Checking in updates to documentition for the 0.9.2 release.
This commit is contained in:
@@ -44,84 +44,84 @@
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.9">update</A></B>(double dt)
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<DD><I>Update the particles.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ParticleSystem::Alignment <B><A HREF="#DOC.2.15.32">getParticleAlignment</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ParticleSystem::Alignment <B><A HREF="#DOC.2.15.34">getParticleAlignment</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.2.15.33">setParticleAlignment</A></B>(<!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> a)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.35">setParticleAlignment</A></B>(<!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> a)
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<DD><I>Set the alignment type of particles</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.34">getAlignVectorX</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.36">getAlignVectorX</A></B>() const
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<DD><I>Get the X-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.35">setAlignVectorX</A></B>(const osg::Vec3 &v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.37">setAlignVectorX</A></B>(const osg::Vec3 &v)
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<DD><I>Set the X-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.36">getAlignVectorY</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3& <B><A HREF="#DOC.2.15.38">getAlignVectorY</A></B>() const
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<DD><I>Get the Y-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.37">setAlignVectorY</A></B>(const osg::Vec3 &v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.39">setAlignVectorY</A></B>(const osg::Vec3 &v)
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<DD><I>Set the Y-axis alignment vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.38">setAlignVectors</A></B>(const osg::Vec3 &X, const osg::Vec3 &Y)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.40">setAlignVectors</A></B>(const osg::Vec3 &X, const osg::Vec3 &Y)
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<DD><I>Set the alignment vectors</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.39">isFrozen</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.41">isFrozen</A></B>() const
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<DD><I>Return true if the particle system is frozen</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.40">setFrozen</A></B>(bool v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.42">setFrozen</A></B>(bool v)
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<DD><I>Set or reset the <I>frozen</I> state.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::BoundingBox& <B><A HREF="#DOC.2.15.41">getDefaultBoundingBox</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::BoundingBox& <B><A HREF="#DOC.2.15.43">getDefaultBoundingBox</A></B>() const
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<DD><I>Get the default bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.42">setDefaultBoundingBox</A></B>(const osg::BoundingBox &bbox)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.44">setDefaultBoundingBox</A></B>(const osg::BoundingBox &bbox)
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<DD><I>Set the default bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.43">getDoublePassRendering</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.45">getDoublePassRendering</A></B>() const
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<DD><I>Get the double pass rendering flag</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.44">setDoublePassRendering</A></B>(bool v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.46">setDoublePassRendering</A></B>(bool v)
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<DD><I>Set the double pass rendering flag.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.45">numParticles</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.47">numParticles</A></B>() const
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<DD><I>Get the number of allocated particles (alive + dead)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.46">numDeadParticles</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.48">numDeadParticles</A></B>() const
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<DD><I>Get the number of dead particles</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.47">getParticle</A></B>(int i)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.49">getParticle</A></B>(int i)
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<DD><I>Get a pointer to the i-th particle</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.48">getParticle</A></B>(int i) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.50">getParticle</A></B>(int i) const
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<DD><I>Get a const pointer to the i-th particle</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.49">destroyParticle</A></B>(int i)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.51">destroyParticle</A></B>(int i)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.50">getLastFrameNumber</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.52">getLastFrameNumber</A></B>() const
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<DD><I>Get the last frame number</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.15.51">computeBound</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.53">computeBound</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.2.15.52">update_bounds</A></B>(const osg::Vec3 &p, float r)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.54">update_bounds</A></B>(const osg::Vec3 &p, float r)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>& <B><A HREF="#DOC.2.15.53">getDefaultParticleTemplate</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Particle.html">Particle</A>& <B><A HREF="#DOC.2.15.55">getDefaultParticleTemplate</A></B>() const
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<DD><I>Get a reference to the default particle template</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.54">setDefaultParticleTemplate</A></B>(const <!1><A HREF="Particle.html">Particle</A> &p)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.56">setDefaultParticleTemplate</A></B>(const <!1><A HREF="Particle.html">Particle</A> &p)
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<DD><I>Set the default particle template (particle is copied)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.55">getFreezeOnCull</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.15.57">getFreezeOnCull</A></B>() const
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<DD><I>Get whether the particle system can freeze when culled</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.56">setFreezeOnCull</A></B>(bool v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.58">setFreezeOnCull</A></B>(bool v)
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<DD><I>Set whether the particle system can freeze when culled (default is true)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.57">getLevelOfDetail</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.15.59">getLevelOfDetail</A></B>() const
