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<center>
<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <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> </center>
<hr><h1>NL3D::CPSForce Class Reference</h1>This struct describe where.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="ps_force_h-source.html">ps_force.h</a>></code>
<p>
Inheritance diagram for NL3D::CPSForce<p><center><img src="class_NL3D__CPSForce_inherit_graph.gif" border="0" usemap="#NL3D::CPSForce_inherit_map" alt="Inheritance graph"></center>
<map name="NL3D::CPSForce_inherit_map">
<area href="class_NL3D__CPSGravity.html" shape="rect" coords="0,333,120,352">
<area href="class_NL3D__CPSSpring.html" shape="rect" coords="144,333,259,352">
<area href="class_NL3D__CPSTargetLocatedBindable.html" shape="rect" coords="29,200,232,219">
<area href="class_NL3D__CPSLocatedBindable.html" shape="rect" coords="47,133,215,152">
<area href="class_NLMISC__IStreamable.html" shape="rect" coords="63,67,199,85">
<area href="class_NLMISC__IClassable.html" shape="rect" coords="68,0,193,19">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::CPSForce:<p><center><img src="class_NL3D__CPSForce_coll_graph.gif" border="0" usemap="#NL3D::CPSForce_coll_map" alt="Collaboration graph"></center>
<map name="NL3D::CPSForce_coll_map">
<area href="class_NL3D__CPSTargetLocatedBindable.html" shape="rect" coords="273,470,476,489">
<area href="class_NL3D__CPSLocatedBindable.html" shape="rect" coords="291,401,459,419">
<area href="class_NLMISC__IStreamable.html" shape="rect" coords="356,166,492,185">
<area href="class_NL3D__CParticleSystemProcess.html" shape="rect" coords="203,249,387,267">
<area href="class_NLMISC__IClassable.html" shape="rect" coords="361,83,487,102">
<area href="class_NL3D__CPSLocated.html" shape="rect" coords="259,318,379,337">
<area href="class_NL3D__CParticleSystem.html" shape="rect" coords="188,166,332,185">
<area href="class_NL3D__CFontManager.html" shape="rect" coords="33,83,169,102">
<area href="class_NLMISC__CSmartPtr.html" shape="rect" coords="0,1,203,19">
<area href="class_NL3D__CFontGenerator.html" shape="rect" coords="193,83,335,102">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__CPSForce-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> </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a0">CPSForce</a> ()</td></tr>
<tr><td> </td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="types_nl_h.html#a9">uint32</a> </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a1">getType</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>return this bindable type.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="types_nl_h.html#a9">uint32</a> </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a2">getPriority</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>return priority for forces.</em> <a href="#a2">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="class_NL3D__CPSForce.html#a3">doesProduceBBox</a> (void) const</td></tr>
<tr><td> </td><td><font size=-1><em>Override of <a class="el" href="class_NL3D__CPSLocatedBindable.html#a7">CPSLocatedBindable::doesProduceBBox</a>(). forces usually are not part of the bbox.</em> <a href="#a3">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="class_NL3D__CPSForce.html#a4">step</a> (<a class="el" href="namespace_NL3D.html#a215">TPSProcessPass</a> pass, <a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> ellapsedTime)</td></tr>
<tr><td> </td><td><font size=-1><em>process one pass for the force.</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="class_NL3D__CPSForce.html#a5">performMotion</a> (<a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> ellapsedTime) = 0</td></tr>
<tr><td> </td><td><font size=-1><em>Compute the force on the targets.</em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a6">show</a> (<a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> ellapsedTime) = 0</td></tr>
<tr><td> </td><td><font size=-1><em>Show the force (edition mode).</em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a7">serial</a> (<a class="el" href="class_NLMISC__IStream.html">NLMISC::IStream</a> &f)</td></tr>
<tr><td> </td><td><font size=-1><em>Serial the force definition. MUST be called by deriver during their serialisation.</em> <a href="#a7">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="class_NL3D__CPSForce.html#a8">newElement</a> (void) = 0</td></tr>
<tr><td> </td><td><font size=-1><em>Generate a new element for this bindable.</em> <a href="#a8">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="class_NL3D__CPSForce.html#a9">deleteElement</a> (<a class="el" href="types_nl_h.html#a9">uint32</a> index) = 0</td></tr>
<tr><td> </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 -> nl_assert.</em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__CPSForce.html#a10">resize</a> (<a class="el" href="types_nl_h.html#a9">uint32</a> <a class="el" href="lexlang_cpp.html#a56">size</a>) = 0</td></tr>
<tr><td> </td><td><font size=-1><em>Resize the bindable attributes containers DERIVERS SHOULD CALL THEIR PARENT VERSION.</em></font><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
This struct describe where.
<p>
/** All forces in the system derive from this class It all a list all located on which the force can apply Only the motion and toolRender passes are supported for a force The corresponding virtual calls are done <dl compact><dt>
<b>Author(s): </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="ps_force_h-source.html#l00050">50</a> of file <a class="el" href="ps_force_h-source.html">ps_force.h</a>.<hr><h2>Constructor & Destructor Documentation</h2>
<a name="a0" doxytag="NL3D::CPSForce::CPSForce"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
NL3D::CPSForce::CPSForce (
</b></td>
<td valign="bottom"><b>
)
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Constructor.
<p>
<p>
Definition at line <a class="el" href="ps_force_cpp-source.html#l00043">43</a> of file <a class="el" href="ps_force_cpp-source.html">ps_force.cpp</a>. </td>
</tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a name="a9" doxytag="NL3D::CPSForce::deleteElement"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
void NL3D::CPSForce::deleteElement (
</b></td>
<td valign="bottom"><b>
<a class="el" href="types_nl_h.html#a9">uint32</a> <em>index</em> )<code> [pure virtual]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<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 -> nl_assert.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#b1">NL3D::CPSLocatedBindable</a>.
