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PUParticleSystem3D Class Reference

PUParticleSystem3D, the class of pu particle system, inherit from ParticleSystem3D. More...

Inherits ParticleSystem3D.

Public Member Functions

virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Overwrite function.
 
virtual void update (float delta) override
 Overwrite function.
 
void forceUpdate (float delta)
 Force update system. More...
 
virtual void startParticleSystem () override
 Overwrite function.
 
virtual void stopParticleSystem () override
 Overwrite function.
 
virtual void pauseParticleSystem () override
 Overwrite function.
 
virtual void resumeParticleSystem () override
 Overwrite function.
 
var resumeParticleSystem ()
 Overwrite function.
 
local resumeParticleSystem ()
 Overwrite function.
 
virtual int getAliveParticleCount () const override
 Overwrite function.
 
var getAliveParticleCount ()
 Overwrite function.
 
local getAliveParticleCount ()
 Overwrite function.
 
float getParticleSystemScaleVelocity () const
 Get the velocity scale, used for scale all particles velocity. More...
 
void setParticleSystemScaleVelocity (float scaleVelocity)
 Set the velocity scale, used for scale all particles velocity. More...
 
void rotationOffset (Vec3 &pos)
 Set the rotation offset(internal method). More...
 
float getTimeElapsedSinceStart (void) const
 Get the time elapsed since sysytem started. More...
 
const float getDefaultWidth (void) const
 Get the default width of particle. More...
 
void setDefaultWidth (const float width)
 Set the default width of particle. More...
 
const float getDefaultHeight (void) const
 Get the default height of particle. More...
 
void setDefaultHeight (const float height)
 Set the default height of particle. More...
 
const float getDefaultDepth (void) const
 Get the default depth of particle. More...
 
void setDefaultDepth (const float depth)
 Set the default depth of particle. More...
 
Vec3 getDerivedPosition ()
 Get the world position of system. More...
 
Quaternion getDerivedOrientation ()
 Get the world rotation of system. More...
 
Vec3 getDerivedScale ()
 Get the world scale of system. More...
 
float getMaxVelocity () const
 Get the maximum velocity of particle. More...
 
void setMaxVelocity (float maxVelocity)
 Set the maximum velocity of particle. More...
 
void setMaterialName (const std::string &name)
 Set the using material of this system(internal method). More...
 
local setMaterialName ( local name)
 Set the using material of this system(internal method). More...
 
const std::string getMaterialName () const
 Get the using material of this system(internal method). More...
 
void forceEmission (PUEmitter *emitter, unsigned requested)
 Forces emission of particles. More...
 
void addEmitter (PUEmitter *emitter)
 Add a Emitter. More...
 
var addEmitter ( var emitter)
 Add a Emitter. More...
 
local addEmitter ( local emitter)
 Add a Emitter. More...
 
PUAffectorgetAffector (const std::string &name)
 Get the affector by name. More...
 
local getAffector ( local name)
 Get the affector by name. More...
 
PUEmittergetEmitter (const std::string &name)
 Get the emitter by name. More...
 
void removeAllEmitter ()
 Remove all emitters.
 
void addListener (PUListener *listener)
 Add a Listener(internal method). More...
 
var addListener ( var listener)
 Add a Listener(internal method). More...
 
local addListener ( local listener)
 Add a Listener(internal method). More...
 
void removeListener (PUListener *listener)
 Remove a Listener(internal method). More...
 
void removeAllListener ()
 Add a Emitter. More...
 
void addObserver (PUObserver *observer)
 Add a Observer. More...
 
PUObserver * getObserver (const std::string &name)
 Get a Observer. More...
 
void removerAllObserver ()
 Remove all Observers.
 
void addBehaviourTemplate (PUBehaviour *behaviour)
 Add a behaviour template of particle(internal method). More...
 
void removeAllBehaviourTemplate ()
 Remove all behaviour templates.
 
bool isMarkedForEmission () const
 Check this system is mark for emission. More...
 
var isMarkedForEmission ()
 Check this system is mark for emission. More...
 
local isMarkedForEmission ()
 Check this system is mark for emission. More...
 
void setMarkedForEmission (bool isMarked)
 Mark this system for emission. More...
 
void clearAllParticles ()
 Clear all particles.
 
