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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CParticleSystemProcess class Reference</title>
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+<h1>NL3D::CParticleSystemProcess Class Reference</h1><code>#include &lt;<a class="el" href="a06151.html">particle_system_process.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::CParticleSystemProcess:
+<p><center><img src="a03054.png" usemap="#NL3D::CParticleSystemProcess_map" border="0" alt=""></center>
+<map name="NL3D::CParticleSystemProcess_map">
+<area href="a02867.html" alt="NLMISC::IStreamable" shape="rect" coords="0,56,188,80">
+<area href="a02540.html" alt="NLMISC::IClassable" shape="rect" coords="0,0,188,24">
+<area href="a03214.html" alt="NL3D::CPSLocated" shape="rect" coords="0,168,188,192">
+</map>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A system particle process; A process is anything that can be called at each update of the system
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00074">74</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa0">computeBBox</a> (<a class="el" href="a02156.html">NLMISC::CAABBox</a> &amp;aabbox) const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa1">enumTexs</a> (std::vector&lt; <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="a03487.html">ITexture</a> &gt; &gt; &amp;dest, <a class="el" href="a02434.html">IDriver</a> &amp;drv)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual std::string&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02540.html#NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a6">getClassName</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a557">TPSMatrixMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocateda33">getMatrixMode</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03041.html">CParticleSystem</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocateda38">getOwner</a> (void) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">retrieve the particle system that owns this process (const version) <a href="#NL3D_1_1CPSLocateda38"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03041.html">CParticleSystem</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocateda39">getOwner</a> (void)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieve the particle system that owns this process. <a href="#NL3D_1_1CPSLocateda39"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa6">getUserMatrixUsageCount</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa7">hasEmitters</a> (void) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">tells wether there are alive emitters / particles in the system <a href="#NL3D_1_1CParticleSystemProcessa7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa8">hasParticles</a> (void) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">tells wether there are alive entities / particles in the system <a href="#NL3D_1_1CParticleSystemProcessa8"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa9">isLocated</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa10">isParametricMotionEnabled</a> (void) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">test wether parametric motion is enabled <a href="#NL3D_1_1CParticleSystemProcessa10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa11">performParametricMotion</a> (<a class="el" href="a05363.html#a366">TAnimationTime</a> date, <a class="el" href="a05363.html#a366">TAnimationTime</a> ellapsedTime, <a class="el" href="a05363.html#a366">TAnimationTime</a> realEllapsedTime)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">perform parametric motion if enabled <a href="#NL3D_1_1CParticleSystemProcessa11"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa12">querryMaxWantedNumFaces</a> (void)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">max number of faces wanted by this process (for load balancing) <a href="#NL3D_1_1CParticleSystemProcessa12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa13">releaseAllRef</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa14">releaseRefTo</a> (const <a class="el" href="a03054.html">CParticleSystemProcess</a> *other)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa15">setMatrixMode</a> (<a class="el" href="a05363.html#a557">TPSMatrixMode</a> matrixMode)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocateda89">setOwner</a> (<a class="el" href="a03041.html">CParticleSystem</a> *ps)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the process owner. Called by the particle system during attachment. <a href="#NL3D_1_1CPSLocateda89"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa17">setZBias</a> (float <a class="el" href="a04223.html#a658">value</a>)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa18">step</a> (<a class="el" href="a05363.html#a556">TPSProcessPass</a> pass, <a class="el" href="a05363.html#a366">TAnimationTime</a> ellapsedTime, <a class="el" href="a05363.html#a366">TAnimationTime</a> realEt)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa19">systemDateChanged</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa20">updateLife</a> (<a class="el" href="a05363.html#a366">TAnimationTime</a> ellapsedTime)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Update the life of objects.. <a href="#NL3D_1_1CParticleSystemProcessa20"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessz628_0">CParticleSystemProcess</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ctor <a href="#NL3D_1_1CParticleSystemProcessz628_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessz628_1">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &amp;f) throw (NLMISC::EStream)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessz628_2">~CParticleSystemProcess</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">dtor <a href="#NL3D_1_1CParticleSystemProcessz628_2"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a05363.html#a557">TPSMatrixMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03041.html">CParticleSystem</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a></td></tr>
+
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessz628_0" doxytag="NL3D::CParticleSystemProcess::CParticleSystemProcess" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CParticleSystemProcess::CParticleSystemProcess </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ctor
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00081">81</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+References <a class="el" href="a06151.html#l00193">_MatrixMode</a>, and <a class="el" href="a05363.html#a557a218">NL3D::PSFXWorldMatrix</a>.
