ege/ege__ParticuleEngine.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>
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<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>
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<h1>Class: ege::ParticuleEngine</h1>
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<h2>Synopsis:</h2>
<pre>
+ <a class="code-function" href="#ParticuleEngine">ParticuleEngine</a> (<a href="ege__Environement.html" class="code-type">ege::Environement</a> & <span class="code-argument">_env</span>);<br>+ ~<a class="code-function" href="#ParticuleEngine">ParticuleEngine</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#clear">clear</a> (<span class="code-type">void</span>);<br>+ <span class="code-type">void</span> <a class="code-function" href="#add">add</a> (Particule * <span class="code-argument">_particule</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">_deltaTime</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>+ Particule * <a class="code-function" href="#respown">respown</a> (<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);<br>- <span class="code-type">void</span> <a class="code-function" href="#addRemoved">addRemoved</a> (Particule * <span class="code-argument">_particule</span>);<br></pre>
<h2>Detail:<h2>
<h3>ege::<a id="ParticuleEngine">ParticuleEngine</a> ()</h3>
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<span class="code-function">ParticuleEngine</span>(<a href="ege__Environement.html" class="code-type">ege::Environement</a> & <span class="code-argument">_env</span>);</pre>
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<h3>ege::~<a id="ParticuleEngine">ParticuleEngine</a> ()</h3>
<pre>
~<span class="code-function">ParticuleEngine</span>(<span class="code-type">void</span>);</pre>
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<h3><a id="clear">clear</a> ()</h3>
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<span class="code-type">void</span> <span class="code-function">clear</span>(<span class="code-type">void</span>);</pre>
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clear the particule engine
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<h3><a id="add">add</a> ()</h3>
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<span class="code-type">void</span> <span class="code-function">add</span>(Particule * <span class="code-argument">_particule</span>);</pre>
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add a particule in the engine (internal acces only)
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<b>Parameter [input]:</b> <span class="code-argument">_particule</span> Pointer on the particule to add
<br/></ul>
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<h3><a id="update">update</a> ()</h3>
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<span class="code-type">void</span> <span class="code-function">update</span>(<span class="code-type">float</span> <span class="code-argument">_deltaTime</span>);</pre>
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update particule properties
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<b>Parameter [input]:</b> <span class="code-argument">_deltaTime</span> delta time to process
<br/></ul>
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<h3><a id="draw">draw</a> ()</h3>
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<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>
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draw all the active Particule
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<b>Parameter [input]:</b> <span class="code-argument">_camera</span> Reference on the current camera
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<h3><a id="respown">respown</a> ()</h3>
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Particule * <span class="code-function">respown</span>(<span class="code-storage-keyword">const</span> <span class="code-type">char</span> * <span class="code-argument">_particuleType</span>);</pre>
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get a particue with his type, we get particule that has been already removed, otherwise, you will create new
<br/><b>Notes:</b> If you did not want to use respawn set type at NULL.
<br/> <ul>
<b>Parameter [input]:</b> <span class="code-argument">_particuleType</span> Particule type, this chek only the pointer not the data.
<br/><b>Return:</b> NULL, the particule has not been removed from the created pool
<br/><b>Return:</b> The pointer on the requested element (an init has been done).
<br/></ul>
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<h3><a id="addRemoved">addRemoved</a> ()</h3>
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<span class="code-type">void</span> <span class="code-function">addRemoved</span>(Particule * <span class="code-argument">_particule</span>);</pre>
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add a particule in the removed section == > this not delete the particule, but just set it in an other list
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<b>Parameter [input]:</b> <span class="code-argument">_particule</span> Pointer on the particule to add
<br/></ul>
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