381 lines
20 KiB
HTML
381 lines
20 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
|
|
|
|
<HTML>
|
|
<HEAD>
|
|
<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleSystem</TITLE>
|
|
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.6">
|
|
</HEAD>
|
|
<BODY BGCOLOR="#ffffff">
|
|
|
|
<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">
|
|
</APPLET>
|
|
<HR>
|
|
|
|
<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>()
|
|
<DT>
|
|
<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> &copy, const osg::CopyOp &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 &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 &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& <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 &v)
|
|
<DD><I>Set the X-axis alignment vector</I>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <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 &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 &X, const osg::Vec3 &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& <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 &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 &p, float r)
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>& <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> &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>& <B><A HREF="#DOC.2.19.12">operator=</A></B>(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &)
|
|
<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 &state, const osg::Matrix &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> &copy, const osg::CopyOp &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 &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 &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>& operator=(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &)</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 &state, const osg::Matrix &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& 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 &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& 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 &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 &X, const osg::Vec3 &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& 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 &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 &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>& 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> &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
|
|
<DL><DT><DD></DL><P>
|
|
<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.
|
|
<DL><DT><DD></DL><P>
|
|
<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>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<HR><DL><DT><B>This class has no child classes.</B></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>
|
|
<BR>
|
|
This page was generated with the help of <A HREF="http://www.linuxsupportline.com/~doc++">DOC++</A>.
|
|
</BODY>
|
|
</HTML>
|