+<p>
+<div class="fragment"><pre>00081 : <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>(NULL), <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a>(PSFXWorldMatrix) {}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessz628_2" doxytag="NL3D::CParticleSystemProcess::~CParticleSystemProcess" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::CParticleSystemProcess::~<a class="el" href="a03054.html">CParticleSystemProcess</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+dtor
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00084">84</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00084 {}
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa0" doxytag="NL3D::CParticleSystemProcess::computeBBox" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::computeBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02156.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>aabbox</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Compute the aabbox of this process, (expressed in world basis). <dl compact><dt><b>Returns:</b></dt><dd>true if there is any aabbox </dd></dl>
+<dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>aabbox</em>&nbsp;</td><td>a ref to the result box</td></tr>
+ </table>
+</dl>
+
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda3">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa1" doxytag="NL3D::CParticleSystemProcess::enumTexs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::enumTexs </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="a03487.html">ITexture</a> &gt; &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02434.html">IDriver</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>drv</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda11">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a6" doxytag="NL3D::CParticleSystemProcess::getClassName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual std::string NLMISC::IClassable::getClassName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a02995.html#NLAIAGENT_1_1CNumericIndexz1699_0">NLAIAGENT::CNumericIndex</a>, <a class="el" href="a02145.html#NLAIAGENT_1_1VectorTypez1764_0">NLAIC::IPointerGestion</a>, <a class="el" href="a02650.html#NLAIC_1_1CIdentTypez1766_0">NLAIC::CIdentType</a>, and <a class="el" href="a02241.html#CAutomataDescz1896_0">CAutomataDesc</a>.
+<p>
+Referenced by <a class="el" href="a05549.html#l00091">NLMISC::CClassRegistry::checkObject()</a>, and <a class="el" href="a06525.html#l00039">NL3D::GetTextureSize()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocatedz630_0" doxytag="NL3D::CParticleSystemProcess::getFontGenerator" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a02541.html">CFontGenerator</a> * NL3D::CParticleSystemProcess::getFontGenerator </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Shortcut to get a font generator if one was set, const version (edition mode).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06150.html#l00078">78</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06143.html#l00422">NL3D::CParticleSystem::getFontGenerator()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+<div class="fragment"><pre>00079 {
+00080 <a class="code" href="a04199.html#a6">nlassert</a>(_Owner);
+00081 <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;getFontGenerator();
+00082 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocatedz630_1" doxytag="NL3D::CParticleSystemProcess::getFontGenerator" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02541.html">CFontGenerator</a> * NL3D::CParticleSystemProcess::getFontGenerator </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Shortcut to get a font generator if one was set (edition mode).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06150.html#l00071">71</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06143.html#l00422">NL3D::CParticleSystem::getFontGenerator()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+Referenced by <a class="el" href="a06247.html#l00897">NL3D::CPSLocatedBindable::getFontGenerator()</a>.
+<p>
+<div class="fragment"><pre>00072 {
+00073 <a class="code" href="a04199.html#a6">nlassert</a>(_Owner);
+00074 <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;getFontGenerator();
+00075 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocatedz630_2" doxytag="NL3D::CParticleSystemProcess::getFontManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a02542.html">CFontManager</a> * NL3D::CParticleSystemProcess::getFontManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Shortcut to get a font Manager if one was set, const version (edition mode).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06150.html#l00092">92</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06143.html#l00431">NL3D::CParticleSystem::getFontManager()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+<div class="fragment"><pre>00093 {
+00094 <a class="code" href="a04199.html#a6">nlassert</a>(_Owner);
+00095 <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;getFontManager();
+00096 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocatedz630_3" doxytag="NL3D::CParticleSystemProcess::getFontManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02542.html">CFontManager</a> * NL3D::CParticleSystemProcess::getFontManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Shortcut to get a font Manager if one was set (edition mode).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06150.html#l00085">85</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06143.html#l00431">NL3D::CParticleSystem::getFontManager()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+Referenced by <a class="el" href="a06246.html#l02091">NL3D::CPSLocatedBindable::getFontManager()</a>.