unsigned int getEmittedEmitterQuota () const
 Get the quota of emitted emitters . More...
 
var getEmittedEmitterQuota ()
 Get the quota of emitted emitters . More...
 
local getEmittedEmitterQuota ()
 Get the quota of emitted emitters . More...
 
void setEmittedEmitterQuota (unsigned int quota)
 Set the quota of emitted emitters . More...
 
local setEmittedEmitterQuota ( local quota)
 Set the quota of emitted emitters . More...
 
unsigned int getEmittedSystemQuota () const
 Get the quota of emitted systems . More...
 
void setEmittedSystemQuota (unsigned int quota)
 Set the quota of emitted systems . More...
 
PUParticleSystem3DgetParentParticleSystem () const
 Get the partent system of this system. More...
 
local getParentParticleSystem ()
 Get the partent system of this system. More...
 
const ParticlePoolMap & getEmittedEmitterParticlePool () const
 Get the emitted emitter pool. More...
 
const ParticlePoolMap & getEmittedSystemParticlePool () const
 Get the emitted system pool. More...
 
bool makeParticleLocal (PUParticle3D *particle)
 Calculate the real position of the particle(internal method). More...
 
void calulateRotationOffset (void)
 Calculate rotation offset(internal method).
 
virtual PUParticleSystem3Dclone ()
 Clone this system.
 
local clone ()
 Clone this system.
 
virtual void copyAttributesTo (PUParticleSystem3D *system)
 Copy attributes to another particle system(internal method). More...
 
var copyAttributesTo ( var system)
 Copy attributes to another particle system(internal method). More...
 
local copyAttributesTo ( local system)
 Copy attributes to another particle system(internal method). More...
 
bool initSystem (const std::string &filePath)
 Initialize particle system with special particle file(internal method). More...
 
- Public Member Functions inherited from ParticleSystem3D
virtual void setBlendFunc (const BlendFunc &blendFunc) override
 Set the blend function. More...
 
local setBlendFunc ( local blendFunc)
 Set the blend function. More...
 
virtual const BlendFuncgetBlendFunc () const override
 Get the blend function. More...
 
local getBlendFunc ()
 Get the blend function. More...
 
void setEmitter (Particle3DEmitter *emitter)
 Set Emitter. More...
 
void setRender (Particle3DRender *render)
 Set Render. More...
 
void addAffector (Particle3DAffector *affector)
 Add one affector. More...
 
void removeAffector (int index)
 Remove one affector. More...
 
void removeAllAffector ()
 Remove all affectors.
 
unsigned int getParticleQuota () const
 Get the quota of particle. More...
 
var getParticleQuota ()
 Get the quota of particle. More...
 
local getParticleQuota ()
 Get the quota of particle. More...
 
void setParticleQuota (unsigned int quota)
 Set particle quota. More...
 
local setParticleQuota ( local quota)
 Set particle quota. More...
 
Particle3DAffectorgetAffector (int index)
 Get one affector. More...
 
local getAffector ( local index)
 Get one affector. More...
 
const ParticlePoolgetParticlePool ()
 Get particle pool. More...
 
local getParticlePool ()
 Get particle pool. More...
 
State getState () const
 Get the state of particle system(running, paused, stopped). More...
 
bool isKeepLocal (void) const
 Checks whether the particle using local coordinate. More...
 
void setKeepLocal (bool keepLocal)
 Set the particle using local coordinate or world coordinate. More...
 
void setEnabled (bool enabled)
 Set the particle System enable or disable. More...
 
bool isEnabled (void) const
 Get the particle System enabled. More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
var cleanup ()
 Stops and removes all running actions and schedulers.
 
local cleanup ()
 Stops and removes all running actions and schedulers.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and send their render command recursively. More...
 
local visit ( local renderer, local parentTransform, local parentFlags)
 Visits this node's children and send their render command recursively. More...
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher. More...
 
local getEventDispatcher ()
 Get the event dispatcher. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node The scale factor on X axis.
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node The scale factor on Y axis.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node The scale factor on Z axis.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
var setPosition ( var x, var y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Sets the x coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
var setContentSize ( var contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
var getContentSize ()
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
var getRotation ()
 Returns the rotation of the node in degrees. More...
 
local getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
int getGLServerState () const
var getGLServerState ()
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
var getChildByTag ( var tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
local getChildByTag ( local tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
var getParent ()
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByTag ( var tag, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
var removeAllChildren ()
 Removes all children from the container with a cleanup.
 
local removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
var getTag ()
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
var stopAllActions ()
 Stops and removes all actions from the running action list .
 
local stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
var unschedule ( var key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
var unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentAffineTransform ( local ancestor)
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 Convenience methods which take a Touch instead of Vec2. More...
 
var convertTouchToNodeSpace ( var touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
local convertTouchToNodeSpace ( local touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 Converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
local removeComponent ( local name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Member Functions

static PUParticleSystem3Dcreate ()
 Create a empty particle system.
 
local create ()
 Create a empty particle system.
 
static PUParticleSystem3Dcreate (const std::string &filePath)
 Create a particle system with pu file. More...
 
local create ( local filePath)
 Create a particle system with pu file. More...
 
static PUParticleSystem3Dcreate (const std::string &filePath, const std::string &materialPath)
 Create a particle system with pu file and pu material file. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Static Public Attributes

static const float DEFAULT_WIDTH
 Default width of particle.
 
var DEFAULT_WIDTH
 Default width of particle.
 
local DEFAULT_WIDTH
 Default width of particle.
 
static const float DEFAULT_HEIGHT
 Default height of particle.
 
static const float DEFAULT_DEPTH
 Default depth of particle.
 
static const unsigned int DEFAULT_PARTICLE_QUOTA
 Default quota of particle.
 
var DEFAULT_PARTICLE_QUOTA
 Default quota of particle.
 
local DEFAULT_PARTICLE_QUOTA
 Default quota of particle.
 
static const unsigned int DEFAULT_EMITTED_EMITTER_QUOTA
 Default quota of emitted emitter.
 
static const unsigned int DEFAULT_EMITTED_SYSTEM_QUOTA
 Default quota of emitted system.
 
local DEFAULT_EMITTED_SYSTEM_QUOTA
 Default quota of emitted system.
 
static const float DEFAULT_MAX_VELOCITY
 Default maximum velocity of particle.
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _rooted
 When true, it means that the object was already rooted.
 
bool _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 

Detailed Description

PUParticleSystem3D, the class of pu particle system, inherit from ParticleSystem3D.

The ParticleSystem3D,the parent of PUParticleSystem3D, is derived from Node, so one particle system can contain multiple particle systems, You can mount a PUParticleSystem3D under another by addChild. Each particle system can be defined emitter,affector,renderer,etc. There are three ways to create a PUParticleSystem3D:

  • Directly create an empty PUParticleSystem3D, manually add emitter, affector, etc.(useless)
  • Create PUParticleSystem3D with pu file path, pu material file will be automatically searched.(not recommended)
  • Create PUParticleSystem3D with pu file path and pu material file path.(recommended) The resources(textures,scripts,materials) used by pu particle system must use the following file structure and name definition(Can not be modified):
  • Folder - textures
  • ------— scripts
  • ------— materials

Member Function Documentation

static PUParticleSystem3D* create ( const std::string &  filePath)
static

Create a particle system with pu file.

The file path of pu.

var create ( var  filePath)
static

Create a particle system with pu file.

The file path of pu.

local create ( local  filePath)
static

Create a particle system with pu file.

The file path of pu.

static PUParticleSystem3D* create ( const std::string &  filePath,
const std::string &  materialPath 
)
static

Create a particle system with pu file and pu material file.

The file path of pu. The file path of pu material.

var create ( var  filePath,
var  materialPath 
)
static

Create a particle system with pu file and pu material file.

The file path of pu. The file path of pu material.

local create ( local  filePath,
local  materialPath 
)
static

Create a particle system with pu file and pu material file.

The file path of pu. The file path of pu material.

void forceUpdate ( float  delta)

Force update system.

The delta time between two frames.

var forceUpdate ( var  delta)

Force update system.

The delta time between two frames.

local forceUpdate ( local  delta)

Force update system.

The delta time between two frames.

float
getParticleSystemScaleVelocity
( ) const

Get the velocity scale, used for scale all particles velocity.

The velocity scale.

var getParticleSystemScaleVelocity ( )

Get the velocity scale, used for scale all particles velocity.

