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+<center>
+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::UParticleSystemInstance Class Reference</h1>Interface to manipulate a particle system.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__particle__system__instance_8h-source.html">u_particle_system_instance.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UParticleSystemInstance:
+<p><center><img src="classNL3D_1_1UParticleSystemInstance.gif" usemap="#NL3D::UParticleSystemInstance_map" border="0"></center>
+<map name="NL3D::UParticleSystemInstance_map">
+<area href="classNL3D_1_1UInstance.html" alt="NL3D::UInstance" shape="rect" coords="0,112,215,136">
+<area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="0,56,215,80">
+<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,215,24">
+<area href="classNL3D_1_1CParticleSystemInstanceUser.html" alt="NL3D::CParticleSystemInstanceUser" shape="rect" coords="0,224,215,248">
+</map>
+<a href="classNL3D_1_1UParticleSystemInstance-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>System parameters</h2></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_0">setUserParam</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a415">value</a>)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set a user param of the system.</em> <a href="#z61_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_1">getUserParam</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the value of a user param.</em> <a href="#z61_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_2">bypassGlobalUserParamValue</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> userParamIndex, bool byPass=true)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_3">isGlobalUserParamValueBypassed</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> userParamIndex) const=0</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_4">setGlobalUserParamValue</a> (const std::string &amp;name, float <a class="el" href="driver__opengl__extension__def_8h.html#a415">value</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set a global user param value. User param in a system can mirror global values, which are identified by their name.</em> <a href="#z61_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_5">getGlobalUserParamValue</a> (const std::string &amp;name)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_6">setGlobalVectorValue</a> (const std::string &amp;name, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set a global vector value in the system.</em> <a href="#z61_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z61_7">getGlobalVectorValue</a> (const std::string &amp;name)</td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a0">isSystemPresent</a> (void) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tell wether the system is currently instanciated.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a1">getSystemBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the bounding box of the system, when it is present.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a2">isShared</a> () const=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader">System validity</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_0">isValid</a> (void) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Test if the system is valid.</em> <a href="#z62_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_1">registerPSObserver</a> (<a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *observer)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Register an observer that will be notified when the system becomes invalid nlassert(!isPSObserver(oberver));.</em> <a href="#z62_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_2">isPSObserver</a> (<a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *observer)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>test whether 'observer' is an observer of this system.</em> <a href="#z62_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_3">removePSObserver</a> (<a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *observer)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>remove 'observer' from the observers of this system.</em> <a href="#z62_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_0">emit</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a356">id</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> quantity=1)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>All the emitters that have the given ID emit their target.</em> <a href="#z63_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_1">removeByID</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a356">id</a>)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>All the object with the given id are removed.</em> <a href="#z63_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_2">getNumID</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return the number of objects in the system that are flagged with an ID, or 0 if the system is not present.</em> <a href="#z63_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_3">getID</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the nth ID, or 0 if index is invalid.</em> <a href="#z63_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_4">getIDs</a> (std::vector&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt; &amp;dest) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get all the IDs in the system.</em> <a href="#z63_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_5">setActive</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a356">id</a>, bool active)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z63_6">activateEmitters</a> (bool active)=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z64_0">hasParticles</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z64_1">hasEmmiters</a> () const=0</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Interface to manipulate a particle system.
+<p>
+Particle system are created from a <a class="el" href="classNL3D_1_1UScene.html">UScene</a>. A system can be tuned by its user params (when it makes use of them). It has several states invalid : the system is invalid, this tells the user that he can destroy this instance
+<p>
+present : the system is available for modification. This may not be the case when the system has been temporarily remove because it is not visible anymore. <dl compact><dt><b>
+Author: </b><dd>
+Nicolas Vizerie , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="u__particle__system__instance_8h-source.html#l00052">52</a> of file <a class="el" href="u__particle__system__instance_8h-source.html">u_particle_system_instance.h</a>.<hr><h2>Member Function Documentation</h2>
+<a name="z63_6" doxytag="NL3D::UParticleSystemInstance::activateEmitters"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::activateEmitters </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>active</em> </td>
+ <td class="md" valign="top">)&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="classNL3D_1_1CParticleSystemInstanceUser.html#z654_16">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z61_2" doxytag="NL3D::UParticleSystemInstance::bypassGlobalUserParamValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UParticleSystemInstance::bypassGlobalUserParamValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>userParamIndex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>byPass</em> = true</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="classNL3D_1_1CParticleSystemInstanceUser.html#z654_6">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z63_0" doxytag="NL3D::UParticleSystemInstance::emit"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::emit </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>id</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>quantity</em> = 1</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>
+All the emitters that have the given ID emit their target.
