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<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
<hr><h1>particle_system_model.cpp</h1><a href="particle__system__model_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="debug_8h.html">nel/misc/debug.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="particle__system__shape_8h.html">3d/particle_system_shape.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="particle__system_8h.html">3d/particle_system.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00039 
00040 
00041 
00042 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">cluster.h</a>"</font> <font class="comment">// ask trap</font>
00043 
00044 
00045 
00046 
00047 <font class="keyword">namespace </font>NL3D {
00048 
<a name="l00051"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_0">00051</a> CParticleSystemModel::CParticleSystemModel() : _AutoGetEllapsedTime(true),
00052                                                                                            _ParticleSystem(NULL),
00053                                                                                            _Scene(NULL),
00054                                                                                            _EllapsedTime(0.01f),
00055                                                                                            _EllapsedTimeRatio(1.f),
00056                                                                                            _ToolDisplayEnabled(false),
00057                                                                                            _TransparencyStateTouched(true),
00058                                                                                            _EditionMode(false),
00059                                                                                            _Invalidated(false),
00060                                                                                            _InsertedInVisibleList(false),
00061                                                                                            _InClusterAndVisible(false),
00062                                                                                            _BypassGlobalUserParam(0)
00063 {
00064         <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<font class="keyword">false</font>);
00065         <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<font class="keyword">true</font>);
00066         IAnimatable::resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00067         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>.Value = <font class="keyword">true</font>;
00068 
00069         <font class="comment">// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered</font>
00070         CTransform::setIsForceAnimDetail(<font class="keyword">true</font>);
00071 }
00072 
00073 
<a name="l00075"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z661_2">00075</a> <font class="keywordtype">void</font> CParticleSystemModel::setEditionMode(<font class="keywordtype">bool</font> enable <font class="comment">/*= true*/</font>)
00076 { 
00077         <font class="keywordflow">if</font> (enable)
00078         {
00080                 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>)
00081                 {
00082                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00083                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00084                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">reallocRsc</a>();
00085                 }
00086         }
00087         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o9">_EditionMode</a> = enable; 
00088 }
00089 
<a name="l00091"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_1">00091</a> <font class="keywordtype">void</font> CParticleSystemModel::registerPSModelObserver(IPSModelObserver *obs)
00092 {
00093         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// this observer has already been registered</font>
00094         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.push_back(obs);
00095 }
00096 
<a name="l00098"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_2">00098</a> <font class="keywordtype">void</font> CParticleSystemModel::removePSModelObserver(IPSModelObserver *obs)
00099 {       
00100         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// the observer must have been registered</font>
00101         std::vector&lt;IPSModelObserver *&gt;::iterator it = std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs);
00102         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.erase(it);
00103 }
00104 
00105 
<a name="l00107"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">00107</a> <font class="keywordtype">bool</font> CParticleSystemModel::isPSModelObserver(IPSModelObserver *obs)
00108 {
00109         <font class="keywordflow">return</font> std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs) != <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end();
00110 }
00111 
00112 
<a name="l00114"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_2">00114</a> <font class="keywordtype">void</font> CParticleSystemModel::registerBasic()
00115 {
00116         <font class="comment">// register the model and his observers</font>
00117         CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, <a class="code" href="namespaceNL3D.html#a277">TransformShapeId</a>, CParticleSystemModel::creator);    
00118         CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a3">AnimDetailTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemDetailObs::creator);
00119         CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemClipObs::creator);
00120         CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a232">RenderTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemRenderObs::creator);
00121 }
00122 
<a name="l00124"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a0">00124</a> <font class="keywordtype">void</font> CParticleSystemModel::updateOpacityInfos(<font class="keywordtype">void</font>)
00125 {
00126         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00127         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a>) <font class="keywordflow">return</font>;
00128         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00129         <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;hasOpaqueObjects() || <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o7">_ToolDisplayEnabled</a>);
