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NL3D::CPSRibbonLookAt Class ReferenceA ribbon look at particle.
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#include <ps_ribbon_look_at.h>
Inheritance diagram for NL3D::CPSRibbonLookAt:
List of all members.
Detailed Description
A ribbon look at particle.
It is like a ribbon, but textured (with no animation), and it always faces the user
Definition at line 41 of file ps_ribbon_look_at.h.
Member Typedef Documentation
typedef std::hash_map<uint, CVBnPB> NL3D::CPSRibbonLookAt::TVBMap [private]
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Constructor & Destructor Documentation
NL3D::CPSRibbonLookAt::CPSRibbonLookAt |
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NL3D::CPSRibbonLookAt::~CPSRibbonLookAt |
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Member Function Documentation
void NL3D::CPSRibbonLookAt::deleteElement |
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uint32 |
index |
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[protected, virtual] |
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void NL3D::CPSRibbonLookAt::displayRibbons |
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uint32 |
nbRibbons, |
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uint32 |
srcStep |
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[private] |
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display a set of ribbons.
Definition at line 317 of file ps_ribbon_look_at.cpp.
References NL3D::CPSColoredParticle::_ColorScheme, NL3D::CPSMaterial::_Mat, NL3D::CPSLocatedBindable::_Owner, NL3D::CPSRibbonBase::_Parametric, NL3D::CPSSizedParticle::_ParticleSize, NL3D::CPSSizedParticle::_SizeScheme, NL3D::CPSRibbonBase::_UsedNbSegs, NL3D::CPSRibbonBase::_UsedSegDuration, NL3D::BuildSlice, NL3D::CPSRibbonBase::computeRibbon, NL3D::CPSMaterial::forceModulateConstantColor, NL3D::CPSLocatedBindable::getDriver, getNumRibbonsInVB, NL3D::CPSLocatedBindable::getSysMat, getVBnPB, NL3D::CPSLocatedBindable::getViewMat, NL3D::MakeProj, min, nlassert, NL3D::CPSLocatedBindable::setupDriverModelMatrix, and NL3D::TRibbonVect.
Referenced by step. |
virtual bool NL3D::CPSRibbonLookAt::getColorFading |
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void |
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const [inline, virtual] |
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virtual CPSLocated* NL3D::CPSRibbonLookAt::getColorOwner |
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void |
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[inline, protected, virtual] |
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uint32 NL3D::CPSRibbonLookAt::getMaxNumFaces |
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void |
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const [virtual] |
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uint NL3D::CPSRibbonLookAt::getNumRibbonsInVB |
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const [private] |
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virtual CPSLocated* NL3D::CPSRibbonLookAt::getSizeOwner |
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void |
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[inline, protected, virtual] |
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const ITexture* NL3D::CPSRibbonLookAt::getTexture |
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void |
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const [inline, virtual] |
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ITexture* NL3D::CPSRibbonLookAt::getTexture |
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void |
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[inline, virtual] |
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bool NL3D::CPSRibbonLookAt::hasOpaqueFaces |
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void |
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[virtual] |
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bool NL3D::CPSRibbonLookAt::hasTransparentFaces |
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void |
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[virtual] |
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virtual bool NL3D::CPSRibbonLookAt::isInSystemBasis |
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void |
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const [inline, virtual] |
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void NL3D::CPSRibbonLookAt::newElement |
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CPSLocated * |
emitterLocated, |
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uint32 |
emitterIndex |
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[protected, virtual] |
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NL3D::CPSRibbonLookAt::NLMISC_DECLARE_CLASS |
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CPSRibbonLookAt |
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void NL3D::CPSRibbonLookAt::resize |
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uint32 |
size |
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[protected, virtual] |
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virtual void NL3D::CPSRibbonLookAt::setColorFading |
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bool |
onOff = true |
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[inline, virtual] |
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virtual void NL3D::CPSRibbonLookAt::setSystemBasis |
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bool |
yes |
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[inline, virtual] |
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tells in which basis is the tail It requires one transform per particle if it is not the same as the located that hold that particle The default is false.
With that you can control if a rotation of the system will rotate the tail
Implements NL3D::CPSTailParticle.
Definition at line 83 of file ps_ribbon_look_at.h. |
void NL3D::CPSRibbonLookAt::setTexture |
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CSmartPtr< ITexture > |
tex |
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[virtual] |
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inherited from CPSParticle.
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See also:
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_PersistAfterDeath()
Reimplemented from NL3D::CPSParticle.
Definition at line 119 of file ps_ribbon_look_at.cpp.
References NL3D::CPSMaterial::_Mat, NL3D::CPSLocatedBindable::_Owner, NL3D::CPSRibbonBase::_Parametric, NL3D::CPSParticle::computeSrcStep, displayRibbons, hasOpaqueFaces, hasTransparentFaces, NL3D::PSBlendRender, NL3D::PSMotion, NL3D::PSSolidRender, NL3D::PSToolRender, step, NL3D::TAnimationTime, NL3D::TPSProcessPass, and NL3D::CPSRibbonBase::updateGlobals.
Referenced by step. |
void NL3D::CPSRibbonLookAt::updateMatAndVbForColor |
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void |
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[private, virtual] |
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Member Data Documentation
CSmartPtr<ITexture> NL3D::CPSRibbonLookAt::_Tex [protected]
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The documentation for this class was generated from the following files:
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