+<p>
+<dl compact><dt><b>
+Returns: </b><dd>
+false if the id is invalid, or if it isn't an emitter ID </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_0">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z61_5" doxytag="NL3D::UParticleSystemInstance::getGlobalUserParamValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::UParticleSystemInstance::getGlobalUserParamValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>name</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="particle__system__instance__user_8cpp-source.html#l00382">382</a> of file <a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a>.
+<p>
+References <a class="el" href="particle__system__instance__user_8h-source.html#l00036">NL3D_MEM_PS_INSTANCE</a>, and <a class="el" href="debug_8h-source.html#l00114">nlwarning</a>. </td>
+ </tr>
+</table>
+<a name="z61_7" doxytag="NL3D::UParticleSystemInstance::getGlobalVectorValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> NL3D::UParticleSystemInstance::getGlobalVectorValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>name</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="particle__system__instance__user_8cpp-source.html#l00405">405</a> of file <a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a>.
+<p>
+References <a class="el" href="particle__system__instance__user_8h-source.html#l00036">NL3D_MEM_PS_INSTANCE</a>, <a class="el" href="debug_8h-source.html#l00114">nlwarning</a>, and <a class="el" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>. </td>
+ </tr>
+</table>
+<a name="z63_3" doxytag="NL3D::UParticleSystemInstance::getID"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::UParticleSystemInstance::getID </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>index</em> </td>
+ <td class="md" valign="top">)&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>
+Get the nth ID, or 0 if index is invalid.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_13">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z63_4" doxytag="NL3D::UParticleSystemInstance::getIDs"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::getIDs </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>dest</em> </td>
+ <td class="md" valign="top">)&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>
+Get all the IDs in the system.
+<p>
+<dl compact><dt><b>
+Warning: </b><dd>
+As IDs are not stored in a vector, it is faster than several calls to getID </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_14">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z63_2" doxytag="NL3D::UParticleSystemInstance::getNumID"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::UParticleSystemInstance::getNumID </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Return the number of objects in the system that are flagged with an ID, or 0 if the system is not present.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_12">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::UParticleSystemInstance::getSystemBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::getSystemBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bbox</em> </td>
+ <td class="md" valign="top">)&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>
+Get the bounding box of the system, when it is present.
+<p>
+You should call this instead of <a class="el" href="classNL3D_1_1UInstance.html#a0">UInstance::getShapeAABBox</a>() because the bbox may change over time, and thusn its shape doesn't hold any info on it... <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</td><td>
+a reference to the bbox to fill </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+true if the bbox has been filled </dl><dl compact><dt><b>
+See also: </b><dd>
+isPresent() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_3">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z61_1" doxytag="NL3D::UParticleSystemInstance::getUserParam"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UParticleSystemInstance::getUserParam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>index</em> </td>
+ <td class="md" valign="top">)&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>
+Get the value of a user param.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>index</em>&nbsp;</td><td>
+the index of the user param to get. For now it ranges from 0 to 3 </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+the value of the user param (&gt;= 0 and &lt;= 1) </dl><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a0">isSystemPresent</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_5">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z64_1" doxytag="NL3D::UParticleSystemInstance::hasEmmiters"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::hasEmmiters </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z656_1">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z64_0" doxytag="NL3D::UParticleSystemInstance::hasParticles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::hasParticles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z656_0">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z61_3" doxytag="NL3D::UParticleSystemInstance::isGlobalUserParamValueBypassed"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::isGlobalUserParamValueBypassed </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>userParamIndex</em> </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_7">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z62_2" doxytag="NL3D::UParticleSystemInstance::isPSObserver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::isPSObserver </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>observer</em> </td>
+ <td class="md" valign="top">)&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>
+test whether 'observer' is an observer of this system.
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_3">removePSObserver</a>() , <a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_1">registerPSObserver</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_10">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a2" doxytag="NL3D::UParticleSystemInstance::isShared"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::isShared </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#a0">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a0" doxytag="NL3D::UParticleSystemInstance::isSystemPresent"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::isSystemPresent </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Tell wether the system is currently instanciated.
