system can freeze when culled</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.58">setFreezeOnCull</A></B>(bool v)
<DD><I>Set whether the particle system can freeze when culled (default is true)</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.19.59">getLevelOfDetail</A></B>() const
<DD><I>(<B>EXPERIMENTAL</B>) Get the level of detail</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.19.60">setLevelOfDetail</A></B>(int v)
<DD><I>(<B>EXPERIMENTAL</B>) Set the level of detail.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.19.61">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.19.11">~ParticleSystem</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleSystem.html">ParticleSystem</A>&amp; <B><A HREF="#DOC.2.19.12">operator=</A></B>(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual bool <B><A HREF="#DOC.2.19.13">computeBound</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.19.14">single_pass_render</A></B>(osg::State &amp;state, const osg::Matrix &amp;modelview) const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</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.
You can add this drawable to any <CODE>Geode</CODE> as you usually do with other
<CODE>Drawable</CODE> classes. Each instance of <CODE>ParticleSystem</CODE> is a separate set of
particles; it provides the interface for creating particles and iterating
through them (see the <CODE>Emitter</CODE> and <CODE>Program</CODE> classes).</BLOCKQUOTE>
<DL>
<A NAME="Alignment"></A>
<A NAME="DOC.2.19.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Alignment</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="BILLBOARD"></A>
<A NAME="DOC.2.19.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BILLBOARD</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FIXED"></A>
<A NAME="DOC.2.19.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FIXED</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="ParticleSystem"></A>
<A NAME="DOC.2.19.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystem()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ParticleSystem"></A>
<A NAME="DOC.2.19.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystem(const <!1><A HREF="ParticleSystem.html#DOC.2.19.3">ParticleSystem</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Object"></A>
<A NAME="DOC.2.19.4"></A>
<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>
<DL><DT><DD></DL><P>
<A NAME="getParticleAlignment"></A>
<A NAME="DOC.2.19.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleSystem.html#DOC.2.19.1">Alignment</A> getParticleAlignment() const </B></TT>
<DD>Get the alignment type of particles
<DL><DT><DD></DL><P>
<A NAME="createParticle"></A>
<A NAME="DOC.2.19.6"></A>
<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>
<DD>Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null)
<DL><DT><DD></DL><P>
<A NAME="destroyParticle"></A>
<A NAME="DOC.2.19.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual void destroyParticle(int i)</B></TT>
<DD>Destroy the i-th particle
<DL><DT><DD></DL><P>
<A NAME="setDefaultAttributes"></A>
<A NAME="DOC.2.19.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDefaultAttributes(const std::string &amp;texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0)</B></TT>
<DD>A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call.
If <CODE>texturefile</CODE> is empty, then texturing is turned off.
<DL><DT><DD></DL><P>
<A NAME="update"></A>
<A NAME="DOC.2.19.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void update(double dt)</B></TT>
<DD>Update the particles. Don't call this directly, use a <CODE>ParticleSystemUpdater</CODE> instead.
