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<hr><h1>NL3D::CIsotropicForceT  Class Template Reference</h1>a helper class to create isotropic force : they are independant of the basis, and have no position (fluid friction for example) To use this class you should provide to it a functor class that define the () operator with 3 parameters param1 = a const reference to the position of the particle param2 = a reference to the position, that must be updated param3 = a float giving the inverse of the mass param4 = the ellapsed time, in second (has the TAnimationTime type). 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="ps__force_8h-source.html">ps_force.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::CIsotropicForceT:
<p><center><img src="classNL3D_1_1CIsotropicForceT.gif" usemap="#NL3D::CIsotropicForceT_map" border="0"></center>
<map name="NL3D::CIsotropicForceT_map">
<area href="classNL3D_1_1CPSForce.html" alt="NL3D::CPSForce" shape="rect" coords="0,224,205,248">
<area href="classNL3D_1_1CPSTargetLocatedBindable.html" alt="NL3D::CPSTargetLocatedBindable" shape="rect" coords="0,168,205,192">
<area href="classNL3D_1_1CPSLocatedBindable.html" alt="NL3D::CPSLocatedBindable" shape="rect" coords="0,112,205,136">
<area href="classNLMISC_1_1IStreamable.html" alt="NLMISC::IStreamable" shape="rect" coords="0,56,205,80">
<area href="classNLMISC_1_1IClassable.html" alt="NLMISC::IClassable" shape="rect" coords="0,0,205,24">
</map>
<a href="classNL3D_1_1CIsotropicForceT-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIsotropicForceT.html#a0">performDynamic</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Compute the force on the targets.</em> <a href="#a0">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_1CIsotropicForceT.html#a1">serial</a> (<a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)  throw (NLMISC::EStream)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>serialization.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIsotropicForceT.html#a2">show</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Show the force (edition mode).</em> <a href="#a2">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_1CIsotropicForceT.html#a3">setupFunctor</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>setup the functor object. The default does nothing.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIsotropicForceT.html#b0">newElement</a> (<a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *emitterLocated, <a class="el" href="memory__common_8h.html#a11">uint32</a> emitterIndex)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Generate a new element for this bindable.</em> <a href="#b0">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_1CIsotropicForceT.html#b1">deleteElement</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Delete an element given its index Attributes of the located that hold this bindable are still accessible for of the index given index out of range -&gt; nl_assert.</em> <a href="#b1">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_1CIsotropicForceT.html#b2">resize</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="cf__lexical_8cpp.html#a94">size</a>)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Resize the bindable attributes containers DERIVERS SHOULD CALL THEIR PARENT VERSION should not be called directly.</em> <a href="#b2">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
<tr><td nowrap align=right valign=top>T&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIsotropicForceT.html#n0">_F</a></td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>the functor object.</em> <a href="#n0">More...</a><em></em></font><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
<h3>template&lt;class T&gt;<br>
 class NL3D::CIsotropicForceT&lt; T &gt;</h3>

a helper class to create isotropic force : they are independant of the basis, and have no position (fluid friction for example) To use this class you should provide to it a functor class that define the () operator with 3 parameters param1 = a const reference to the position of the particle param2 = a reference to the position, that must be updated param3 = a float giving the inverse of the mass param4 = the ellapsed time, in second (has the TAnimationTime type).
<p>
Example of use : class MyForceFunctor { public: /// it is strongly recommended to have your operator inlined void operator() (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;pos, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;speed, float invMass , CanimationTime ellapsedTime) { // perform the speed update there }
<p>
// you can provide a serialization method. Note that that if the functor parameters are set before each use, // it useless to serial something ... void <a class="el" href="classNL3D_1_1CIsotropicForceT.html#a1">serial</a>(NLMISC::IStream &amp;f) throw(NLMISC::EStream)
<p>
protected: ... };
<p>
because of the serialization process, you must proceed like the following. (but you don't need to redefine serial, which will serilize the functor object you passed for you
<p>
class MyForce : public CHomogenousForceT&lt;MyForceFunctor&gt; { public: MyForce(); <a class="el" href="class__registry_8h.html#a0">NLMISC_DECLARE_CLASS</a>(Myforce);
<p>
protected: ...
<p>
};
<p>
not that each functor may have its own parameter. the setupFunctor method will be called each time 
<p>

<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00278">278</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.<hr><h2>Member Function Documentation</h2>
<a name="b1" doxytag="NL3D::CIsotropicForceT::deleteElement"></a><p>
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template&lt;class T&gt; </td>
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        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::CIsotropicForceT&lt; T &gt;::deleteElement </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>index</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, protected, virtual]</code></td>
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      &nbsp;
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    <td>

<p>
Delete an element given its index Attributes of the located that hold this bindable are still accessible for of the index given index out of range -&gt; nl_assert.
<p>