+<p>
+<div class="fragment"><pre>00086 {
+00087 <a class="code" href="a04199.html#a6">nlassert</a>(_Owner);
+00088 <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;getFontManager();
+00089 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocateda33" doxytag="NL3D::CParticleSystemProcess::getMatrixMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a557">TPSMatrixMode</a> NL3D::CParticleSystemProcess::getMatrixMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00143">143</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+References <a class="el" href="a06151.html#l00193">_MatrixMode</a>, and <a class="el" href="a06151.html#l00061">NL3D::TPSMatrixMode</a>.
+<p>
+Referenced by <a class="el" href="a06239.html#l00133">NL3D::CPSForce::cancelIntegrable()</a>, <a class="el" href="a06246.html#l00612">NL3D::CPSLocated::computeI()</a>, <a class="el" href="a06246.html#l00643">NL3D::CPSLocated::computeJ()</a>, <a class="el" href="a06246.html#l00674">NL3D::CPSLocated::computeK()</a>, <a class="el" href="a06219.html#l01172">NL3D::CPSAttribMakerT&lt; T, F &gt;::get()</a>, <a class="el" href="a06247.html#l01133">NL3D::CPSLocated::getConversionMatrix()</a>, <a class="el" href="a06246.html#l00092">NL3D::CPSLocated::getLocalToWorldMatrix()</a>, <a class="el" href="a06246.html#l00108">NL3D::CPSLocated::getWorldToLocalMatrix()</a>, <a class="el" href="a06246.html#l01885">NL3D::CPSLocated::integrableForceBasisChanged()</a>, <a class="el" href="a06219.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make()</a>, <a class="el" href="a06219.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4()</a>, <a class="el" href="a06219.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN()</a>, <a class="el" href="a06246.html#l00852">NL3D::CPSLocated::newElement()</a>, <a class="el" href="a06229.html#l00119">NL3D::CPSEmitter::processEmit()</a>, <a class="el" href="a06229.html#l00247">NL3D::CPSEmitter::processEmitConsistent()</a>, <a class="el" href="a06246.html#l01836">NL3D::CPSLocated::registerIntegrableForce()</a>, <a class="el" href="a06239.html#l00147">NL3D::CPSForce::renewIntegrable()</a>, <a class="el" href="a06246.html#l00401">NL3D::CPSLocated::setMatrixMode()</a>, and <a class="el" href="a06246.html#l01851">NL3D::CPSLocated::unregisterIntegrableForce()</a>.
+<p>
+<div class="fragment"><pre>00143 { <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a>; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocateda38" doxytag="NL3D::CParticleSystemProcess::getOwner" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03041.html">CParticleSystem</a>* NL3D::CParticleSystemProcess::getOwner </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+retrieve the particle system that owns this process (const version)
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00114">114</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00114 { <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a> ; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocateda39" doxytag="NL3D::CParticleSystemProcess::getOwner" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03041.html">CParticleSystem</a>* NL3D::CParticleSystemProcess::getOwner </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Retrieve the particle system that owns this process.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00111">111</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+Referenced by <a class="el" href="a06246.html#l02202">NL3D::CPSTargetLocatedBindable::attachTarget()</a>, <a class="el" href="a06229.html#l02117">NL3D::CPSEmitter::checkLoop()</a>, <a class="el" href="a06257.html#l00082">NL3D::CPSParticle::computeSrcStep()</a>, <a class="el" href="a06250.html#l00260">NL3D::CPSMesh::deleteElement()</a>, <a class="el" href="a06246.html#l02038">NL3D::CPSLocatedBindable::displayIcon2d()</a>, <a class="el" href="a06283.html#l00242">NL3D::CPSTailDot::displayRibbons()</a>, <a class="el" href="a06277.html#l00319">NL3D::CPSRibbonLookAt::displayRibbons()</a>, <a class="el" href="a06273.html#l00471">NL3D::CPSRibbon::displayRibbons()</a>, <a class="el" href="a06279.html#l00286">NL3D::CPSShockWave::draw()</a>, <a class="el" href="a06226.html#l00122">NL3D::CPSDot::draw()</a>, <a class="el" href="a06250.html#l00521">NL3D::CPSConstraintMeshHelper::drawMeshs()</a>, <a class="el" href="a06250.html#l00793">NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs()</a>, <a class="el" href="a06246.html#l01975">NL3D::CPSLocatedBindable::finalize()</a>, <a