+<p>
+This may not be the case when the system is not visible You must check this before you use any method that access the system. If you don't, there will be an assertion when you'll try to access it example : <a class="el" href="classNL3D_1_1UParticleSystemInstance.html">UParticleSystemInstance</a> *mySystem = ... ... if (mySystem-&gt;<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a0">isSystemPresent</a>()) { /// perform modification on the system here mySystem-&gt;setUserParam(0, 0.5f); }
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_0">isValid</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_2">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z62_0" doxytag="NL3D::UParticleSystemInstance::isValid"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::isValid </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&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>
+Test if the system is valid.
+<p>
+A system is invalid when it should be destroyed. It's then up to the system user to destroy it (thus avoiding invalid pointers...) This usually happens when the system has been created with the flag 'destroy when no more particles' or 'destroy when no more emitter and no more particles' , or when it is out of range. Of course, an invalid system will always return false when <a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a0">isSystemPresent</a>() is called... <dl compact><dt><b>
+Returns: </b><dd>
+true if the system has been invalidated. You can remove this object from the scene then... </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_8">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z62_1" doxytag="NL3D::UParticleSystemInstance::registerPSObserver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UParticleSystemInstance::registerPSObserver </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>observer</em> </td>
+ <td class="md" valign="top">)&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>
+Register an observer that will be notified when the system becomes invalid nlassert(!isPSObserver(oberver));.
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_2">isPSObserver</a>() , <a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_3">removePSObserver</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_9">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z63_1" doxytag="NL3D::UParticleSystemInstance::removeByID"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::removeByID </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>id</em> </td>
+ <td class="md" valign="top">)&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>
+All the object with the given id are removed.
+<p>
+<dl compact><dt><b>
+Returns: </b><dd>
+false if the id is invalid. </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_1">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z62_3" doxytag="NL3D::UParticleSystemInstance::removePSObserver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UParticleSystemInstance::removePSObserver </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">IPSObserver</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>observer</em> </td>
+ <td class="md" valign="top">)&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>
+remove 'observer' from the observers of this system.
+<p>
+Not an observer =&gt; nlassert <dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_1">registerPSObserver</a>() , <a class="el" href="classNL3D_1_1UParticleSystemInstance.html#z62_2">isPSObserver</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_11">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z63_5" doxytag="NL3D::UParticleSystemInstance::setActive"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UParticleSystemInstance::setActive </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>id</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>active</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="classNL3D_1_1CParticleSystemInstanceUser.html#z654_15">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z61_4" doxytag="NL3D::UParticleSystemInstance::setGlobalUserParamValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::UParticleSystemInstance::setGlobalUserParamValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>name</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>value</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set a global user param value. User param in a system can mirror global values, which are identified by their name.
+<p>
+
+<p>
+Definition at line <a class="el" href="particle__system__instance__user_8cpp-source.html#l00370">370</a> of file <a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a>.
+<p>
+References <a class="el" href="particle__system__instance__user_8h-source.html#l00036">NL3D_MEM_PS_INSTANCE</a>, <a class="el" href="debug_8h-source.html#l00114">nlwarning</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00828">value</a>. </td>
+ </tr>
+</table>
+<a name="z61_6" doxytag="NL3D::UParticleSystemInstance::setGlobalVectorValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::UParticleSystemInstance::setGlobalVectorValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>name</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set a global vector value in the system.
+<p>
+Some object in the system can bind their parameters to such a global value Example : direction of wind could be stored in the global variable 'WIND'
+<p>
+Definition at line <a class="el" href="particle__system__instance__user_8cpp-source.html#l00394">394</a> of file <a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a>.
+<p>
+References <a class="el" href="particle__system__instance__user_8h-source.html#l00036">NL3D_MEM_PS_INSTANCE</a>, <a class="el" href="debug_8h-source.html#l00114">nlwarning</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>. </td>
+ </tr>
+</table>
+<a name="z61_0" doxytag="NL3D::UParticleSystemInstance::setUserParam"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UParticleSystemInstance::setUserParam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>index</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>value</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>
+Set a user param of the system.
+<p>
+Each user param must be &gt;= 0 and &lt;= 1 <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>index</em>&nbsp;</td><td>
+the index of the user param to modify. For now it ranges from 0 to 3 \value the new value of the parameter </td></tr>
+</table>
+</dl><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UParticleSystemInstance.html#a0">isSystemPresent</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html#z654_4">NL3D::CParticleSystemInstanceUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="u__particle__system__instance_8h-source.html">u_particle_system_instance.h</a><li><a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a></ul>
+
+
+<!-- footer -->
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