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<hr><h1>NL3D::CParticleSystemProcess Class Reference</h1>A system particle process; A process is anything that can be called at each update of the system.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>></code>
<p>
<p>Inheritance diagram for NL3D::CParticleSystemProcess:
<p><center><img src="classNL3D_1_1CParticleSystemProcess.gif" usemap="#NL3D::CParticleSystemProcess_map" border="0"></center>
<map name="NL3D::CParticleSystemProcess_map">
<area href="classNLMISC_1_1IStreamable.html" alt="NLMISC::IStreamable" shape="rect" coords="0,56,188,80">
<area href="classNLMISC_1_1IClassable.html" alt="NLMISC::IClassable" shape="rect" coords="0,0,188,24">
<area href="classNL3D_1_1CPSLocated.html" alt="NL3D::CPSLocated" shape="rect" coords="0,168,188,192">
</map>
<a href="classNL3D_1_1CParticleSystemProcess-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 </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a0">step</a> (<a class="el" href="namespaceNL3D.html#a484">TPSProcessPass</a> pass, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> realEt)=0</td></tr>
<tr><td> </td><td><font size=-1><em>execute this process, telling how much time ellapsed must be used for motion, and the real time ellapsed (for lifetime managment).</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a1">computeBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &aabbox) const=0</td></tr>
<tr><td> </td><td><font size=-1><em>Compute the aabbox of this process, (expressed in world basis).</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a2">setOwner</a> (<a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a> *ps)</td></tr>
<tr><td> </td><td><font size=-1><em>Set the process owner. Called by the particle system during attachment.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a3">getOwner</a> (void)</td></tr>
<tr><td> </td><td><font size=-1><em>Retrieve the particle system that owns this process.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a4">getOwner</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>retrieve the particle system that owns this process (const version).</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a5">releaseRefTo</a> (const CParticleSystemProcess *other)=0</td></tr>
<tr><td> </td><td><font size=-1><em>Release any reference this process may have on the given process.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a6">releaseAllRef</a> ()=0</td></tr>
<tr><td> </td><td><font size=-1><em>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.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a7">isInSystemBasis</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>Return true if the process is in the particle system basis, false if it's in the world basis.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a8">setSystemBasis</a> (bool sysBasis=true)</td></tr>
<tr><td> </td><td><font size=-1><em>Choose the basis for this process.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a9">hasParticles</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>tells wether there are alive entities / particles in the system.</em> <a href="#a9">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a10">hasEmitters</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>tells wether there are alive emitters / particles in the system.</em> <a href="#a10">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> </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a11">querryMaxWantedNumFaces</a> (void)=0</td></tr>
<tr><td> </td><td><font size=-1><em>max number of faces wanted by this process (for load balancing).</em> <a href="#a11">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a12">isParametricMotionEnabled</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>test wether parametric motion is enabled.</em> <a href="#a12">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a13">performParametricMotion</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> date, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> realEllapsedTime)</td></tr>
<tr><td> </td><td><font size=-1><em>perform parametric motion if enabled.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a14">updateLife</a> (<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime)=0</td></tr>
<tr><td> </td><td><font size=-1><em>Update the life of objects..</em> <a href="#a14">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z663_0">CParticleSystemProcess</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>ctor.</em> <a href="#z663_0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z663_1">~CParticleSystemProcess</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>dtor.</em> <a href="#z663_1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z663_2">serial</a> (<a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) throw (NLMISC::EStream)</td></tr>
<tr><td> </td><td><font size=-1><em>Serialize this object.</em> <a href="#z663_2">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Useful methods for edition</div></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CFontGenerator.html">CFontGenerator</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z664_0">getFontGenerator</a> (void)</td></tr>
<tr><td> </td><td><font size=-1><em>Shortcut to get a font generator if one was set (edition mode).</em> <a href="#z664_0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CFontGenerator.html">CFontGenerator</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z664_1">getFontGenerator</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>Shortcut to get a font generator if one was set, const version (edition mode).</em> <a href="#z664_1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CFontManager.html">CFontManager</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z664_2">getFontManager</a> (void)</td></tr>
<tr><td> </td><td><font size=-1><em>Shortcut to get a font Manager if one was set (edition mode).</em> <a href="#z664_2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CFontManager.html">CFontManager</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#z664_3">getFontManager</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>Shortcut to get a font Manager if one was set, const version (edition mode).</em> <a href="#z664_3">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><a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a> * </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#n0">_Owner</a></td></tr>
<tr><td nowrap align=right valign=top>bool </td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html#n1">_SystemBasisEnabled</a></td></tr>
</table>
<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="particle__system__process_8h-source.html#l00062">62</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.<hr><h2>Constructor & Destructor Documentation</h2>
<a name="z663_0" doxytag="NL3D::CParticleSystemProcess::CParticleSystemProcess"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
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<td class="md">
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<td class="md" nowrap valign="top"> NL3D::CParticleSystemProcess::CParticleSystemProcess </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [inline]</code></td>
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</td>
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<td>
</td>
<td>
<p>
ctor.
