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

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<TITLE>class OSGPARTICLE_EXPORT osgParticle::ParticleSystemUpdater</TITLE>
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<H2>class OSGPARTICLE_EXPORT <A HREF="#DOC.DOCU">osgParticle::ParticleSystemUpdater</A></H2></H2><BLOCKQUOTE>A useful node class for updating particle systems automatically.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Node,M,CParticleSystemUpdater,MParticleSystemUpdater.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>
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<DL>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.20.1">ParticleSystemUpdater</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.20.2">ParticleSystemUpdater</A></B>(const <!1><A HREF="ParticleSystemUpdater.html#DOC.2.20.2">ParticleSystemUpdater</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.20.3">META_Node</A></B>(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.20.4">traverse</A></B>(osg::NodeVisitor &amp;nv)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.11">computeBound</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.12">addParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)
<DD><I>Add a particle system to the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.13">removeParticleSystem</A></B>(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)
<DD><I>Remove a particle system from the list (by pointer)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.14">removeParticleSystem</A></B>(unsigned int pos, unsigned int numParticleSystemsToRemove)
<DD><I>Remove a particle system(s) from the list (by index)</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.15">replaceParticleSystem</A></B>( <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* origPS, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* newPS )
<DD><I>Replace ParticleSystem with another ParticleSystem</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.16">setParticleSystem</A></B>( unsigned int i, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps )
<DD><I>set a particle system by index</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned int <B><A HREF="#DOC.2.20.17">getNumParticleSystems</A></B>() const
<DD><I>Return the number of particle systems on the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* <B><A HREF="#DOC.2.20.18">getParticleSystem</A></B>(unsigned int i)
<DD><I>Get a particle system from the list</I>
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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.2.20.19">getParticleSystem</A></B>(unsigned int i) const
<DD><I>Get a particle system from the list</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.20.20">containsParticleSystem</A></B>( const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps ) const
<DD><I>return true if ParticleSystem is contained within ParticlsSystemUpdater</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned int <B><A HREF="#DOC.2.20.21">getParticleSystemIndex</A></B>( const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps ) const
<DD><I>get index number of ParticleSystem</I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.20.5">~ParticleSystemUpdater</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>&amp; <B><A HREF="#DOC.2.20.6">operator=</A></B>(const <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A> &amp;)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual bool <B><A HREF="#DOC.2.20.7">computeBound</A></B>() const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>A useful node class for updating particle systems automatically.
When a <CODE>ParticleSystemUpdater</CODE> is traversed by a cull visitor, it calls the
<CODE>update()</CODE> method on the specified particle systems. You should place this updater
<U>AFTER</U> other nodes like emitters and programs.</BLOCKQUOTE>
<DL>
<A NAME="ParticleSystemUpdater"></A>
<A NAME="DOC.2.20.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystemUpdater()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ParticleSystemUpdater"></A>
<A NAME="DOC.2.20.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ParticleSystemUpdater(const <!1><A HREF="ParticleSystemUpdater.html#DOC.2.20.2">ParticleSystemUpdater</A> &amp;copy, const osg::CopyOp &amp;copyop = osg::CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Node"></A>
<A NAME="DOC.2.20.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="osgParticle.html">osgParticle</A>, <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.20.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(osg::NodeVisitor &amp;nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ParticleSystemUpdater"></A>
<A NAME="DOC.2.20.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ParticleSystemUpdater()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.20.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A>&amp; operator=(const <!1><A HREF="ParticleSystemUpdater.html">ParticleSystemUpdater</A> &amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.20.7"></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="computeBound"></A>
<A NAME="DOC.2.20.11"></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="addParticleSystem"></A>
<A NAME="DOC.2.20.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool addParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)</B></TT>
<DD>Add a particle system to the list
<DL><DT><DD></DL><P>
<A NAME="removeParticleSystem"></A>
<A NAME="DOC.2.20.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool removeParticleSystem(<!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps)</B></TT>
<DD>Remove a particle system from the list (by pointer)
<DL><DT><DD></DL><P>
<A NAME="removeParticleSystem"></A>
<A NAME="DOC.2.20.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool removeParticleSystem(unsigned int pos, unsigned int numParticleSystemsToRemove)</B></TT>
<DD>Remove a particle system(s) from the list (by index)
<DL><DT><DD></DL><P>
<A NAME="replaceParticleSystem"></A>
<A NAME="DOC.2.20.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool replaceParticleSystem( <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* origPS, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* newPS )</B></TT>
<DD>Replace ParticleSystem with another ParticleSystem
<DL><DT><DD></DL><P>
<A NAME="setParticleSystem"></A>
<A NAME="DOC.2.20.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool setParticleSystem( unsigned int i, <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps )</B></TT>
<DD>set a particle system by index
<DL><DT><DD></DL><P>
<A NAME="getNumParticleSystems"></A>
<A NAME="DOC.2.20.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned int getNumParticleSystems() const </B></TT>
<DD>Return the number of particle systems on the list
<DL><DT><DD></DL><P>
<A NAME="getParticleSystem"></A>
<A NAME="DOC.2.20.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem(unsigned int i)</B></TT>
<DD>Get a particle system from the list
<DL><DT><DD></DL><P>
<A NAME="getParticleSystem"></A>
<A NAME="DOC.2.20.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* getParticleSystem(unsigned int i) const </B></TT>
<DD>Get a particle system from the list
<DL><DT><DD></DL><P>
<A NAME="containsParticleSystem"></A>
<A NAME="DOC.2.20.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool containsParticleSystem( const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps ) const </B></TT>
<DD>return true if ParticleSystem is contained within ParticlsSystemUpdater
<DL><DT><DD></DL><P>
<A NAME="getParticleSystemIndex"></A>
<A NAME="DOC.2.20.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned int getParticleSystemIndex( const <!1><A HREF="ParticleSystem.html">ParticleSystem</A>* ps ) const </B></TT>
<DD>get index number of ParticleSystem
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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