00130         <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;hasTransparentObjects());
00131         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a> = <font class="keyword">false</font>;
00132 }
00133 
00134 
<a name="l00136"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a2">00136</a> <font class="keywordtype">void</font> CParticleSystemModel::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)<font class="keyword"> const</font>
00137 <font class="keyword"></font>{
00138         <font class="keywordflow">if</font> (_ParticleSystem)
00139         {
00140                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;computeBBox(bbox);
00141         }
00142         <font class="keywordflow">else</font>
00143         {
00144                 NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)-&gt;getAABBox(bbox);
00145         }
00146 }
00147 
<a name="l00149"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_1">00149</a> CParticleSystemModel::~CParticleSystemModel()
00150 {       
00151         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00152         <font class="keywordflow">if</font> (_ParticleSystem)
00153         {
00154                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);             
00155         }
00156         <font class="comment">// Auto detach me from skeleton. Must do it here, not in ~CTransform().</font>
00157         <font class="keywordflow">if</font>(_FatherSkeletonModel)
00158         {
00159                 <font class="comment">// detach me from the skeleton.</font>
00160                 <font class="comment">// Observers hierarchy is modified.</font>
00161                 <a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>-&gt;detachSkeletonSon(<font class="keyword">this</font>);
00162                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>==NULL);
00163         }
00164 }
00165 
00166 
<a name="l00169"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">00169</a> <font class="keywordtype">void</font> CParticleSystemModel::reallocRsc()
00170 {
00171         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> == NULL);
00172         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)-&gt;instanciatePS(*<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00173         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00174         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00175         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l4">CParticleSystemManager</a> &amp;psmgt = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager();
00176         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a> = psmgt.addSystemModel(<font class="keyword">this</font>);
00177         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;getAnimType() == CParticleSystem::AnimAlways)
00178         {
00179                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a> = psmgt.addPermanentlyAnimatedSystem(<font class="keyword">this</font>);
00180         }
00181         <font class="comment">// touch user params animated value. If the system rsc have been released before, this force to restore them</font>
00182         <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00183         {               
00184                 <a class="code" href="classNL3D_1_1IAnimatable.html#z368_1">touch</a>((uint)CParticleSystemModel::PSParam0 + k, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>);
00185         }
00186 }
00187 
<a name="l00189"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">00189</a> <font class="keywordtype">void</font> CParticleSystemModel::releasePSPointer()
00190 {
00191         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>.<a class="code" href="classNLMISC_1_1CSmartPtr.html#a10">getNbRef</a>() == 1)
00192         {       
00193                 <font class="comment">// Backup user params (in animated value) so that they will be restored when the system is recreated</font>
00194                 <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00195                 {
00196                         
00197                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[k].Value = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;getUserParam(k);                                 
00198                 }
00199         }
00200         <font class="comment">//</font>
00201         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NULL; <font class="comment">// one less ref with the smart ptr </font>
00202 }
00203 
<a name="l00205"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c1">00205</a> <font class="keywordtype">bool</font> CParticleSystemModel::refreshRscDeletion(<font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;worldFrustumPyramid,  <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;viewerPos)
00206 {
00207         <font class="keywordflow">if</font> (_EditionMode) <font class="keywordflow">return</font> <font class="keyword">false</font>;
00216         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);      
00217         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a>            *shape = NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00218         
00219         <font class="comment">/* NLMISC::CVector sysPos = getTransformMode() == DirectMatrix ?</font>
00220 <font class="comment">                                                         getMatrix().getPos()                       :</font>
00221 <font class="comment">                                                         getPos(); */</font>
00222 
00223         <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> sysPos = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#a1">getWorldMatrix</a>().getPos();
00224         
00225         <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a> = sysPos - viewerPos;
00227         <font class="keyword">const</font> <font class="keywordtype">float</font> dist2 = v * v;
00228         
00229         <font class="keywordflow">if</font> (dist2 &gt; shape-&gt;_MaxViewDist * shape-&gt;_MaxViewDist) <font class="comment">// too far ?</font>
00230         {
00231                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00232                 {
00233                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00234                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00235                 }               
