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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CPSTailParticle struct Reference</title>
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<h1>NL3D::CPSTailParticle Struct Reference</h1><code>#include &lt;<a class="el" href="a06258.html">ps_particle_basic.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::CPSTailParticle:
<p><center><img src="a03229.png" usemap="#NL3D::CPSTailParticle_map" border="0" alt=""></center>
<map name="NL3D::CPSTailParticle_map">
<area href="a03227.html" alt="NL3D::CPSRibbonBase" shape="rect" coords="163,56,316,80">
<area href="a03226.html" alt="NL3D::CPSRibbon" shape="rect" coords="0,112,153,136">
<area href="a03230.html" alt="NL3D::CPSRibbonLookAt" shape="rect" coords="163,112,316,136">
<area href="a03240.html" alt="NL3D::CPSTailDot" shape="rect" coords="326,112,479,136">
</map>
<hr><a name="_details"></a><h2>Detailed Description</h2>
base struct for particle that have a tail 
<p>

<p>
Definition at line <a class="el" href="a06258.html#l00755">755</a> of file <a class="el" href="a06258.html">ps_particle_basic.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="a03229.html#NL3D_1_1CPSTailParticlea0">getColorFading</a> (void) const=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">test wether color fading is activated  <a href="#NL3D_1_1CPSTailParticlea0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03229.html#NL3D_1_1CPSTailParticlea1">getTailNbSeg</a> (void) const=0</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03229.html#NL3D_1_1CPSTailParticlea2">isInSystemBasis</a> (void) const=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return true if the tails are in the system basis  <a href="#NL3D_1_1CPSTailParticlea2"></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="a03229.html#NL3D_1_1CPSTailParticlea3">setColorFading</a> (bool onOff=true)=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="a03229.html#NL3D_1_1CPSTailParticlea4">setSystemBasis</a> (bool yes)=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="a03229.html#NL3D_1_1CPSTailParticlea5">setTailNbSeg</a> (<a class="el" href="a04558.html#a11">uint32</a> nbSeg)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">there may be a maximum with some particles  <a href="#NL3D_1_1CPSTailParticlea5"></a><br><br></td></tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CPSTailParticlea0" doxytag="NL3D::CPSTailParticle::getColorFading" ></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::CPSTailParticle::getColorFading </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> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
test wether color fading is activated 
<p>

<p>
Implemented in <a class="el" href="a03226.html#NL3D_1_1CPSRibbonz749_0">NL3D::CPSRibbon</a>, <a class="el" href="a03230.html#NL3D_1_1CPSRibbonLookAtz758_0">NL3D::CPSRibbonLookAt</a>, and <a class="el" href="a03240.html#NL3D_1_1CPSTailDotz764_0">NL3D::CPSTailDot</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPSTailParticlea1" doxytag="NL3D::CPSTailParticle::getTailNbSeg" ></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#a11">uint32</a> NL3D::CPSTailParticle::getTailNbSeg </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> [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="a03227.html#NL3D_1_1CPSTailDotz755_2">NL3D::CPSRibbonBase</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPSTailParticlea2" doxytag="NL3D::CPSTailParticle::isInSystemBasis" ></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::CPSTailParticle::isInSystemBasis </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> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
return true if the tails are in the system basis 
<p>

<p>
Implemented in <a class="el" href="a03226.html#NL3D_1_1CPSRibbonz749_1">NL3D::CPSRibbon</a>, <a class="el" href="a03230.html#NL3D_1_1CPSRibbonLookAtz758_1">NL3D::CPSRibbonLookAt</a>, and <a class="el" href="a03240.html#NL3D_1_1CPSTailDotz764_1">NL3D::CPSTailDot</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPSTailParticlea3" doxytag="NL3D::CPSTailParticle::setColorFading" ></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::CPSTailParticle::setColorFading </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>onOff</em> = true          </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>
(de)activate color fading when its done, colors fades to black along the tail
<p>
Implemented in <a class="el" href="a03226.html#NL3D_1_1CPSRibbonz749_2">NL3D::CPSRibbon</a>, <a class="el" href="a03230.html#NL3D_1_1CPSRibbonLookAtz758_2">NL3D::CPSRibbonLookAt</a>, and <a class="el" href="a03240.html#NL3D_1_1CPSTailDotz764_2">NL3D::CPSTailDot</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPSTailParticlea4" doxytag="NL3D::CPSTailParticle::setSystemBasis" ></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::CPSTailParticle::setSystemBasis </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>yes</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>
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
<p>
Implemented in <a class="el" href="a03226.html#NL3D_1_1CPSRibbonz749_3">NL3D::CPSRibbon</a>, <a class="el" href="a03230.html#NL3D_1_1CPSRibbonLookAtz758_3">NL3D::CPSRibbonLookAt</a>, and <a class="el" href="a03240.html#NL3D_1_1CPSTailDotz764_3">NL3D::CPSTailDot</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPSTailParticlea5" doxytag="NL3D::CPSTailParticle::setTailNbSeg" ></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::CPSTailParticle::setTailNbSeg </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>nbSeg</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>
there may be a maximum with some particles 
<p>

<p>
Implemented in <a class="el" href="a03227.html#NL3D_1_1CPSTailDotz755_5">NL3D::CPSRibbonBase</a>.    </td>
  </tr>
</table>
<hr>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="a06258.html">ps_particle_basic.h</a></ul>
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