class="el" href="a06229.html#l00901">NL3D::GenEmitterPositions()</a>, <a class="el" href="a06229.html#l00951">NL3D::GenEmitterPositionsWithLOD()</a>, <a class="el" href="a06246.html#l02116">NL3D::CPSLocatedBindable::getInvertedSysMat()</a>, <a class="el" href="a06246.html#l02134">NL3D::CPSLocatedBindable::getInvertedViewMat()</a>, <a class="el" href="a06246.html#l02108">NL3D::CPSLocatedBindable::getSysMat()</a>, <a class="el" href="a06246.html#l02125">NL3D::CPSLocatedBindable::getViewMat()</a>, <a class="el" href="a06250.html#l01855">NL3D::CPSConstraintMesh::newElement()</a>, <a class="el" href="a06250.html#l00225">NL3D::CPSMesh::newElement()</a>, <a class="el" href="a06229.html#l00665">NL3D::CPSEmitter::processRegularEmission()</a>, <a class="el" href="a06229.html#l01000">NL3D::CPSEmitter::processRegularEmissionConsistent()</a>, <a class="el" href="a06229.html#l01426">NL3D::CPSEmitter::processRegularEmissionConsistentWithNoLOD()</a>, <a class="el" href="a06229.html#l00500">NL3D::CPSEmitter::processRegularEmissionWithNoLOD()</a>, <a class="el" href="a06142.html#l01081">NL3D::CParticleSystem::registerLocatedBindableExternID()</a>, <a class="el" href="a06229.html#l00326">NL3D::CPSEmitter::setEmissionType()</a>, <a class="el" href="a06229.html#l02080">NL3D::CPSEmitter::setEmitDelay()</a>, <a class="el" href="a06229.html#l00361">NL3D::CPSEmitter::setEmittedType()</a>, <a class="el" href="a06246.html#l02149">NL3D::CPSLocatedBindable::setExternID()</a>, <a class="el" href="a06229.html#l02090">NL3D::CPSEmitter::setMaxEmissionCount()</a>, <a class="el" href="a06246.html#l01948">NL3D::CPSLocatedBindable::setOwner()</a>, <a class="el" href="a06229.html#l00401">NL3D::CPSEmitter::setPeriod()</a>, <a class="el" href="a06229.html#l00416">NL3D::CPSEmitter::setPeriodScheme()</a>, <a class="el" href="a06283.html#l00508">NL3D::CPSTailDot::setupGlobalColor()</a>, <a class="el" href="a06235.html#l00286">NL3D::CPSFanLight::setupMaterial()</a>, <a class="el" href="a06273.html#l01026">NL3D::CPSRibbon::setupTexturedGlobalColor()</a>, <a class="el" href="a06273.html#l00984">NL3D::CPSRibbon::setupUntexturedGlobalColor()</a>, <a class="el" href="a06287.html#l01375">NL3D::CPSZoneRectangle::show()</a>, <a class="el" href="a06287.html#l01160">NL3D::CPSZoneCylinder::show()</a>, <a class="el" href="a06287.html#l00625">NL3D::CPSZoneDisc::show()</a>, <a class="el" href="a06287.html#l00448">NL3D::CPSZoneSphere::show()</a>, <a class="el" href="a06287.html#l00140">NL3D::CPSZonePlane::show()</a>, <a class="el" href="a06244.html#l00363">NL3D::CPSLight::show()</a>, <a class="el" href="a06239.html#l00900">NL3D::CPSCylindricVortex::show()</a>, <a class="el" href="a06239.html#l00295">NL3D::CPSDirectionnalForce::show()</a>, <a class="el" href="a06229.html#l02491">NL3D::CPSSphericalEmitter::showTool()</a>, <a class="el" href="a06229.html#l02391">NL3D::CPSEmitterRectangle::showTool()</a>, <a class="el" href="a06229.html#l00447">NL3D::CPSEmitter::showTool()</a>, <a class="el" href="a06283.html#l00165">NL3D::CPSTailDot::step()</a>, <a class="el" href="a06277.html#l00119">NL3D::CPSRibbonLookAt::step()</a>, <a class="el" href="a06273.html#l00266">NL3D::CPSRibbon::step()</a>, <a class="el" href="a06244.html#l00146">NL3D::CPSLight::step()</a>, <a class="el" href="a06229.html#l01755">NL3D::CPSEmitter::step()</a>, <a class="el" href="a06275.html#l00626">NL3D::CPSRibbonBase::systemDateChanged()</a>, <a class="el" href="a06142.html#l01096">NL3D::CParticleSystem::unregisterLocatedBindableExternID()</a>, <a class="el" href="a06250.html#l01134">NL3D::CPSConstraintMesh::update()</a>, <a class="el" href="a06275.html#l00139">NL3D::CPSRibbonBase::updateGlobals()</a>, <a class="el" href="a06275.html#l00610">NL3D::CPSRibbonBase::updateLOD()</a>, <a class="el" href="a06262.html#l00520">NL3D::CPSQuad::updateMatBeforeRendering()</a>, <a class="el" href="a06283.html#l00443">NL3D::CPSTailDot::updateMaterial()</a>, <a class="el" href="a06250.html#l00295">NL3D::CPSMesh::updatePos()</a>, <a class="el" href="a06229.html#l02618">NL3D::CPSEmitter::updatePSRefCountForUserMatrixUsage()</a>, <a class="el" href="a06273.html#l00890">NL3D::CPSRibbon::updateTexturedMaterial()</a>, <a class="el" href="a06273.html#l00824">NL3D::CPSRibbon::updateUntexturedMaterial()</a>, <a class="el" href="a06262.html#l00386">NL3D::CPSQuad::updateVbColNUVForRender()</a>, <a class="el" href="a06244.html#l00050">NL3D::CPSLight::~CPSLight()</a>, <a class="el" href="a06246.html#l01984">NL3D::CPSLocatedBindable::~CPSLocatedBindable()</a>, and <a class="el" href="a06250.html#l00434">NL3D::CPSMesh::~CPSMesh()</a>.
