ege/ege__Particule.html

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<h1>ege Library</h1>
<li>ege</li>
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<li><a href="ege__Camera.html">Camera</a></li>
<li><a href="ege__ElementGame.html">ElementGame</a></li>
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<li><a href="ege__Environement__ResultNearestElement.html">Environement::ResultNearestElement</a></li>
<li><a href="ege__Particule.html">Particule</a></li>
<li><a href="ege__ParticuleEngine.html">ParticuleEngine</a></li>
<li><a href="ege__ParticuleSimple.html">ParticuleSimple</a></li>
<li><a href="ege__Scene.html">Scene</a></li>
<li><a href="ege__resource__ParticuleMesh.html">resource::ParticuleMesh</a></li>
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<h1>Class: ege::Particule</h1>
<br/>
<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#Particule">Particule</a> (<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,<br/> <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);<br>+ ~<a class="code-function" href="#Particule">Particule</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#init">init</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#UnInit">UnInit</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#update">update</a> (<span class="code-type">float</span> <span class="code-argument">_delta</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#draw">draw</a> (<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);<br>+ <span class="code-type">bool</span> <a class="code-function" href="#needRemove">needRemove</a> (<span class="code-type">void</span>);<br>+ <span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <a class="code-function" href="#getParticuleType">getParticuleType</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#onEnd">onEnd</a> (<span class="code-type">void</span>);<br></pre>
<h2>Description:</h2>
/**
* @brief The particule class is an element with no control, when it will be created,
* it does not have any control, for example smoke or reactor generation ...
* or explosion particule ...
*/<h2>Detail:<h2>
<h3>ege::<a id="Particule">Particule</a> ()</h3>
<pre>
<span class="code-function">Particule</span>(<a href="ege__ParticuleEngine.html" class="code-type">ege::ParticuleEngine</a> & <span class="code-argument">_particuleEngine</span>,
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);</pre>
<br/>
Constructor.
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_particuleEngine</span> reference on the particule engine ...
<br/><b>Parameter [input]:</b> <span class="code-argument">_particuleType</span> Type of the particule (set NULL if you did not want to use the respowner ...)
<br/></ul>
<br/>
<hr/>
<h3>ege::~<a id="Particule">Particule</a> ()</h3>
<pre>
~<span class="code-function">Particule</span>(<span class="code-type">void</span>);</pre>
<br/>
Destructor.
<br/><br/>
<hr/>
<h3><a id="init">init</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">init</span>(<span class="code-type">void</span>);</pre>
<br/>
init the particule
<br/><br/>
<hr/>
<h3><a id="UnInit">UnInit</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">UnInit</span>(<span class="code-type">void</span>);</pre>
<br/>
Un-init the particule
<br/><br/>
<hr/>
<h3><a id="update">update</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">float</span> <span class="code-argument">_delta</span>);</pre>
<br/>
update the paticule properties
<br/><ul>
<b>Parameter [input]:</b> <span class="code-argument">_delta</span> Delta time from the previous call
<br/></ul>
<br/>
<hr/>
<h3><a id="draw">draw</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">draw</span>(<span class="code-storage-keyword">const</span> <a href="ege__Camera.html" class="code-type">ege::Camera</a> & <span class="code-argument">_camera</span>);</pre>
<br/>
draw the current particule
<br/><br/>
<hr/>
<h3><a id="needRemove">needRemove</a> ()</h3>
<pre>
<span class="code-type">bool</span> <span class="code-function">needRemove</span>(<span class="code-type">void</span>);</pre>
<br/>
Check if the element might be removed
<br/><ul>
<b>Return:</b> true : The element might be removed
<br/><b>Return:</b> false : The element might be keeped
<br/></ul>
<br/>
<hr/>
<h3><a id="getParticuleType">getParticuleType</a> ()</h3>
<pre>
<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-function">getParticuleType</span>(<span class="code-type">void</span>);</pre>
<br/>
get the type of the particule
<br/><ul>
<b>Return:</b> Type of the current particule
<br/></ul>
<br/>
<hr/>
<h3><a id="onEnd">onEnd</a> ()</h3>
<pre>
<span class="code-type">void</span> <span class="code-function">onEnd</span>(<span class="code-type">void</span>);</pre>
<br/>
When the particule arrive to his end of life, this function is called.
<br/><br/>
<hr/>
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