00236                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00237                 <font class="keywordflow">if</font> (shape-&gt;_DestroyModelWhenOutOfRange)
00238                 {                       
00239                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00240                 }               
00241                 <font class="keywordflow">return</font> <font class="keyword">true</font>;            
00242         }
00243 
00245         <font class="keywordflow">if</font> (shape-&gt;_DestroyWhenOutOfFrustum)
00246         {
00247                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">checkAgainstPyramid</a>(worldFrustumPyramid) == <font class="keyword">false</font>)
00248                 {
00249                         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00250                         {
00251                                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00252                                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00253                         }
00254 
00255                         <font class="keywordflow">if</font> (shape-&gt;_DestroyModelWhenOutOfRange)
00256                         {                                                       
00257                                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00258                         }
00259                         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00260                         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00261                 }
00262         }
00263 
00264         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00265 }               
00266 
<a name="l00268"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c2">00268</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRsc()
00269 {
00270         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>;
00271 
00272         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00273         {
00274                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00275                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00276         }       
00277         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00278         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);
00279 }
00280 
<a name="l00282"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c3">00282</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRscAndInvalidate()
00283 {
00284 
00285         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>;
00286 
00287         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00288         {
00289                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00290                 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00291         }       
00292         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00293         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00294 
00295         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00296         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>-&gt;getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);
00297 
00298         <font class="keyword">static</font> std::vector&lt;IPSModelObserver *&gt; copyVect;
00299         copyVect.resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.size());
00300         std::copy(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), copyVect.begin());
00301         
00302         <font class="keywordflow">for</font> (std::vector&lt;IPSModelObserver *&gt;::iterator it = copyVect.begin(); it != copyVect.end(); ++it)
00303         {
00304                 (*it)-&gt;invalidPS(<font class="keyword">this</font>); <font class="comment">// if this crash, then you forgot to call removePSModelObserver !</font>
00305         }
00306 }
00307 
<a name="l00309"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_1">00309</a> IAnimatedValue* CParticleSystemModel::getValue (uint valueId)
00310 {
00311         <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00312         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValue(valueId);      
00313         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>)
00314         {
00315         
00316                 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[valueId - (uint)  <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>];
00317         }
00318         <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>;
00319 }
00320 
<a name="l00322"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">00322</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getPSParamName (uint valueId)
00323 {       
00324         <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00325         <font class="keyword">const</font> <font class="keywordtype">char</font> *name[] = { <font class="stringliteral">"PSParam0"</font>, <font class="stringliteral">"PSParam1"</font>, <font class="stringliteral">"PSParam2"</font>, <font class="stringliteral">"PSParam3"</font> };        
00326         <font class="keywordflow">return</font> name[valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>];
00327 }
00328 
<a name="l00330"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_2">00330</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getValueName (uint valueId)<font class="keyword"> const </font>
00331 <font class="keyword"></font>{ 
00332         <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00333         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValueName(valueId);
00334         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">getPSParamName</a>(valueId); 
00335         <font class="keywordflow">return</font> <font class="stringliteral">"PSTrigger"</font>;
00336 }
00337 
<a name="l00339"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_3">00339</a> ITrack* CParticleSystemModel::getDefaultTrack (uint valueId)
00340 {
00341         <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00342         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00343 
00344         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a> *pss = NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00345 
00346         <font class="keywordflow">switch</font> (valueId)
00347         {
00348                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s5">PosValue</a>:                  <font class="keywordflow">return</font> pss-&gt;getDefaultPos();            
00349                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s7">RotQuatValue</a>:              <font class="keywordflow">return</font> pss-&gt;getDefaultRotQuat();