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00069">69</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="particle__system__process_8h-source.html#l00178">_SystemBasisEnabled</a>. </td>
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<a name="z663_1" doxytag="NL3D::CParticleSystemProcess::~CParticleSystemProcess"></a><p>
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<td class="md">
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<td class="md" nowrap valign="top"> virtual NL3D::CParticleSystemProcess::~CParticleSystemProcess </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [inline, virtual]</code></td>
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</td>
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<td>
</td>
<td>
<p>
dtor.
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00072">72</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>. </td>
</tr>
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<hr><h2>Member Function Documentation</h2>
<a name="a1" doxytag="NL3D::CParticleSystemProcess::computeBBox"></a><p>
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<td class="md">
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<td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::computeBBox </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> & </td>
<td class="mdname1" valign="top" nowrap> <em>aabbox</em> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const<code> [pure virtual]</code></td>
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</td>
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<td>
</td>
<td>
<p>
Compute the aabbox of this process, (expressed in world basis).
<p>
<dl compact><dt><b>
Returns: </b><dd>
true if there is any aabbox </dl><dl compact><dt><b>
Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>aabbox</em> </td><td>
a ref to the result box </td></tr>
</table>
</dl>
<p>
Implemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a18">NL3D::CPSLocated</a>. </td>
</tr>
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<a name="z664_1" doxytag="NL3D::CParticleSystemProcess::getFontGenerator"></a><p>
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<td class="md">
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<td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CFontGenerator.html">CFontGenerator</a> * NL3D::CParticleSystemProcess::getFontGenerator </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const</td>
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</td>
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<td>
</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="particle__system__process_8cpp-source.html#l00044">44</a> of file <a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
</tr>
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<a name="z664_0" doxytag="NL3D::CParticleSystemProcess::getFontGenerator"></a><p>
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<td class="md">
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<td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CFontGenerator.html">CFontGenerator</a> * NL3D::CParticleSystemProcess::getFontGenerator </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap></td>
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</td>
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<td>
</td>
<td>
<p>
Shortcut to get a font generator if one was set (edition mode).
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8cpp-source.html#l00038">38</a> of file <a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
</tr>
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<a name="z664_3" doxytag="NL3D::CParticleSystemProcess::getFontManager"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CFontManager.html">CFontManager</a> * NL3D::CParticleSystemProcess::getFontManager </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const</td>
</tr>
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</td>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</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="particle__system__process_8cpp-source.html#l00056">56</a> of file <a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
</tr>
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<a name="z664_2" doxytag="NL3D::CParticleSystemProcess::getFontManager"></a><p>
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<td class="md">
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<td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CFontManager.html">CFontManager</a> * NL3D::CParticleSystemProcess::getFontManager </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap></td>
</tr>
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</td>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Shortcut to get a font Manager if one was set (edition mode).
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8cpp-source.html#l00050">50</a> of file <a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
</tr>
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<a name="a4" doxytag="NL3D::CParticleSystemProcess::getOwner"></a><p>
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<tr>
<td class="md">
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<tr>
<td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a>* NL3D::CParticleSystemProcess::getOwner </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const<code> [inline]</code></td>
</tr>
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</td>
</tr>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
retrieve the particle system that owns this process (const version).
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00109">109</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>. </td>
</tr>
</table>
<a name="a3" doxytag="NL3D::CParticleSystemProcess::getOwner"></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="classNL3D_1_1CParticleSystem.html">CParticleSystem</a>* NL3D::CParticleSystemProcess::getOwner </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [inline]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Retrieve the particle system that owns this process.
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00106">106</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>. </td>
</tr>
</table>
<a name="a10" doxytag="NL3D::CParticleSystemProcess::hasEmitters"></a><p>
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<td class="md">
<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">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const<code> [inline, virtual]</code></td>
</tr>
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</td>
</tr>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
tells wether there are alive emitters / particles in the system.
<p>
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a66">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00155">155</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>. </td>
</tr>
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<a name="a9" doxytag="NL3D::CParticleSystemProcess::hasParticles"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
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<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
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<td class="md" nowrap valign="top"> virtual bool NL3D::CParticleSystemProcess::hasParticles </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </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>
</td>
<td>
<p>
tells wether there are alive entities / particles in the system.
<p>
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a65">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00152">152</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>. </td>
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<a name="a7" doxytag="NL3D::CParticleSystemProcess::isInSystemBasis"></a><p>
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<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> bool NL3D::CParticleSystemProcess::isInSystemBasis </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> const<code> [inline]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Return true if the process is in the particle system basis, false if it's in the world basis.