+<p>
+<div class="fragment"><pre>00111 { <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a> ; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa6" doxytag="NL3D::CParticleSystemProcess::getUserMatrixUsageCount" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CParticleSystemProcess::getUserMatrixUsageCount </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda52">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06150.html#l00052">52</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06151.html#l00193">_MatrixMode</a>, <a class="el" href="a05363.html#a557a220">NL3D::PSUserMatrix</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06150.html#l00038">setOwner()</a>.
+<p>
+<div class="fragment"><pre>00053 {
+00054 <span class="keywordflow">return</span> <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a> == <a class="code" href="a05363.html#a557a220">PSUserMatrix</a>;
+00055 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa7" doxytag="NL3D::CParticleSystemProcess::hasEmitters" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::hasEmitters </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells wether there are alive emitters / particles in the system
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda56">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00154">154</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00154 { <span class="keywordflow">return</span> <span class="keyword">false</span> ; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa8" doxytag="NL3D::CParticleSystemProcess::hasParticles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::hasParticles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells wether there are alive entities / particles in the system
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda58">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00151">151</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00151 { <span class="keywordflow">return</span> <span class="keyword">false</span> ; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa9" doxytag="NL3D::CParticleSystemProcess::isLocated" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::isLocated </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda63">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00177">177</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+Referenced by <a class="el" href="a06142.html#l01718">NL3D::CParticleSystem::activateEmitters()</a>, <a class="el" href="a06142.html#l01821">NL3D::CParticleSystem::getCurrNumParticles()</a>, <a class="el" href="a06142.html#l01797">NL3D::CParticleSystem::getMaxNumParticles()</a>, <a class="el" href="a06142.html#l01845">NL3D::CParticleSystem::getTargeters()</a>, <a class="el" href="a06142.html#l01738">NL3D::CParticleSystem::hasActiveEmitters()</a>, <a class="el" href="a06142.html#l01761">NL3D::CParticleSystem::hasEmittersTemplates()</a>, and <a class="el" href="a06142.html#l01784">NL3D::CParticleSystem::matchArraySize()</a>.
+<p>
+<div class="fragment"><pre>00177 { <span class="keywordflow">return</span> <span class="keyword">false</span>; }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa10" doxytag="NL3D::CParticleSystemProcess::isParametricMotionEnabled" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::isParametricMotionEnabled </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+test wether parametric motion is enabled
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda64">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00163">163</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00163 { <span class="keywordflow">return</span> <span class="keyword">false</span>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa11" doxytag="NL3D::CParticleSystemProcess::performParametricMotion" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::performParametricMotion </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>date</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>ellapsedTime</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>realEllapsedTime</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+perform parametric motion if enabled
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda69">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00166">166</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05454.html#l00044">NL3D::TAnimationTime</a>.