00350                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s8">ScaleValue</a>:                <font class="keywordflow">return</font> pss-&gt;getDefaultScale();          
00351         }
00352         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getDefaultTrack(valueId); <font class="comment">// delegate to parent</font>
00353 
00354         <font class="comment">// this value belong to us</font>
00355         <font class="keywordflow">if</font> (valueId &lt; <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) 
00356         {
00357                 <font class="keywordflow">return</font> pss-&gt;getUserParamDefaultTrack(valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>);
00358         }
00359         <font class="keywordflow">return</font> pss-&gt;getDefaultTriggerTrack();
00360 }
00361 
<a name="l00363"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_4">00363</a>         <font class="keywordtype">void</font> CParticleSystemModel::registerToChannelMixer(CChannelMixer *chanMixer, <font class="keyword">const</font> std::string &amp;prefix <font class="comment">/* =std::string() */</font>)
00364 {
00365         CTransformShape::registerToChannelMixer(chanMixer, prefix);
00366         <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00367         <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s2">PSParam1</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00368         <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s3">PSParam2</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00369         <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s4">PSParam3</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);  
00370         <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); 
00371 }
00372 
00373 
<a name="l00375"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a3">00375</a> <font class="keywordtype">float</font> CParticleSystemModel::getNumTriangles (<font class="keywordtype">float</font> distance)
00376 {
00377         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font> 0;
00378         <font class="keywordflow">return</font> (float) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;getWantedNumTris(distance);
00379 }
00380 
<a name="l00382"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">00382</a> <font class="keywordtype">bool</font> CParticleSystemModel::checkAgainstPyramid(<font class="keyword">const</font> std::vector&lt;CPlane&gt;        &amp;pyramid)<font class="keyword"> const</font>
00383 <font class="keyword"></font>{               
00384         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>)
00385         <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> bbox;
00386         <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>-&gt;computeBBox(bbox);             
00387         <font class="keyword">const</font> CMatrix           &amp;mat = <a class="code" href="classNL3D_1_1ITransformable.html#a2">getMatrix</a>();
00388         
00389         <font class="comment">// Transform the pyramid in Object space.       </font>
00390         <font class="keywordflow">for</font>(sint i=0; i &lt; (sint) pyramid.size(); i++)
00391         {       
00392                 <font class="comment">// test wether the bbox is entirely in the neg side of the plane</font>
00393                 <font class="keywordflow">if</font> (!bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z265_1">clipBack</a>(pyramid[i]  * mat  )) 
00394                 {
00395                         <font class="keywordflow">return</font> <font class="keyword">false</font>;                   
00396                 }
00397         }
00398         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00399 
00400 }
00401 
00403 <font class="comment">// CParticleSystemDetailObs implementation  //</font>
00405 <font class="comment"></font>
<a name="l00407"></a><a class="code" href="classNL3D_1_1CParticleSystemDetailObs.html#a0">00407</a> <font class="comment">void    CParticleSystemDetailObs::traverse(IObs *caller)</font>
00408 {    
00409         CTransformAnimDetailObs::traverse(caller);      
00410         CParticleSystemModel *psm= NLMISC::safe_cast&lt;CParticleSystemModel *&gt;(Model);
00411         CParticleSystem *ps = psm-&gt;getPS();
00412         <font class="keywordflow">if</font> (psm-&gt;_Invalidated) <font class="keywordflow">return</font>;
00413         <font class="keywordflow">if</font> (psm-&gt;getVisibility() == CHrcTrav::Hide) <font class="keywordflow">return</font>;
00414         
00415         
00416         <font class="keywordflow">if</font> (!psm-&gt;_EditionMode &amp;&amp; !psm-&gt;_InClusterAndVisible)
00417         {
00418                 CParticleSystemShape            *pss = NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *)psm-&gt;Shape);
00419                 <font class="keywordflow">if</font> (pss-&gt;_DestroyWhenOutOfFrustum)
00420                 {
00421                         <font class="keywordflow">if</font> (pss-&gt;_DestroyModelWhenOutOfRange)
00422                         {
00423                                 psm-&gt;releaseRscAndInvalidate();                 
00424                         }
00425                         <font class="keywordflow">else</font> <font class="comment">// remove rsc but do not invalidate the system</font>
00426                         {
00427                                 psm-&gt;releaseRsc();
00428                         }
00429                         <font class="keywordflow">return</font>;
00430                 }
00431                 <font class="keywordflow">if</font> (!ps) <font class="keywordflow">return</font>;
00432         }       
00433 
00434         <font class="comment">// check for trigger. If the trigger is false, and there is a system instanciated, we delete it.</font>
00435         <font class="keywordflow">if</font> (!psm-&gt;_EditionMode)
00436         {
00437                 <font class="keywordflow">if</font> (!psm-&gt;_TriggerAnimatedValue.Value)
00438                 {                                                                       
00439                         <font class="comment">// system is off, or hasn't been instanciated now...</font>
00440                         <font class="keywordflow">if</font> (ps)
00441                         {
00442                                 psm-&gt;releaseRsc();                              
00443                         }