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00140">140</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00178">_SystemBasisEnabled</a>.
<p>
Referenced by <a class="el" href="ps__located_8cpp-source.html#l00278">NL3D::CPSLocated::setSystemBasis</a>. </td>
</tr>
</table>
<a name="a12" doxytag="NL3D::CParticleSystemProcess::isParametricMotionEnabled"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
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<td class="md">
<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">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </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>
</td>
<td>
<p>
test wether parametric motion is enabled.
<p>
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a74">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00164">164</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>. </td>
</tr>
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<a name="a13" doxytag="NL3D::CParticleSystemProcess::performParametricMotion"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
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<td class="md">
<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">( </td>
<td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname" nowrap> <em>date</em>, </td>
</tr>
<tr>
<td></td>
<td></td>
<td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname" nowrap> <em>ellapsedTime</em>, </td>
</tr>
<tr>
<td></td>
<td></td>
<td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname" nowrap> <em>realEllapsedTime</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </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>
</td>
<td>
<p>
perform parametric motion if enabled.
<p>
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a75">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00167">167</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="animation__time_8h-source.html#l00044">NL3D::TAnimationTime</a>. </td>
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</table>
<a name="a11" doxytag="NL3D::CParticleSystemProcess::querryMaxWantedNumFaces"></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::CParticleSystemProcess::querryMaxWantedNumFaces </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">void </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
max number of faces wanted by this process (for load balancing).
<p>
<p>
Implemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a70">NL3D::CPSLocated</a>. </td>
</tr>
</table>
<a name="a6" doxytag="NL3D::CParticleSystemProcess::releaseAllRef"></a><p>
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<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
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<td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::releaseAllRef </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
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</td>
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<td>
</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>
<p>
Implemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a8">NL3D::CPSLocated</a>.
<p>
Referenced by <a class="el" href="particle__system__process_8h-source.html#l00096">setOwner</a>. </td>
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<a name="a5" doxytag="NL3D::CParticleSystemProcess::releaseRefTo"></a><p>
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<td class="md">
<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">( </td>
<td class="md" nowrap valign="top">const CParticleSystemProcess * </td>
<td class="mdname1" valign="top" nowrap> <em>other</em> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
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</td>
</tr>
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<tr>
<td>
</td>
<td>
<p>
Release any reference this process may have on the given process.
<p>
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="classNL3D_1_1CPSLocated.html#a7">NL3D::CPSLocated</a>. </td>
</tr>
</table>
<a name="z663_2" doxytag="NL3D::CParticleSystemProcess::serial"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> void NL3D::CParticleSystemProcess::serial </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> & </td>
<td class="mdname1" valign="top" nowrap> <em>f</em> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap> throw (<a class="el" href="structNLMISC_1_1EStream.html">NLMISC::EStream</a>)<code> [virtual]</code></td>
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</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Serialize this object.
<p>
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="classNLMISC_1_1IStreamable.html#a0">NLMISC::IStreamable</a>.
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a47">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8cpp-source.html#l00064">64</a> of file <a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a>. </td>
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<a name="a2" doxytag="NL3D::CParticleSystemProcess::setOwner"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
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<td class="md" nowrap valign="top"> void NL3D::CParticleSystemProcess::setOwner </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CParticleSystem.html">CParticleSystem</a> * </td>
<td class="mdname1" valign="top" nowrap> <em>ps</em> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [inline]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Set the process owner. Called by the particle system during attachment.
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00096">96</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00175">_Owner</a>, and <a class="el" href="classNL3D_1_1CParticleSystemProcess.html#a6">releaseAllRef</a>. </td>
</tr>
</table>
<a name="a8" doxytag="NL3D::CParticleSystemProcess::setSystemBasis"></a><p>
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<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> virtual void NL3D::CParticleSystemProcess::setSystemBasis </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">bool </td>
<td class="mdname1" valign="top" nowrap> <em>sysBasis</em> = true </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [inline, virtual]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Choose the basis for this process.
<p>
Warning : This won't change any existing coordinate By default, all process are expressed in the world basis <dl compact><dt><b>
Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>sysBasis</em> </td><td>
truer if particles are in the system basis </td></tr>
</table>
</dl>
<p>
Reimplemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a71">NL3D::CPSLocated</a>.