The velocity scale.

local
getParticleSystemScaleVelocity
( )

Get the velocity scale, used for scale all particles velocity.

The velocity scale.

void setParticleSystemScaleVelocity ( float  scaleVelocity)
inline

Set the velocity scale, used for scale all particles velocity.

The velocity scale.

var setParticleSystemScaleVelocity ( var  scaleVelocity)
inline

Set the velocity scale, used for scale all particles velocity.

The velocity scale.

local
setParticleSystemScaleVelocity
( local  scaleVelocity)
inline

Set the velocity scale, used for scale all particles velocity.

The velocity scale.

void rotationOffset ( Vec3 pos)

Set the rotation offset(internal method).

If the orientation of the particle system has been changed since the last update, the passed vector is rotated accordingly. The position.

var rotationOffset ( var  pos)

Set the rotation offset(internal method).

If the orientation of the particle system has been changed since the last update, the passed vector is rotated accordingly. The position.

local rotationOffset ( local  pos)

Set the rotation offset(internal method).

If the orientation of the particle system has been changed since the last update, the passed vector is rotated accordingly. The position.

float getTimeElapsedSinceStart ( void  ) const
inline

Get the time elapsed since sysytem started.

The time.

var getTimeElapsedSinceStart (   )
inline

Get the time elapsed since sysytem started.

The time.

local getTimeElapsedSinceStart (   )
inline

Get the time elapsed since sysytem started.

The time.

const float getDefaultWidth ( void  ) const

Get the default width of particle.

The width of particle.

var getDefaultWidth (   )

Get the default width of particle.

The width of particle.

local getDefaultWidth (   )

Get the default width of particle.

The width of particle.

void setDefaultWidth ( const float  width)

Set the default width of particle.

The width of particle.

var setDefaultWidth ( var  width)

Set the default width of particle.

The width of particle.

local setDefaultWidth ( local  width)

Set the default width of particle.

The width of particle.

const float getDefaultHeight ( void  ) const

Get the default height of particle.

The height of particle.

var getDefaultHeight (   )

Get the default height of particle.

The height of particle.

local getDefaultHeight (   )

Get the default height of particle.

The height of particle.

void setDefaultHeight ( const float  height)

Set the default height of particle.

The height of particle.

var setDefaultHeight ( var  height)

Set the default height of particle.

The height of particle.

local setDefaultHeight ( local  height)

Set the default height of particle.

The height of particle.

const float getDefaultDepth ( void  ) const

Get the default depth of particle.

The depth of particle.

var getDefaultDepth (   )

Get the default depth of particle.

The depth of particle.

local getDefaultDepth (   )

Get the default depth of particle.

The depth of particle.

void setDefaultDepth ( const float  depth)

Set the default depth of particle.

The depth of particle.

var setDefaultDepth ( var  depth)

Set the default depth of particle.

The depth of particle.

local setDefaultDepth ( local  depth)

Set the default depth of particle.

The depth of particle.

Vec3 getDerivedPosition ( )

Get the world position of system.

The world position.

var getDerivedPosition ( )

Get the world position of system.

The world position.

local getDerivedPosition ( )

Get the world position of system.

The world position.

Quaternion getDerivedOrientation ( )

Get the world rotation of system.

The world rotation.

var getDerivedOrientation ( )

Get the world rotation of system.

The world rotation.

local getDerivedOrientation ( )

Get the world rotation of system.

The world rotation.

Vec3 getDerivedScale ( )

Get the world scale of system.

The world scale.

var getDerivedScale ( )

Get the world scale of system.

The world scale.

local getDerivedScale ( )

Get the world scale of system.

The world scale.

float getMaxVelocity ( ) const

Get the maximum velocity of particle.

Return the maximum velocity a particle can have, even if the velocity of the particle has been set higher (either by initialisation of the particle or by means of an affector). The maximum velocity.

var getMaxVelocity ( )

Get the maximum velocity of particle.

Return the maximum velocity a particle can have, even if the velocity of the particle has been set higher (either by initialisation of the particle or by means of an affector). The maximum velocity.

local getMaxVelocity ( )

Get the maximum velocity of particle.