00444                         <font class="keywordflow">return</font>;
00445                 }
00446         }
00447 
00448         <font class="comment">// the system or its center is in the view frustum, but it may not have been instanciated from its shape now</font>
00449         <font class="keywordflow">if</font> (!ps)
00450         {
00451                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm-&gt;_Scene);
00452                 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm-&gt;Shape);
00453                 psm-&gt;reallocRsc();
00454                 ps = psm-&gt;_ParticleSystem;
00455         }
00456 
00457         CClipTrav                       *trav= (CClipTrav*) ClipObs-&gt;Trav;
00458         
00459         <font class="keywordflow">if</font> (psm-&gt;_InClusterAndVisible ||  ps-&gt;getAnimType() == CParticleSystem::AnimInCluster)
00460         {               
00461                 <font class="keywordtype">bool</font> animate = <font class="keyword">true</font>;
00462                 <font class="keywordflow">if</font> (ps-&gt;isSharingEnabled()) 
00463                 {
00464                         <font class="keywordflow">if</font> (ps-&gt;_LastUpdateDate == trav-&gt;CurrentDate)
00465                         {
00466                                 animate = <font class="keyword">false</font>;                                
00467                         }
00468                         <font class="keywordflow">else</font>
00469                         {
00470                                 ps-&gt;_LastUpdateDate = trav-&gt;CurrentDate;
00471                         }
00472                 }
00473                 <font class="keywordflow">else</font>
00474                 {
00475                         ps-&gt;_LastUpdateDate = trav-&gt;CurrentDate;
00476                 }       
00477                 ps-&gt;_LastUpdateDate = trav-&gt;CurrentDate;
00478                 <font class="keywordflow">if</font> (animate)
00479                 {
00480                         <font class="keyword">const</font> CMatrix           &amp;mat= HrcObs-&gt;WorldMatrix;       
00481                         ps-&gt;setSysMat(mat);
00482                         ps-&gt;setViewMat(trav-&gt;ViewMatrix);
00483                         psm-&gt;updateOpacityInfos();
00484 
00485                         <font class="comment">//ps-&gt;setSysMat(psm-&gt;getWorldMatrix());</font>
00486                         <a class="code" href="debug_8h.html#a6">nlassert</a>(ps-&gt;getScene());       
00487 
00488 
00489                         <font class="comment">// setup the number of faces we allow</font>
00490                         ps-&gt;setNumTris((uint) psm-&gt;getNumTrianglesAfterLoadBalancing());
00491 
00492 
00493                         <font class="comment">// set the global user param that are bypassed</font>
00494                         <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> &lt; 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00495                         ps-&gt;_BypassGlobalUserParam = psm-&gt;_BypassGlobalUserParam;
00496 
00497                         <font class="comment">// setup system user parameters for parameters that have been touched</font>
00498                         <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00499                         {
00500                                 <font class="keywordflow">if</font> (psm-&gt;isTouched((uint)CParticleSystemModel::PSParam0 + k))
00501                                 {
00502                                         ps-&gt;setUserParam(k, psm-&gt;_UserParam[k].Value);
00503                                         psm-&gt;clearFlag((uint)CParticleSystemModel::PSParam0 + k);
00504                                 }
00505                         }
00506 
00507                         <font class="keywordflow">if</font> (ps-&gt;getAnimType() != CParticleSystem::AnimAlways) <font class="comment">// if the animation is always perfomed, then its done by the particle system manager</font>
00508                         {
00509                                 <font class="keywordflow">if</font> (psm-&gt;isAutoGetEllapsedTimeEnabled())
00510                                 {
00511                                         psm-&gt;setEllapsedTime(ps-&gt;getScene()-&gt;getEllapsedTime() * psm-&gt;getEllapsedTimeRatio());
00512                                 }
00513                                 <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm-&gt;getEllapsedTime();
00514                                 <font class="comment">// animate particles                            </font>
00515                                 ps-&gt;step(CParticleSystem::Anim, delay);                                 
00516                         }
00517                 }
00518         }               
00519         
00520 
00521         <font class="comment">// add a render obs if in cluster &amp; not hidden</font>
00522         <font class="keywordflow">if</font> (psm-&gt;_InClusterAndVisible)
00523         {
00524                 trav-&gt;RenderTrav-&gt;addRenderObs(ClipObs-&gt;RenderObs);
00525         }
00526 }
00527 
00528 
00529 
00531 <font class="comment">// CParticleSystemRenderObs implementation  //</font>
<a name="l00533"></a><a class="code" href="classNL3D_1_1CParticleSystemRenderObs.html#a0">00533</a> <font class="comment">void    CParticleSystemRenderObs::traverse(IObs *caller)</font>
00534 {
00535 
00536         
00537 
00538 <font class="comment">/*</font>
00539 <font class="comment">        if (!psm-&gt;_OutOfFrustum)</font>
00540 <font class="comment">        {*/</font>
00541                 CTransformShapeRenderObs::traverse(caller);
00542         <font class="comment">//}</font>
00543 }
00544 
00545 
00546 <font class="comment">/*</font>
00547 <font class="comment"> * CParticleSystemClipObs implementation              </font>
00548 <font class="comment"> * IMPORTANT : the Visible attribute is interpreted as 'in traversed clusters'. We need this because we want</font>
00549 <font class="comment"> * to know when a p.s is in clusters, but not visible. As a matter of fact we may need to have system that are animated</font>
00550 <font class="comment"> * as long as in cluster, but not visible. </font>
00551 <font class="comment"> */</font>
00552         
<a name="l00553"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a0">00553</a> <font class="keywordtype">void</font>    CParticleSystemClipObs::traverse(IObs *caller)