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00149">149</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
References <a class="el" href="particle__system__process_8h-source.html#l00178">_SystemBasisEnabled</a>. </td>
</tr>
</table>
<a name="a0" doxytag="NL3D::CParticleSystemProcess::step"></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::CParticleSystemProcess::step </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a484">TPSProcessPass</a> </td>
<td class="mdname" nowrap> <em>pass</em>, </td>
</tr>
<tr>
<td></td>
<td></td>
<td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname" nowrap> <em>ellapsedTime</em>, </td>
</tr>
<tr>
<td></td>
<td></td>
<td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname" nowrap> <em>realEt</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </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>
</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>
<p>
Implemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a41">NL3D::CPSLocated</a>. </td>
</tr>
</table>
<a name="a14" doxytag="NL3D::CParticleSystemProcess::updateLife"></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::CParticleSystemProcess::updateLife </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> </td>
<td class="mdname1" valign="top" nowrap> <em>ellapsedTime</em> </td>
<td class="md" valign="top">) </td>
<td class="md" nowrap><code> [pure virtual]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Update the life of objects..
<p>
<p>
Implemented in <a class="el" href="classNL3D_1_1CPSLocated.html#a76">NL3D::CPSLocated</a>. </td>
</tr>
</table>
<hr><h2>Member Data Documentation</h2>
<a name="n0" doxytag="NL3D::CParticleSystemProcess::_Owner"></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="classNL3D_1_1CParticleSystem.html">CParticleSystem</a>* NL3D::CParticleSystemProcess::_Owner<code> [protected]</code>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00175">175</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
Referenced by <a class="el" href="ps__located_8cpp-source.html#l00226">NL3D::CPSLocated::allocateParametricInfos</a>, <a class="el" href="ps__located_8cpp-source.html#l00429">NL3D::CPSLocated::computeI</a>, <a class="el" href="ps__located_8cpp-source.html#l00443">NL3D::CPSLocated::computeJ</a>, <a class="el" href="ps__located_8cpp-source.html#l00458">NL3D::CPSLocated::computeK</a>, <a class="el" href="particle__system__process_8h-source.html#l00069">CParticleSystemProcess</a>, <a class="el" href="ps__located_8cpp-source.html#l00690">NL3D::CPSLocated::deleteElement</a>, <a class="el" href="ps__located_8cpp-source.html#l00473">NL3D::CPSLocated::getDriver</a>, <a class="el" href="particle__system__process_8cpp-source.html#l00038">getFontGenerator</a>, <a class="el" href="particle__system__process_8cpp-source.html#l00050">getFontManager</a>, <a class="el" href="ps__located_8cpp-source.html#l00341">NL3D::CPSLocated::getLODVect</a>, <a class="el" href="particle__system__process_8h-source.html#l00106">getOwner</a>, <a class="el" href="ps__located_8cpp-source.html#l00355">NL3D::CPSLocated::getScene</a>, <a class="el" href="ps__located_8cpp-source.html#l00349">NL3D::CPSLocated::getUserParam</a>, <a class="el" href="ps__located_8cpp-source.html#l00584">NL3D::CPSLocated::newElement</a>, <a class="el" href="ps__located_8cpp-source.html#l00296">NL3D::CPSLocated::notifyMaxNumFacesChanged</a>, <a class="el" href="particle__system__process_8h-source.html#l00096">setOwner</a>, <a class="el" href="ps__located_8cpp-source.html#l01347">NL3D::CPSLocated::setupDriverModelMatrix</a>, <a class="el" href="ps__located_8cpp-source.html#l01067">NL3D::CPSLocated::step</a>, and <a class="el" href="ps__located_8cpp-source.html#l01198">NL3D::CPSLocated::updateLife</a>. </td>
</tr>
</table>
<a name="n1" doxytag="NL3D::CParticleSystemProcess::_SystemBasisEnabled"></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"> bool NL3D::CParticleSystemProcess::_SystemBasisEnabled<code> [protected]</code>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="particle__system__process_8h-source.html#l00178">178</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
<p>
Referenced by <a class="el" href="ps__located_8cpp-source.html#l00429">NL3D::CPSLocated::computeI</a>, <a class="el" href="ps__located_8cpp-source.html#l00443">NL3D::CPSLocated::computeJ</a>, <a class="el" href="ps__located_8cpp-source.html#l00458">NL3D::CPSLocated::computeK</a>, <a class="el" href="particle__system__process_8h-source.html#l00069">CParticleSystemProcess</a>, <a class="el" href="ps__located_8cpp-source.html#l01443">NL3D::CPSLocated::integrableForceBasisChanged</a>, <a class="el" href="particle__system__process_8h-source.html#l00140">isInSystemBasis</a>, <a class="el" href="ps__located_8cpp-source.html#l00584">NL3D::CPSLocated::newElement</a>, <a class="el" href="ps__located_8cpp-source.html#l01406">NL3D::CPSLocated::registerIntegrableForce</a>, <a class="el" href="particle__system__process_8h-source.html#l00149">setSystemBasis</a>, and <a class="el" href="ps__located_8cpp-source.html#l01418">NL3D::CPSLocated::unregisterIntegrableForce</a>. </td>
</tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a><li><a class="el" href="particle__system__process_8cpp-source.html">particle_system_process.cpp</a></ul>
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