Return the maximum velocity a particle can have, even if the velocity of the particle has been set higher (either by initialisation of the particle or by means of an affector). The maximum velocity.

void setMaxVelocity ( float  maxVelocity)

Set the maximum velocity of particle.

The maximum velocity.

var setMaxVelocity ( var  maxVelocity)

Set the maximum velocity of particle.

The maximum velocity.

local setMaxVelocity ( local  maxVelocity)

Set the maximum velocity of particle.

The maximum velocity.

void setMaterialName ( const std::string &  name)
inline

Set the using material of this system(internal method).

The name of material.

var setMaterialName ( var  name)
inline

Set the using material of this system(internal method).

The name of material.

local setMaterialName ( local  name)
inline

Set the using material of this system(internal method).

The name of material.

const std::string getMaterialName ( ) const
inline

Get the using material of this system(internal method).

The name of material.

var getMaterialName ( )
inline

Get the using material of this system(internal method).

The name of material.

local getMaterialName ( )
inline

Get the using material of this system(internal method).

The name of material.

void forceEmission ( PUEmitter emitter,
unsigned  requested 
)

Forces emission of particles.

The number of requested particles are the exact number that are emitted Which emitter need emit particle. The number of requested particles.

var forceEmission ( var  emitter,
var  requested 
)

Forces emission of particles.

The number of requested particles are the exact number that are emitted Which emitter need emit particle. The number of requested particles.

local forceEmission ( local  emitter,
local  requested 
)

Forces emission of particles.

The number of requested particles are the exact number that are emitted Which emitter need emit particle. The number of requested particles.

void addEmitter ( PUEmitter emitter)

Add a Emitter.

The pu particle system allows the use of multiple emitters The pointer of emitter.

var addEmitter ( var  emitter)

Add a Emitter.

The pu particle system allows the use of multiple emitters The pointer of emitter.

local addEmitter ( local  emitter)

Add a Emitter.

The pu particle system allows the use of multiple emitters The pointer of emitter.

PUAffector* getAffector ( const std::string &  name)

Get the affector by name.

The name of affector.

var getAffector ( var  name)

Get the affector by name.

The name of affector.

local getAffector ( local  name)

Get the affector by name.

The name of affector.

PUEmitter* getEmitter ( const std::string &  name)

Get the emitter by name.

The name of emitter.

var getEmitter ( var  name)

Get the emitter by name.

The name of emitter.

local getEmitter ( local  name)

Get the emitter by name.

The name of emitter.

void addListener ( PUListener *  listener)

Add a Listener(internal method).

Listener is mainly used to monitor particle emission and death. The pointer of listener.

var addListener ( var  listener)

Add a Listener(internal method).

Listener is mainly used to monitor particle emission and death. The pointer of listener.

local addListener ( local  listener)

Add a Listener(internal method).

Listener is mainly used to monitor particle emission and death. The pointer of listener.

void removeListener ( PUListener *  listener)

Remove a Listener(internal method).

The pointer of listener.

var removeListener ( var  listener)

Remove a Listener(internal method).

The pointer of listener.

local removeListener ( local  listener)

Remove a Listener(internal method).

The pointer of listener.

void removeAllListener ( )

Add a Emitter.

The pu particle system allows the use of multiple emitters

var removeAllListener ( )

Add a Emitter.

The pu particle system allows the use of multiple emitters

local removeAllListener ( )

Add a Emitter.

The pu particle system allows the use of multiple emitters

void addObserver ( PUObserver *  observer)

Add a Observer.

The pointer of observer.

var addObserver ( var  observer)

Add a Observer.

The pointer of observer.

local addObserver ( local  observer)

Add a Observer.

The pointer of observer.

PUObserver* getObserver ( const std::string &  name)

Get a Observer.

The name of observer.

var getObserver ( var  name)

Get a Observer.

The name of observer.

local getObserver ( local  name)

Get a Observer.

The name of observer.

void addBehaviourTemplate ( PUBehaviour *  behaviour)

Add a behaviour template of particle(internal method).

The pointer of behaviour.

var addBehaviourTemplate ( var  behaviour)

Add a behaviour template of particle(internal method).

The pointer of behaviour.

local addBehaviourTemplate ( local  behaviour)

Add a behaviour template of particle(internal method).

The pointer of behaviour.

bool isMarkedForEmission ( ) const
inline

Check this system is mark for emission.