00554 {
00555         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a> ( NL3D_Particles_Clip );
00556 
00557 <font class="comment">//          CTransformClipObs::traverse(caller);</font>
00558                 <a class="code" href="classNL3D_1_1IObs.html#z620_0">traverseSons</a>();
00559                 <a class="code" href="debug_8h.html#a6">nlassert</a>(!caller || dynamic_cast&lt;IBaseClipObs*&gt;(caller));
00560                 CParticleSystemModel            *m= (CParticleSystemModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;       
00561                 <font class="keywordflow">if</font> (m-&gt;_Invalidated) <font class="keywordflow">return</font>;            
00562                 CClipTrav                       *trav= (CClipTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
00563                 
00564 
00565                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> != trav-&gt;CurrentDate) 
00566                 {
00567                         m-&gt;_InsertedInVisibleList = <font class="keyword">false</font>;
00568                         m-&gt;_InClusterAndVisible = <font class="keyword">false</font>;
00569                         <a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> = trav-&gt;CurrentDate;
00570                 }
00571                 <font class="keywordflow">if</font> (m-&gt;_InClusterAndVisible) <font class="keywordflow">return</font>; <font class="comment">// already visible</font>
00572                 
00573 
00574                 CParticleSystem *ps = m-&gt;_ParticleSystem;
00575 
00576                 
00577                 <font class="keywordflow">if</font> (ps) <font class="comment">// system instanciated</font>
00578                 {
00579                         <font class="comment">// if there are no more particles, no need to even clip..</font>
00580                         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">checkDestroyCondition</a>(ps, m)) <font class="keywordflow">return</font>;
00581                 }
00582                 
00583                 <font class="comment">// special case : system sticked to a skeleton</font>
00584                 <font class="keywordflow">if</font>( ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)-&gt;_AncestorSkeletonModel!=NULL )
00585                 {
00586                         <font class="keywordtype">bool</font> visible = ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)-&gt;_AncestorSkeletonModel-&gt;isClipVisible();
00587                         <font class="comment">// Special test: if we are sticked to a skeletonModel, and if we are still visible, maybe we don't have to</font>
00588                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> &amp;&amp; m-&gt;_FatherSkeletonModel)
00589                         {
00590                                 CClipTrav               *clipTrav= NLMISC::safe_cast&lt;CClipTrav*&gt;(Trav);
00591 
00592                                 <font class="comment">// if our skeletonModel father is displayed with a Lod, maybe we are not to be displayed</font>
00593                                 <font class="keywordflow">if</font>(m-&gt;_FatherSkeletonModel-&gt;isDisplayedAsLodCharacter())
00594                                 {
00595                                         <font class="comment">// We are visible only if we where sticked to the skeleton with forceCLod==true.</font>
00596                                         <font class="comment">// This is also true if we are actually a skeletonModel</font>
00597                                         <font class="keywordflow">if</font>(!m-&gt;getShowWhenLODSticked())
00598                                                 <font class="comment">// otherWise we are not visible. eg: this is the case of skins and some sticked object</font>
00599                                                 visible = <font class="keyword">false</font>;
00600                                 }
00601                         }
00602                         <font class="comment">//</font>
00603                         <font class="keywordflow">if</font> (visible)
00604                         {                               
00605                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00606                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();                          
00607                                 m-&gt;_InClusterAndVisible = <font class="keyword">true</font>;
00608                                 <font class="keywordflow">return</font>;
00609                         }
00610                         <font class="keywordflow">else</font> <font class="comment">// not visible, may need animation however..</font>
00611                         {                               
00612                                 <font class="keywordflow">if</font> (!ps) <font class="comment">// no resc allocated</font>
00613                                 {
00614                                         CParticleSystemShape            *pss= NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *)m-&gt;Shape);
00615                                         <a class="code" href="debug_8h.html#a6">nlassert</a>(pss);
00616                                         <font class="comment">// invalidate the system if too far</font>
00617                                         <font class="keyword">const</font> CVector pos = m-&gt;getMatrix().getPos();            
00618                                         <font class="keyword">const</font> CVector d = pos - trav-&gt;CamPos;
00619                                         <font class="keywordflow">if</font> (d * d &gt; pss-&gt;_MaxViewDist * pss-&gt;_MaxViewDist) 
00620                                         {
00621                                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>;                                        
00622                                                 <font class="keywordflow">if</font> (pss-&gt;_DestroyModelWhenOutOfRange)
00623                                                 {
00624                                                         m-&gt;_Invalidated = <font class="keyword">true</font>;                                 
00625                                                 }                                                                                                       
00626                                         }
00627                                 }