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a8">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a8">NL3D::CPSSpring</a>. </td>
</tr>
</table>
<a name="a3" doxytag="NL3D::CPSForce::doesProduceBBox"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
bool NL3D::CPSForce::doesProduceBBox (
</b></td>
<td valign="bottom"><b>
void ) const<code> [inline, virtual]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Override of <a class="el" href="class_NL3D__CPSLocatedBindable.html#a7">CPSLocatedBindable::doesProduceBBox</a>(). forces usually are not part of the bbox.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#a7">NL3D::CPSLocatedBindable</a>.
<p>
Definition at line <a class="el" href="ps_force_h-source.html#l00067">67</a> of file <a class="el" href="ps_force_h-source.html">ps_force.h</a>. </td>
</tr>
</table>
<a name="a2" doxytag="NL3D::CPSForce::getPriority"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="types_nl_h.html#a9">uint32</a> NL3D::CPSForce::getPriority (
</b></td>
<td valign="bottom"><b>
void ) const<code> [inline, virtual]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
return priority for forces.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#a1">NL3D::CPSLocatedBindable</a>.
<p>
Definition at line <a class="el" href="ps_force_h-source.html#l00064">64</a> of file <a class="el" href="ps_force_h-source.html">ps_force.h</a>. </td>
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<a name="a1" doxytag="NL3D::CPSForce::getType"></a><p>
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<td nowrap valign="top"><b>
<a class="el" href="types_nl_h.html#a9">uint32</a> NL3D::CPSForce::getType (
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<td valign="bottom"><b>
void ) const<code> [inline, virtual]</code>
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<td>
</td>
<td>
<p>
return this bindable type.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#a0">NL3D::CPSLocatedBindable</a>.
<p>
Definition at line <a class="el" href="ps_force_h-source.html#l00059">59</a> of file <a class="el" href="ps_force_h-source.html">ps_force.h</a>. </td>
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<a name="a8" doxytag="NL3D::CPSForce::newElement"></a><p>
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virtual bool NL3D::CPSForce::newElement (
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void )<code> [pure virtual]</code>
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<p>
Generate a new element for this bindable.
<p>
They are generated according to the propertie of the class <dl compact><dt>
<b>Returns: </b><dd>
true if it could be added </dl>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#b0">NL3D::CPSLocatedBindable</a>.
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a7">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a7">NL3D::CPSSpring</a>. </td>
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<a name="a5" doxytag="NL3D::CPSForce::performMotion"></a><p>
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void NL3D::CPSForce::performMotion (
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<a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> <em>ellapsedTime</em> )<code> [pure virtual]</code>
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</td>
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<p>
Compute the force on the targets.
<p>
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a0">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a4">NL3D::CPSSpring</a>. </td>
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<a name="a10" doxytag="NL3D::CPSForce::resize"></a><p>
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void NL3D::CPSForce::resize (
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<a class="el" href="types_nl_h.html#a9">uint32</a> <em>size</em> )<code> [pure virtual]</code>
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<p>
Resize the bindable attributes containers DERIVERS SHOULD CALL THEIR PARENT VERSION.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#b2">NL3D::CPSLocatedBindable</a>.
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a9">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a9">NL3D::CPSSpring</a>. </td>
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<a name="a7" doxytag="NL3D::CPSForce::serial"></a><p>
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void NL3D::CPSForce::serial (
</b></td>
<td valign="bottom"><b>
<a class="el" href="class_NLMISC__IStream.html">NLMISC::IStream</a> & <em>f</em> )<code> [virtual]</code>
</b></td>
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</td>
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<p>
Serial the force definition. MUST be called by deriver during their serialisation.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSTargetLocatedBindable.html#a6">NL3D::CPSTargetLocatedBindable</a>.
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a5">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a3">NL3D::CPSSpring</a>.
<p>
Definition at line <a class="el" href="ps_force_cpp-source.html#l00047">47</a> of file <a class="el" href="ps_force_cpp-source.html">ps_force.cpp</a>. </td>
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<a name="a6" doxytag="NL3D::CPSForce::show"></a><p>
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void NL3D::CPSForce::show (
</b></td>
<td valign="bottom"><b>
<a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> <em>ellapsedTime</em> )<code> [pure virtual]</code>
</b></td>
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</td>
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<td>
</td>
<td>
<p>
Show the force (edition mode).
<p>
<p>
Reimplemented in <a class="el" href="class_NL3D__CPSGravity.html#a1">NL3D::CPSGravity</a>, and <a class="el" href="class_NL3D__CPSSpring.html#a5">NL3D::CPSSpring</a>. </td>
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<a name="a4" doxytag="NL3D::CPSForce::step"></a><p>
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void NL3D::CPSForce::step (
</b></td>
<td valign="bottom"><b>
<a class="el" href="namespace_NL3D.html#a215">TPSProcessPass</a> <em>pass</em>,
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<td></td>
<td><b>
<a class="el" href="namespace_NL3D.html#a97">CAnimationTime</a> <em>ellapsedTime</em> )<code> [virtual]</code>
</b></td>
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<td>
</td>
<td>
<p>
process one pass for the force.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__CPSLocatedBindable.html#a5">NL3D::CPSLocatedBindable</a>.
<p>
Definition at line <a class="el" href="ps_force_cpp-source.html#l00058">58</a> of file <a class="el" href="ps_force_cpp-source.html">ps_force.cpp</a>. </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="ps_force_h-source.html">ps_force.h</a><li><a class="el" href="ps_force_cpp-source.html">ps_force.cpp</a></ul>
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