+<p>
+<div class="fragment"><pre>00168 { <a class="code" href="a04199.html#a6">nlassert</a>(0);}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa12" doxytag="NL3D::CParticleSystemProcess::querryMaxWantedNumFaces" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::CParticleSystemProcess::querryMaxWantedNumFaces </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+max number of faces wanted by this process (for load balancing)
+<p>
+
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda70">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa13" doxytag="NL3D::CParticleSystemProcess::releaseAllRef" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::releaseAllRef </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Release any reference this process may have to other process of the system For example, this is used when detaching a process of a system.
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda74">NL3D::CPSLocated</a>.
+<p>
+Referenced by <a class="el" href="a06150.html#l00038">setOwner()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa14" doxytag="NL3D::CParticleSystemProcess::releaseRefTo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::releaseRefTo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03054.html">CParticleSystemProcess</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>other</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Release any reference this process may have on the given process. Force example, this may be used to remove a target from a force. For example, this is used when detaching a process of a system.
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda77">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessz628_1" doxytag="NL3D::CParticleSystemProcess::serial" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CParticleSystemProcess::serial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>f</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> throw (<a class="el" href="a03781.html">NLMISC::EStream</a>)<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Serialize this object. Everything is saved, except for the fontManager and the fontGenerator. They must be set again if the PSToolRender pass is used.
+<p>
+Implements <a class="el" href="a02867.html#NL3D_1_1ITrackDefaulta6">NLMISC::IStreamable</a>.
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda80">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06150.html#l00101">101</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05363.html#a557a218">NL3D::PSFXWorldMatrix</a>, <a class="el" href="a05363.html#a557a219">NL3D::PSIdentityMatrix</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00102 {
+00103 <span class="comment">// version 2 : added matrix mode (just not fx world matrix or identity)</span>
+00104 <span class="comment">// version 1 : base version</span>
+00105 <a class="code" href="a04558.html#a14">sint</a> ver = f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(2);
+00106 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_7">serialPtr</a>(_Owner);
+00107 <span class="keywordflow">if</span> (ver == 1)
+00108 {
+00109 <a class="code" href="a04199.html#a6">nlassert</a>(f.<a class="code" href="a02270.html#NLMISC_1_1IStreama0">isReading</a>());
+00110 <span class="keywordtype">bool</span> usesFXWorldMatrix;
+00111 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(usesFXWorldMatrix);
+00112 <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a> = usesFXWorldMatrix ? <a class="code" href="a05363.html#a557a218">PSFXWorldMatrix</a> : <a class="code" href="a05363.html#a557a219">PSIdentityMatrix</a>;
+00113 }
+00114 <span class="keywordflow">if</span> (ver &gt;= 2)
+00115 {
+00116 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama7">serialEnum</a>(_MatrixMode);
+00117 }
+00118 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa15" doxytag="NL3D::CParticleSystemProcess::setMatrixMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CParticleSystemProcess::setMatrixMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a557">TPSMatrixMode</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>matrixMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Choose the basis for this process. NB: This won't change any existing coordinate By default, all process are expressed in the world basis
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda87">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06150.html#l00058">58</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06151.html#l00193">_MatrixMode</a>, <a class="el" href="a06142.html#l01878">NL3D::CParticleSystem::matrixModeChanged()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05363.html#a557a221">NL3D::PSMatrixModeCount</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00059 {
+00060 <a class="code" href="a04199.html#a6">nlassert</a>((<a class="code" href="a04558.html#a15">uint</a>) matrixMode &lt;= PSMatrixModeCount);
+00061 <span class="keywordflow">if</span> (matrixMode == <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a>) <span class="keywordflow">return</span>;
+00062 <span class="keywordflow">if</span> (<a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>) <span class="comment">// notify the system that matrix mode has changed for that object</span>
+00063 {
+00064 <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;matrixModeChanged(<span class="keyword">this</span>, _MatrixMode, matrixMode);
+00065 }
+00066 <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp12">_MatrixMode</a> = matrixMode;
+00067 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocateda89" doxytag="NL3D::CParticleSystemProcess::setOwner" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CParticleSystemProcess::setOwner </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03041.html">CParticleSystem</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ps</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the process owner. Called by the particle system during attachment.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06150.html#l00038">38</a> of file <a class="el" href="a06150.html">particle_system_process.cpp</a>.