00628                                 <font class="keywordflow">else</font>
00629                                 {                               
00630                                         <font class="comment">// NB : The test to see wether the system is not too far is performed by the particle system manager                                    </font>
00631                                         <font class="keywordflow">if</font> (!m-&gt;_EditionMode)
00632                                         {
00633                                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;     <font class="comment">// system near, but maybe not in cluster..</font>
00634                                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00635                                         }                                       
00636                                 }
00637                         }
00638                         <font class="keywordflow">return</font>;                         
00639                 }
00640 
00641 
00642                 <font class="comment">//</font>
00643                 <font class="keyword">const</font> std::vector&lt;CPlane&gt;       &amp;pyramid= trav-&gt;WorldPyramid;   
00648                 <font class="comment">// now the pyramid is directly expressed in the world</font>
00649                 <font class="keyword">const</font> CMatrix           &amp;mat= <a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>-&gt;WorldMatrix;       
00650 
00651                                 
00652                 <font class="comment">// Transform the pyramid in Object space.</font>
00653 
00654                 
00655                 <font class="keywordflow">if</font>(!ps) 
00656                 {
00657                         CParticleSystemShape            *pss= NLMISC::safe_cast&lt;CParticleSystemShape *&gt;((IShape *)m-&gt;Shape);
00658                         <a class="code" href="debug_8h.html#a6">nlassert</a>(pss);
00659 
00660                         <font class="comment">// the system wasn't present the last time, we use its center to see if it's back in the view frustum,</font>
00661                         <font class="comment">// or if it is near enough.</font>
00662                         <font class="comment">// if this is the case, we say it isn't clipped, so it will be reinstanciated from the shape</font>
00663                         <font class="comment">// during the DetailAnimTraversal</font>
00664 
00665                         <font class="keyword">const</font> CVector pos = m-&gt;getMatrix().getPos();
00666                 
00667                         <font class="keyword">const</font> CVector d = pos - trav-&gt;CamPos;
00668 
00669 
00670                         <font class="comment">// check wether system not too far              </font>
00671                         <font class="keywordflow">if</font> (d * d &gt; pss-&gt;_MaxViewDist * pss-&gt;_MaxViewDist) 
00672                         {
00673                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>;                                        
00674                                 <font class="keywordflow">if</font> (pss-&gt;_DestroyModelWhenOutOfRange)
00675                                 {
00676                                         m-&gt;_Invalidated = <font class="keyword">true</font>;                                 
00677                                 }                                                       
00678                                 <font class="keywordflow">return</font>;
00679                         }               
00680 
00681                         <font class="comment">// test the shape to see wether we have a precomputed bbox</font>
00682                         <font class="keywordflow">if</font> (!pss-&gt;_UsePrecomputedBBox)
00683                         {                                                               
00686                                 <font class="keywordflow">for</font>(sint i=0; i &lt; (sint)pyramid.size(); i++)
00687                                 {                                       
00688                                         <font class="keywordflow">if</font> ( (pyramid[i]   *  mat  ).d &gt; 0.0f )  <font class="comment">// in its basis, the system is at the center</font>
00689 
00690                                         {                                               
00691                                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00692                                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00693                                                 <font class="keywordflow">return</font>;
00694                                         }
00695                                 }       
00696                                 
00697                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00698                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();                          
00699                                 m-&gt;_InClusterAndVisible = <font class="keyword">true</font>;
00700                                 <font class="keywordflow">return</font>;                                         
00701                         }
00702                         <font class="keywordflow">else</font>
00703                         {
00706                                 <font class="keywordflow">for</font>(sint i=0; i &lt; (sint)pyramid.size(); i++)
00707                                 {                                       
00708                                         <font class="keywordflow">if</font> ( !pss-&gt;_PrecomputedBBox.clipBack(pyramid[i]  * mat  ) ) 
00709                                         {
00710                                                 
00711                                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00712                                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00713                                                 <font class="keywordflow">return</font>;                                 
00714                                         }
00715                                 }                       
00716 
00717                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00718                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00719                                 m-&gt;_InClusterAndVisible = <font class="keyword">true</font>;
00720                                 <font class="keywordflow">return</font>;