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<DD><I>(<B>EXPERIMENTAL</B>) Get the level of detail</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.58">setLevelOfDetail</A></B>(int v)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.15.60">setLevelOfDetail</A></B>(int v)
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<DD><I>(<B>EXPERIMENTAL</B>) Set the level of detail.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.59">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Particle.html">Particle</A>* <B><A HREF="#DOC.2.15.61">createParticle</A></B>(const <!1><A HREF="Particle.html">Particle</A>* ptemplate)
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</DL></P>
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<P><DL>
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@@ -135,11 +135,11 @@
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ParticleSystem.html">ParticleSystem</A>& <B><A HREF="#DOC.2.15.11">operator=</A></B>(const <!1><A HREF="ParticleSystem.html">ParticleSystem</A> &)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual const bool <B><A HREF="#DOC.2.15.12">computeBound</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline virtual bool <B><A HREF="#DOC.2.15.12">computeBound</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.13">drawImmediateMode</A></B>(osg::State &state)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.15.13">drawImplementation</A></B>(osg::State &state) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.14">single_pass_render</A></B>(osg::State &state, const osg::Matrix &modelview)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.15.14">single_pass_render</A></B>(osg::State &state, const osg::Matrix &modelview) const
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</DL></P>
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</DL>
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@@ -216,80 +216,80 @@ If <CODE>texturefile</CODE> is empty, then texturing is turned off.
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<DL><DT><DD></DL><P>
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<A NAME="computeBound"></A>
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<A NAME="DOC.2.15.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual const bool computeBound() const </B></TT>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline virtual bool computeBound() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="drawImmediateMode"></A>
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<A NAME="drawImplementation"></A>
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<A NAME="DOC.2.15.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImmediateMode(osg::State &state)</B></TT>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImplementation(osg::State &state) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="single_pass_render"></A>
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<A NAME="DOC.2.15.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void single_pass_render(osg::State &state, const osg::Matrix &modelview)</B></TT>
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<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>
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<DL><DT><DD></DL><P>
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<A NAME="getParticleAlignment"></A>
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<A NAME="DOC.2.15.32"></A>
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<A NAME="DOC.2.15.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ParticleSystem::Alignment getParticleAlignment() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setParticleAlignment"></A>
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<A NAME="DOC.2.15.33"></A>
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<A NAME="DOC.2.15.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setParticleAlignment(<!1><A HREF="ParticleSystem.html#DOC.2.15.1">Alignment</A> a)</B></TT>
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<DD>Set the alignment type of particles
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<DL><DT><DD></DL><P>
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<A NAME="getAlignVectorX"></A>
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<A NAME="DOC.2.15.34"></A>
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<A NAME="DOC.2.15.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3& getAlignVectorX() const </B></TT>
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<DD>Get the X-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectorX"></A>
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<A NAME="DOC.2.15.35"></A>
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<A NAME="DOC.2.15.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorX(const osg::Vec3 &v)</B></TT>
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<DD>Set the X-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="getAlignVectorY"></A>
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<A NAME="DOC.2.15.36"></A>
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<A NAME="DOC.2.15.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3& getAlignVectorY() const </B></TT>
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<DD>Get the Y-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectorY"></A>
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<A NAME="DOC.2.15.37"></A>
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<A NAME="DOC.2.15.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectorY(const osg::Vec3 &v)</B></TT>
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<DD>Set the Y-axis alignment vector
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<DL><DT><DD></DL><P>
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<A NAME="setAlignVectors"></A>
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<A NAME="DOC.2.15.38"></A>
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<A NAME="DOC.2.15.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAlignVectors(const osg::Vec3 &X, const osg::Vec3 &Y)</B></TT>
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<DD>Set the alignment vectors
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<DL><DT><DD></DL><P>
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<A NAME="isFrozen"></A>
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<A NAME="DOC.2.15.39"></A>
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<A NAME="DOC.2.15.41"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isFrozen() const </B></TT>
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<DD>Return true if the particle system is frozen
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<DL><DT><DD></DL><P>
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<A NAME="setFrozen"></A>
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<A NAME="DOC.2.15.40"></A>
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<A NAME="DOC.2.15.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrozen(bool v)</B></TT>
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<DD>Set or reset the <I>frozen</I> state.