<DL><DT><DD></DL><P>
<A NAME="drawImplementation"></A>
<A NAME="DOC.2.19.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImplementation(osg::State &amp;state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ParticleSystem"></A>
<A NAME="DOC.2.19.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ParticleSystem()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.19.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ParticleSystem.html">ParticleSystem</A>&amp; operator=(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.19.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="single_pass_render"></A>
<A NAME="DOC.2.19.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void single_pass_render(osg::State &amp;state, const osg::Matrix &amp;modelview) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getParticleAlignment"></A>
<A NAME="DOC.2.19.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ParticleSystem::Alignment getParticleAlignment() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setParticleAlignment"></A>
<A NAME="DOC.2.19.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setParticleAlignment(<!1><A HREF="ParticleSystem.html#DOC.2.19.1">Alignment</A> a)</B></TT>
<DD>Set the alignment type of particles
<DL><DT><DD></DL><P>
<A NAME="getAlignVectorX"></A>
<A NAME="DOC.2.19.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3&amp; getAlignVectorX() const </B></TT>
<DD>Get the X-axis alignment vector
<DL><DT><DD></DL><P>
<A NAME="setAlignVectorX"></A>
<A NAME="DOC.2.19.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorX(const osg::Vec3 &amp;v)</B></TT>
<DD>Set the X-axis alignment vector
<DL><DT><DD></DL><P>
<A NAME="getAlignVectorY"></A>
<A NAME="DOC.2.19.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3&amp; getAlignVectorY() const </B></TT>
<DD>Get the Y-axis alignment vector
<DL><DT><DD></DL><P>
<A NAME="setAlignVectorY"></A>
<A NAME="DOC.2.19.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorY(const osg::Vec3 &amp;v)</B></TT>
<DD>Set the Y-axis alignment vector
<DL><DT><DD></DL><P>
<A NAME="setAlignVectors"></A>
<A NAME="DOC.2.19.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectors(const osg::Vec3 &amp;X, const osg::Vec3 &amp;Y)</B></TT>
<DD>Set the alignment vectors
<DL><DT><DD></DL><P>
<A NAME="isFrozen"></A>
<A NAME="DOC.2.19.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isFrozen() const </B></TT>
<DD>Return true if the particle system is frozen
<DL><DT><DD></DL><P>
<A NAME="setFrozen"></A>
<A NAME="DOC.2.19.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrozen(bool v)</B></TT>
<DD>Set or reset the <I>frozen</I> state.
When the particle system is frozen, emitters and programs won't do anything on it.
<DL><DT><DD></DL><P>
<A NAME="getDefaultBoundingBox"></A>
<A NAME="DOC.2.19.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::BoundingBox&amp; getDefaultBoundingBox() const </B></TT>
<DD>Get the default bounding box
<DL><DT><DD></DL><P>
<A NAME="setDefaultBoundingBox"></A>
<A NAME="DOC.2.19.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDefaultBoundingBox(const osg::BoundingBox &amp;bbox)</B></TT>
<DD>Set the default bounding box.
The default bounding box is used when a real bounding box cannot be computed, for example
because no particles has been updated yet.
<DL><DT><DD></DL><P>
<A NAME="getDoublePassRendering"></A>
<A NAME="DOC.2.19.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool getDoublePassRendering() const </B></TT>
<DD>Get the double pass rendering flag
<DL><DT><DD></DL><P>
<A NAME="setDoublePassRendering"></A>
<A NAME="DOC.2.19.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDoublePassRendering(bool v)</B></TT>
<DD>Set the double pass rendering flag.
Double pass rendering avoids overdraw problems between particle systems
and other opaque objects. If you can render all the particle systems <U>after</U>
the opaque objects, then double pass is not necessary and can be turned off (best choice).
If you set the default attributes with <CODE>setDefaultAttributes</CODE>, then the particle
system will fall into a transparent bin.
<DL><DT><DD></DL><P>
<A NAME="numParticles"></A>
<A NAME="DOC.2.19.47"></A>
<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.2.19.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int numDeadParticles() const </B></TT>
<DD>Get the number of dead particles
<DL><DT><DD></DL><P>
<A NAME="getParticle"></A>
<A NAME="DOC.2.19.49"></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.2.19.50"></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.2.19.51"></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.2.19.52"></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.2.19.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="update_bounds"></A>
<A NAME="DOC.2.19.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void update_bounds(const osg::Vec3 &amp;p, float r)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDefaultParticleTemplate"></A>
<A NAME="DOC.2.19.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Particle.html">Particle</A>&amp; 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.2.19.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDefaultParticleTemplate(const <!1><A HREF="Particle.html">Particle</A> &amp;p)</B></TT>
<DD>Set the default particle template (particle is copied)
<DL><DT><DD></DL><P>
<A NAME="getFreezeOnCull"></A>
<A NAME="DOC.2.19.57"></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.2.19.58"></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.2.19.59"></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
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<A NAME="setLevelOfDetail"></A>
<A NAME="DOC.2.19.60"></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.
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<A NAME="createParticle"></A>
<A NAME="DOC.2.19.61"></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>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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