00721                                 
00722                         }
00723                 }
00724                 
00725                 <font class="comment">//=========================================================================================================</font>
00726                 <font class="comment">// the system is already instanciated</font>
00727                 
00728                 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps);                                           
00730                 <font class="keywordflow">if</font> (m-&gt;checkAgainstPyramid(pyramid) == <font class="keyword">false</font>)
00731                 {
00732                         <font class="keywordflow">if</font> (!m-&gt;_EditionMode)
00733                         {
00734                                 <font class="comment">// system near, but maybe not in cluster..      </font>
00735                                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00736                                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00737                         }                               
00738                         <font class="keywordflow">return</font>;
00739                 }
00740                 
00741 
00742                 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00743                 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00744                 m-&gt;_InClusterAndVisible = <font class="keyword">true</font>;
00745 }
00746 
00747 <font class="comment">//===================================================================</font>
<a name="l00748"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">00748</a> <font class="keywordtype">bool</font> CParticleSystemClipObs::checkDestroyCondition(CParticleSystem *ps, CParticleSystemModel *m)
00749 {
00750         <a class="code" href="debug_8h.html#a6">nlassert</a>(ps &amp;&amp; m);
00751         <font class="keywordflow">if</font> (!m-&gt;_EditionMode)
00752         {
00756                 <font class="keywordflow">if</font> (ps-&gt;getAnimType() != CParticleSystem::AnimAlways)
00757                 {
00758                         <font class="comment">// test deletion condition (no more particle, no more particle and emitters)</font>
00759                         <font class="keywordflow">if</font> (ps-&gt;getDestroyCondition() != CParticleSystem::none)
00760                         {
00761                                 <font class="keywordflow">if</font> (ps-&gt;getSystemDate() &gt; ps-&gt;getDelayBeforeDeathConditionTest())
00762                                 {
00763                                         <font class="keywordflow">switch</font> (ps-&gt;getDestroyCondition())
00764                                         {
00765                                                 <font class="keywordflow">case</font> CParticleSystem::noMoreParticles:
00766                                                         <font class="keywordflow">if</font> (!ps-&gt;hasParticles())
00767                                                         {                                                       
00768                                                                 m-&gt;releaseRscAndInvalidate();
00769                                                                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00770                                                         }
00771                                                         <font class="keywordflow">break</font>;
00772                                                 <font class="keywordflow">case</font> CParticleSystem::noMoreParticlesAndEmitters:
00773                                                         <font class="keywordflow">if</font> (!ps-&gt;hasParticles() &amp;&amp; !ps-&gt;hasEmitters())
00774                                                         {
00775                                                                 m-&gt;releaseRscAndInvalidate();
00776                                                                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00777                                                         }
00778                                                         <font class="keywordflow">break</font>;
00779                                                 <font class="keywordflow">default</font>: <font class="keywordflow">break</font>;
00780                                         }
00781                                 }
00782                         }
00783                 }
00784         }
00785         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00786 }
00787 
00788 <font class="comment">//===================================================================</font>
<a name="l00789"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_5">00789</a> <font class="keywordtype">void</font> CParticleSystemModel::bypassGlobalUserParamValue(uint userParamIndex,<font class="keywordtype">bool</font> byPass <font class="comment">/*=true*/</font>)
00790 {
00791         <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> &lt; 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00792         <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex &lt; <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>);
00793         <font class="keywordflow">if</font> (byPass) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> |= (1 &lt;&lt; userParamIndex);
00794         <font class="keywordflow">else</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> &amp;= ~(1 &lt;&lt; userParamIndex);
00795 }
00796 
00797 <font class="comment">//===================================================================</font>
<a name="l00798"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_6">00798</a> <font class="keywordtype">bool</font> CParticleSystemModel::isGlobalUserParamValueBypassed(uint userParamIndex)<font class="keyword"> const</font>
00799 <font class="keyword"></font>{
00800         <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> &lt; 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00801         <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex &lt; <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>);
00802         <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> &amp; (1 &lt;&lt; userParamIndex)) != 0;
00803 }
00804 
00805 
00806 } <font class="comment">// NL3D</font>
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