+<p>
+References <a class="el" href="a06142.html#l01894">NL3D::CParticleSystem::addRefForUserSysCoordInfo()</a>, <a class="el" href="a06150.html#l00052">getUserMatrixUsageCount()</a>, <a class="el" href="a03054.html#NL3D_1_1CParticleSystemProcessa13">releaseAllRef()</a>, and <a class="el" href="a06142.html#l01907">NL3D::CParticleSystem::releaseRefForUserSysCoordInfo()</a>.
+<p>
+Referenced by <a class="el" href="a06142.html#l00864">NL3D::CParticleSystem::attach()</a>, <a class="el" href="a06142.html#l01267">NL3D::CParticleSystem::detach()</a>, and <a class="el" href="a06142.html#l00886">NL3D::CParticleSystem::remove()</a>.
+<p>
+<div class="fragment"><pre>00039 {
+00040 <span class="keywordflow">if</span> (ps == <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>) <span class="keywordflow">return</span>;
+00041 <span class="keywordflow">if</span> (ps == NULL)
+00042 {
+00043 <a class="code" href="a03054.html#NL3D_1_1CParticleSystemProcessa13">releaseAllRef</a>();
+00044 }
+00045 <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;releaseRefForUserSysCoordInfo(<a class="code" href="a03054.html#NL3D_1_1CParticleSystemProcessa6">getUserMatrixUsageCount</a>());
+00046 <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a> = ps;
+00047 <span class="keywordflow">if</span> (<a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>) <a class="code" href="a03054.html#NL3D_1_1CPSLocatedp19">_Owner</a>-&gt;addRefForUserSysCoordInfo(<a class="code" href="a03054.html#NL3D_1_1CParticleSystemProcessa6">getUserMatrixUsageCount</a>());
+00048 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa17" doxytag="NL3D::CParticleSystemProcess::setZBias" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::setZBias </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>value</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda92">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa18" doxytag="NL3D::CParticleSystemProcess::step" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::step </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a556">TPSProcessPass</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>pass</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>ellapsedTime</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>realEt</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+execute this process, telling how much time ellapsed must be used for motion, and the real time ellapsed (for lifetime managment)
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda93">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa19" doxytag="NL3D::CParticleSystemProcess::systemDateChanged" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::systemDateChanged </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda95">NL3D::CPSLocated</a>.
+<p>
+Definition at line <a class="el" href="a06151.html#l00174">174</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+<div class="fragment"><pre>00174 {}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CParticleSystemProcessa20" doxytag="NL3D::CParticleSystemProcess::updateLife" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::updateLife </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ellapsedTime</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Update the life of objects..
+<p>
+
+<p>
+Implemented in <a class="el" href="a03214.html#NL3D_1_1CPSLocateda99">NL3D::CPSLocated</a>. </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CPSLocatedp12" doxytag="NL3D::CParticleSystemProcess::_MatrixMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a05363.html#a557">TPSMatrixMode</a> <a class="el" href="a03054.html#NL3D_1_1CPSLocatedp12">NL3D::CParticleSystemProcess::_MatrixMode</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00193">193</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+Referenced by <a class="el" href="a06151.html#l00081">CParticleSystemProcess()</a>, <a class="el" href="a06151.html#l00143">getMatrixMode()</a>, <a class="el" href="a06150.html#l00052">getUserMatrixUsageCount()</a>, and <a class="el" href="a06150.html#l00058">setMatrixMode()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CPSLocatedp19" doxytag="NL3D::CParticleSystemProcess::_Owner" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03041.html">CParticleSystem</a>* <a class="el" href="a03054.html#NL3D_1_1CPSLocatedp19">NL3D::CParticleSystemProcess::_Owner</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06151.html#l00190">190</a> of file <a class="el" href="a06151.html">particle_system_process.h</a>.
+<p>
+Referenced by <a class="el" href="a06247.html#l01133">NL3D::CPSLocated::getConversionMatrix()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a06151.html">particle_system_process.h</a><li><a class="el" href="a06150.html">particle_system_process.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:59:46 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>