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When the particle system is frozen, emitters and programs won't do anything on it.
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<DL><DT><DD></DL><P>
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<A NAME="getDefaultBoundingBox"></A>
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<A NAME="DOC.2.15.41"></A>
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<A NAME="DOC.2.15.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::BoundingBox& getDefaultBoundingBox() const </B></TT>
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<DD>Get the default bounding box
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<DL><DT><DD></DL><P>
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<A NAME="setDefaultBoundingBox"></A>
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<A NAME="DOC.2.15.42"></A>
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<A NAME="DOC.2.15.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDefaultBoundingBox(const osg::BoundingBox &bbox)</B></TT>
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<DD>Set the default bounding box.
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The default bounding box is used when a real bounding box cannot be computed, for example
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because no particles has been updated yet.
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<DL><DT><DD></DL><P>
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<A NAME="getDoublePassRendering"></A>
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<A NAME="DOC.2.15.43"></A>
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<A NAME="DOC.2.15.45"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool getDoublePassRendering() const </B></TT>
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<DD>Get the double pass rendering flag
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<DL><DT><DD></DL><P>
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<A NAME="setDoublePassRendering"></A>
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<A NAME="DOC.2.15.44"></A>
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<A NAME="DOC.2.15.46"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDoublePassRendering(bool v)</B></TT>
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<DD>Set the double pass rendering flag.
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Double pass rendering avoids overdraw problems between particle systems
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@@ -299,75 +299,75 @@ If you set the default attributes with <CODE>setDefaultAttributes</CODE>, then t
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system will fall into a transparent bin.
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<DL><DT><DD></DL><P>
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<A NAME="numParticles"></A>
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<A NAME="DOC.2.15.45"></A>
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<A NAME="DOC.2.15.47"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int numParticles() const </B></TT>
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<DD>Get the number of allocated particles (alive + dead)
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<DL><DT><DD></DL><P>
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<A NAME="numDeadParticles"></A>
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<A NAME="DOC.2.15.46"></A>
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<A NAME="DOC.2.15.48"></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.2.15.47"></A>
|
||||
<A NAME="DOC.2.15.49"></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.2.15.48"></A>
|
||||
<A NAME="DOC.2.15.50"></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.2.15.49"></A>
|
||||
<A NAME="DOC.2.15.51"></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.2.15.50"></A>
|
||||
<A NAME="DOC.2.15.52"></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.2.15.51"></A>
|
||||
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool computeBound() const </B></TT>
|
||||
<A NAME="DOC.2.15.53"></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.2.15.52"></A>
|
||||
<A NAME="DOC.2.15.54"></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.2.15.53"></A>
|
||||
<A NAME="DOC.2.15.55"></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.2.15.54"></A>
|
||||
<A NAME="DOC.2.15.56"></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.2.15.55"></A>
|
||||
<A NAME="DOC.2.15.57"></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.2.15.56"></A>
|
||||
<A NAME="DOC.2.15.58"></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.2.15.57"></A>
|
||||
<A NAME="DOC.2.15.59"></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.2.15.58"></A>
|
||||
<A NAME="DOC.2.15.60"></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.2.15.59"></A>
|
||||
<A NAME="DOC.2.15.61"></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>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user