<p>
Implements <a class="el" href="classNL3D_1_1CPSForce.html#b5">NL3D::CPSForce</a>.
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSFluidFriction.html#b2">NL3D::CPSFluidFriction</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00314">314</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.    </td>
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<a name="b0" doxytag="NL3D::CIsotropicForceT::newElement"></a><p>
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template&lt;class T&gt; </td>
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        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::CIsotropicForceT&lt; T &gt;::newElement </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>emitterLocated</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>emitterIndex</em></td>
        </tr>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, protected, virtual]</code></td>
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      &nbsp;
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<p>
Generate a new element for this bindable.
<p>
They are generated according to the propertie of the class 
<p>
Implements <a class="el" href="classNL3D_1_1CPSForce.html#b4">NL3D::CPSForce</a>.
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSFluidFriction.html#b1">NL3D::CPSFluidFriction</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00313">313</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.    </td>
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<a name="a0" doxytag="NL3D::CIsotropicForceT::performDynamic"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> void NL3D::CIsotropicForceT&lt; T &gt;::performDynamic </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>ellapsedTime</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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      &nbsp;
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<p>
Compute the force on the targets.
<p>

<p>
Implements <a class="el" href="classNL3D_1_1CPSForce.html#a5">NL3D::CPSForce</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00325">325</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.
<p>
References <a class="el" href="ps__force_8h-source.html#l00309">_F</a>, <a class="el" href="ps__located_8h-source.html#l00979">NL3D::CPSLocatedBindable::_Owner</a>, <a class="el" href="ps__located_8h-source.html#l01070">NL3D::CPSTargetLocatedBindable::_Targets</a>, <a class="el" href="ps__force_8h-source.html#l00304">setupFunctor</a>, and <a class="el" href="animation__time_8h-source.html#l00044">NL3D::TAnimationTime</a>.    </td>
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<a name="b2" doxytag="NL3D::CIsotropicForceT::resize"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> virtual void NL3D::CIsotropicForceT&lt; T &gt;::resize </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>size</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, protected, virtual]</code></td>
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<p>
Resize the bindable attributes containers DERIVERS SHOULD CALL THEIR PARENT VERSION should not be called directly.
<p>
Call CPSLOcated::resize instead 
<p>
Implements <a class="el" href="classNL3D_1_1CPSForce.html#b6">NL3D::CPSForce</a>.
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSFluidFriction.html#b3">NL3D::CPSFluidFriction</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00315">315</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.    </td>
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<a name="a1" doxytag="NL3D::CIsotropicForceT::serial"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> virtual void NL3D::CIsotropicForceT&lt; T &gt;::serial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap>  throw (<a class="el" href="structNLMISC_1_1EStream.html">NLMISC::EStream</a>)<code> [inline, virtual]</code></td>
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<p>
serialization.
<p>

<p>
Reimplemented from <a class="el" href="classNL3D_1_1CPSForce.html#a7">NL3D::CPSForce</a>.
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSFluidFriction.html#a2">NL3D::CPSFluidFriction</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00287">287</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.    </td>
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<a name="a3" doxytag="NL3D::CIsotropicForceT::setupFunctor"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> virtual void NL3D::CIsotropicForceT&lt; T &gt;::setupFunctor </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>index</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, virtual]</code></td>
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<p>
setup the functor object. The default does nothing.
<p>

<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSFluidFriction.html#a1">NL3D::CPSFluidFriction</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00304">304</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.
<p>
Referenced by <a class="el" href="ps__force_8h-source.html#l00325">performDynamic</a>.    </td>
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<a name="a2" doxytag="NL3D::CIsotropicForceT::show"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> void NL3D::CIsotropicForceT&lt; T &gt;::show </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp; <em>ellapsedTime</em>          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, virtual]</code></td>
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<p>
Show the force (edition mode).
<p>
The default does nothing TODO later 
<p>
Implements <a class="el" href="classNL3D_1_1CPSForce.html#a6">NL3D::CPSForce</a>.
<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00299">299</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.    </td>
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<hr><h2>Member Data Documentation</h2>
<a name="n0" doxytag="NL3D::CIsotropicForceT::_F"></a><p>
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template&lt;class T&gt; </td>
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          <td class="md" nowrap valign="top"> T NL3D::CIsotropicForceT::_F<code> [protected]</code>
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<p>
the functor object.
<p>

<p>
Definition at line <a class="el" href="ps__force_8h-source.html#l00309">309</a> of file <a class="el" href="ps__force_8h-source.html">ps_force.h</a>.
<p>
Referenced by <a class="el" href="ps__force_8h-source.html#l00325">performDynamic</a>, and <a class="el" href="ps__force_8h-source.html#l00287">NL3D::CIsotropicForceT&lt; CPSFluidFrictionFunctor &gt;::serial</a>.    </td>
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="ps__force_8h-source.html">ps_force.h</a></ul>


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