Whether this system is mark for emission.

var isMarkedForEmission ( )
inline

Check this system is mark for emission.

Whether this system is mark for emission.

local isMarkedForEmission ( )
inline

Check this system is mark for emission.

Whether this system is mark for emission.

void setMarkedForEmission ( bool  isMarked)
inline

Mark this system for emission.

Whether this system is mark for emission.

var setMarkedForEmission ( var  isMarked)
inline

Mark this system for emission.

Whether this system is mark for emission.

local setMarkedForEmission ( local  isMarked)
inline

Mark this system for emission.

Whether this system is mark for emission.

unsigned int getEmittedEmitterQuota ( ) const
inline

Get the quota of emitted emitters .

The quota of emitted emitters.

var getEmittedEmitterQuota ( )
inline

Get the quota of emitted emitters .

The quota of emitted emitters.

local getEmittedEmitterQuota ( )
inline

Get the quota of emitted emitters .

The quota of emitted emitters.

void setEmittedEmitterQuota ( unsigned int  quota)
inline

Set the quota of emitted emitters .

The quota of emitted emitters.

var setEmittedEmitterQuota ( var  quota)
inline

Set the quota of emitted emitters .

The quota of emitted emitters.

local setEmittedEmitterQuota ( local  quota)
inline

Set the quota of emitted emitters .

The quota of emitted emitters.

unsigned int getEmittedSystemQuota ( ) const
inline

Get the quota of emitted systems .

The quota of emitted systems.

var getEmittedSystemQuota ( )
inline

Get the quota of emitted systems .

The quota of emitted systems.

local getEmittedSystemQuota ( )
inline

Get the quota of emitted systems .

The quota of emitted systems.

void setEmittedSystemQuota ( unsigned int  quota)
inline

Set the quota of emitted systems .

The quota of emitted systems.

var setEmittedSystemQuota ( var  quota)
inline

Set the quota of emitted systems .

The quota of emitted systems.

local setEmittedSystemQuota ( local  quota)
inline

Set the quota of emitted systems .

The quota of emitted systems.

PUParticleSystem3D*
getParentParticleSystem
( ) const
inline

Get the partent system of this system.

The partent system of this system.

var getParentParticleSystem ( )
inline

Get the partent system of this system.

The partent system of this system.

local getParentParticleSystem ( )
inline

Get the partent system of this system.

The partent system of this system.

const ParticlePoolMap&
getEmittedEmitterParticlePool
( ) const
inline

Get the emitted emitter pool.

The emitted emitter pool.

var getEmittedEmitterParticlePool ( )
inline

Get the emitted emitter pool.

The emitted emitter pool.

local getEmittedEmitterParticlePool ( )
inline

Get the emitted emitter pool.

The emitted emitter pool.

const ParticlePoolMap&
getEmittedSystemParticlePool
( ) const
inline

Get the emitted system pool.

The emitted system pool.

var getEmittedSystemParticlePool ( )
inline

Get the emitted system pool.

The emitted system pool.

local getEmittedSystemParticlePool ( )
inline

Get the emitted system pool.

The emitted system pool.

bool makeParticleLocal ( PUParticle3D particle)

Calculate the real position of the particle(internal method).

Need handled particle.

var makeParticleLocal ( var  particle)

Calculate the real position of the particle(internal method).

Need handled particle.

local makeParticleLocal ( local  particle)

Calculate the real position of the particle(internal method).

Need handled particle.

virtual void copyAttributesTo ( PUParticleSystem3D system)
virtual

Copy attributes to another particle system(internal method).

The particle system.

var copyAttributesTo ( var  system)
virtual

Copy attributes to another particle system(internal method).

The particle system.

local copyAttributesTo ( local  system)
virtual

Copy attributes to another particle system(internal method).

The particle system.

bool initSystem ( const std::string &  filePath)

Initialize particle system with special particle file(internal method).

The full path of particle file. If init success return true, otherwise return false.

var initSystem ( var  filePath)

Initialize particle system with special particle file(internal method).

The full path of particle file. If init success return true, otherwise return false.

local initSystem ( local  filePath)

Initialize particle system with special particle file(internal method).

The full path of particle file. If init success return true, otherwise return false.


The documentation for this class was generated from the following file: