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PUParticleSystem3D Class Reference

#include <CCPUParticleSystem3D.h>

Inheritance diagram for PUParticleSystem3D:
ParticleSystem3D Node Ref

Public Types

typedef std::map< std::string,
ParticlePool
ParticlePoolMap
- Public Types inherited from ParticleSystem3D
enum  State { STOP, RUNNING, PAUSE }
 
- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 

Public Member Functions

virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 override function More...
 
virtual void update (float delta) override
 override function More...
 
void forceUpdate (float delta)
virtual void startParticleSystem () override
 particle system play control More...
 
virtual void stopParticleSystem () override
 stop particle More...
 
virtual void pauseParticleSystem () override
 pause particle More...
 
virtual void resumeParticleSystem () override
 resume particle More...
 
virtual int getAliveParticleCount () const override
 get alive particles count More...
 
float getParticleSystemScaleVelocity () const
 Returns the velocity scale, defined in the particle system, but passed to the technique for convenience. More...
 
void setParticleSystemScaleVelocity (float scaleVelocity)
local setParticleSystemScaleVelocity ( local scaleVelocity)
void rotationOffset (Vec3 &pos)
 If the orientation of the particle system has been changed since the last update, the passed vector is rotated accordingly. More...
 
float getTimeElapsedSinceStart (void) const
var getTimeElapsedSinceStart ()
local getTimeElapsedSinceStart ()
const float getDefaultWidth (void) const
 default particle width More...
 
void setDefaultWidth (const float width)
const float getDefaultHeight (void) const
 default particle height More...
 
void setDefaultHeight (const float height)
const float getDefaultDepth (void) const
 default particle depth More...
 
void setDefaultDepth (const float depth)
Vec3 getDerivedPosition ()
Quaternion getDerivedOrientation ()
Vec3 getDerivedScale ()
float getMaxVelocity () const
 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). More...
 
void setMaxVelocity (float maxVelocity)
 Set the maximum velocity a particle can have. More...
 
local setMaxVelocity ( local maxVelocity)
 Set the maximum velocity a particle can have. More...
 
void setMaterialName (const std::string &name)
const std::string getMaterialName () const
void forceEmission (PUEmitter *emitter, unsigned requested)
 Forces emission of particles. More...
 
void addEmitter (PUEmitter *emitter)
 add particle affector More...
 
PUAffectorgetAffector (const std::string &name)
PUEmittergetEmitter (const std::string &name)
void removeAllEmitter ()
void addListener (PUListener *listener)
void removeListener (PUListener *listener)
void removeAllListener ()
void addObserver (PUObserver *observer)
PUObservergetObserver (const std::string &name)
void removerAllObserver ()
void addBehaviourTemplate (PUBehaviour *behaviour)
void removeAllBehaviourTemplate ()
bool isMarkedForEmission () const
void setMarkedForEmission (bool isMarked)
void clearAllParticles ()
unsigned int getEmittedEmitterQuota () const
void setEmittedEmitterQuota (unsigned int quota)
unsigned int getEmittedSystemQuota () const
void setEmittedSystemQuota (unsigned int quota)
PUParticleSystem3DgetParentParticleSystem () const
local getParentParticleSystem ()
const ParticlePoolMapgetEmittedEmitterParticlePool () const
local getEmittedEmitterParticlePool ()
const ParticlePoolMapgetEmittedSystemParticlePool () const
bool makeParticleLocal (PUParticle3D *particle)
void calulateRotationOffset (void)
virtual PUParticleSystem3Dclone ()
local clone ()
virtual void copyAttributesTo (PUParticleSystem3D *system)
local copyAttributesTo ( local system)
virtual ~PUParticleSystem3D ()
- Public Member Functions inherited from ParticleSystem3D
virtual void setBlendFunc (const BlendFunc &blendFunc) override
 override function More...
 
virtual const BlendFuncgetBlendFunc () const override
 override function More...
 
local getBlendFunc ()
 override function More...
 
void setEmitter (Particle3DEmitter *emitter)
 set emitter for particle system, can set your own particle emitter More...
 
void setRender (Particle3DRender *render)
 set particle render, can set your own particle render More...
 
void addAffector (Particle3DAffector *affector)
 add particle affector More...
 
void removeAffector (int index)
 remove affector by index More...
 
void removeAllAffector ()
 remove all particle affector More...
 
unsigned int getParticleQuota () const
 get particle quota More...
 
void setParticleQuota (unsigned int quota)
 set particle quota More...
 
Particle3DAffectorgetAffector (int index)
 get particle affector by index More...
 
local getAffector ( local index)
 get particle affector by index More...
 
const ParticlePoolgetParticlePool ()
 get particle pool More...
 
State getState () const
 get particle playing state More...
 
bool isKeepLocal (void) const
void setKeepLocal (bool keepLocal)
void setEnabled (bool enabled)
 Enables or disables the system. More...
 
bool isEnabled (void) const
 is enabled More...
 
virtual ~ParticleSystem3D ()
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
var visit ()
local visit ()
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 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 scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 Get the event dispatcher of scene. 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...
 
var getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
local getPhysicsBody ()
 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. More...
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics. More...
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics. More...
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix. More...
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix. More...
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix. More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
local setCascadeOpacityEnabled ( local cascadeOpacityEnabled)
virtual const Color3BgetColor () const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
local setCascadeColorEnabled ( local cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool value)
var setOpacityModifyRGB ( var value)
local setOpacityModifyRGB ( local value)
virtual bool isOpacityModifyRGB () const
void setOnEnterCallback (const std::function< void()> &callback)
var setOnEnterCallback ( var callback)
local setOnEnterCallback ( local callback)
const std::function< void()> & getOnEnterCallback () const
local getOnEnterCallback ()
void setOnExitCallback (const std::function< void()> &callback)
var setOnExitCallback ( var callback)
local setOnExitCallback ( local callback)
const std::function< void()> & getOnExitCallback () const
local getOnExitCallback ()
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
var setonEnterTransitionDidFinishCallback ( var callback)
local setonEnterTransitionDidFinishCallback ( local callback)
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
local getonEnterTransitionDidFinishCallback ()
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
var setonExitTransitionDidStartCallback ( var callback)
local setonExitTransitionDidStartCallback ( local callback)
const std::function< void()> & getonExitTransitionDidStartCallback () const
local getonExitTransitionDidStartCallback ()
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
local setCameraMask ( local mask, local true)
virtual ~Node ()
virtual bool init ()
var init ()
local init ()
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)
var _setLocalZOrder ( var 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...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 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. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var 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. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
var setScaleZ ( var 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. More...
 
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...
 
local setPosition ( local 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...
 
local getNormalizedPosition ()
 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...
 
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)
 Gets/Sets x or y coordinate individually for position. 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...
 
var setVertexZ ( var 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)
var setVertexZ ( var vertexZ)
local setVertexZ ( local 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...
 
var setSkewY ( var 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...
 
local getAnchorPoint ()
 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...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
var setVisible ( var 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...
 
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, it equals to RotationY * RotationX otherwise. More...
 
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...
 
var getRotationX ()
 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
var getRotationX ()
local getRotationX ()
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
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...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 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
virtual void 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...
 
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. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
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...
 
var removeAllChildren ( var 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...
 
local reorderChild ( local child, local 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...
 
virtual int getTag () const
 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 std::string getName () const
 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...
 
var setGLProgram ( var 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
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 . More...
 
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...
 
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...
 
local getNumberOfRunningActions ()
 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
var numberOfRunningActions ()
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...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
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...
 
var scheduleUpdateWithPriority ( var priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
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. More...
 
var scheduleOnce ( var selector, var delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. 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. 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...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
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 void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
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...
 
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...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 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...
 
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...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components. More...
 
var removeAllComponents ()
 Removes all components. More...
 
local removeAllComponents ()
 Removes all components. More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void 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...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

static PUParticleSystem3Dcreate ()
local create ()
static PUParticleSystem3Dcreate (const std::string &filePath)
static PUParticleSystem3Dcreate (const std::string &filePath, const std::string &materialPath)
local create ( local filePath, local materialPath)
- 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...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: PUParticleSystem3D()
- Public Attributes inherited from ParticleSystem3D
CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystem3D()
local __pad0__: ParticleSystem3D()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Static Public Attributes

static const float DEFAULT_WIDTH
var DEFAULT_WIDTH
local DEFAULT_WIDTH
static const float DEFAULT_HEIGHT
static const float DEFAULT_DEPTH
static const unsigned int DEFAULT_PARTICLE_QUOTA
var DEFAULT_PARTICLE_QUOTA
local DEFAULT_PARTICLE_QUOTA
static const unsigned int DEFAULT_EMITTED_EMITTER_QUOTA
static const unsigned int DEFAULT_EMITTED_SYSTEM_QUOTA
local DEFAULT_EMITTED_SYSTEM_QUOTA
static const float DEFAULT_MAX_VELOCITY
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 

Protected Member Functions

void prepared ()
void unPrepared ()
void preUpdator (float elapsedTime)
void updator (float elapsedTime)
void postUpdator (float elapsedTime)
void emitParticles (float elapsedTime)
void executeEmitParticles (PUEmitter *emitter, unsigned requested, float elapsedTime)
void emitParticles (ParticlePool &pool, PUEmitter *emitter, unsigned requested, float elapsedTime)
void processParticle (ParticlePool &pool, bool &firstActiveParticle, bool &firstParticle, float elapsedTime)
void processMotion (PUParticle3D *particle, float timeElapsed, bool firstParticle)
void notifyRescaled (const Vec3 &scl)
void initParticleForEmission (PUParticle3D *particle)
void initParticleForExpiration (PUParticle3D *particle, float timeElapsed)
void forceStopParticleSystem ()
bool isExpired (PUParticle3D *particle, float timeElapsed)
bool initSystem (const std::string &filePath)
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
local detachChild ( local child, local index, local doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
var convertToWindowSpace ( var nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
local convertToWindowSpace ( local nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
var transform ( var parentTransform)
local transform ( local parentTransform)
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
var processParentFlags ( var parentTransform, var parentFlags)
local processParentFlags ( local parentTransform, local parentFlags)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
var updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
var disableCascadeColor ()
local disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
var doEnumerate ( var name, var callback)
local doEnumerate ( local name, local callback)
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
var doEnumerateRecursive ( var node, var name, var callback)
local doEnumerateRecursive ( local node, local name, local callback)
bool isVisitableByVisitingCamera () const
void updateRotationQuat ()
var updateRotationQuat ()
local updateRotationQuat ()
void updateRotation3D ()
var updateRotation3D ()
local updateRotation3D ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Static Protected Member Functions

static void convertToUnixStylePath (std::string &path)
var convertToUnixStylePath ( var path)
local convertToUnixStylePath ( local path)

Protected Attributes

std::vector< PUEmitter * > _emitters
std::vector< PUObserver * > _observers
ParticlePoolMap _emittedEmitterParticlePool
ParticlePoolMap _emittedSystemParticlePool
unsigned int _emittedEmitterQuota
unsigned int _emittedSystemQuota
PUParticle3D::ParticleBehaviourList _behaviourTemplates
std::vector< PUListener * > _listeners
bool _prepared
bool _poolPrepared
float _particleSystemScaleVelocity
var _particleSystemScaleVelocity
local _particleSystemScaleVelocity
float _timeElapsedSinceStart
Quaternion _rotationOffset
Vec3 _rotationCentre
float _defaultWidth
float _defaultHeight
float _defaultDepth
float _maxVelocity
bool _maxVelocitySet
std::string _matName
bool _isMarkedForEmission
Vec3 _latestPositionDiff
Vec3 _latestPosition
Quaternion _latestOrientation
PUParticleSystem3D_parentParticleSystem
var _parentParticleSystem
local _parentParticleSystem
- Protected Attributes inherited from ParticleSystem3D
State _state
Particle3DEmitter_emitter
std::vector< Particle3DAffector * > _affectors
var _affectors
local _affectors
Particle3DRender_render
ParticlePool _particlePool
int _aliveParticlesCnt
unsigned int _particleQuota
BlendFunc _blend
bool _keepLocal
bool _isEnabled
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
var _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
local _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
Quaternion _rotationQuat
var _rotationQuat
local _rotationQuat
float _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
var _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
local _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
var _normalizedPosition
local _normalizedPosition
bool _usingNormalizedPosition
var _usingNormalizedPosition
local _usingNormalizedPosition
bool _normalizedPositionDirty
var _normalizedPositionDirty
local _normalizedPositionDirty
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
var _contentSizeDirty
 whether or not the contentSize is dirty More...
 
local _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
Director_director
var _director
local _director
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
var _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
local _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
var _glProgramState
 OpenGL Program State. More...
 
local _glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
var _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
local _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
var _running
 is running More...
 
local _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer * _componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
var _physicsBody
 the physicsBody the node have More...
 
local _physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
var _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
local _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
var _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
local _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
float _physicsRotation
var _physicsRotation
local _physicsRotation
bool _physicsTransformDirty
var _physicsTransformDirty
local _physicsTransformDirty
bool _updateTransformFromPhysics
var _updateTransformFromPhysics
local _updateTransformFromPhysics
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
unsigned short _cameraMask
var _cameraMask
local _cameraMask
std::function< void()> _onEnterCallback
var _onEnterCallback
local _onEnterCallback
std::function< void()> _onExitCallback
var _onExitCallback
local _onExitCallback
std::function< void()> _onEnterTransitionDidFinishCallback
std::function< void()> _onExitTransitionDidStartCallback
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
local _referenceCount
 count of references More...
 

Additional Inherited Members

- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Member Typedef Documentation

typedef std::map<std::string,
ParticlePool> ParticlePoolMap

Constructor & Destructor Documentation

virtual ~PUParticleSystem3D ( )
virtual
var ~PUParticleSystem3D ( )
virtual
local ~PUParticleSystem3D ( )
virtual

Member Function Documentation

void addBehaviourTemplate ( PUBehaviour behaviour)
var addBehaviourTemplate ( var  behaviour)
local addBehaviourTemplate ( local  behaviour)
void addEmitter ( PUEmitter emitter)

add particle affector

var addEmitter ( var  emitter)

add particle affector

local addEmitter ( local  emitter)

add particle affector

void addListener ( PUListener listener)
var addListener ( var  listener)
local addListener ( local  listener)
void addObserver ( PUObserver observer)
var addObserver ( var  observer)
local addObserver ( local  observer)
void calulateRotationOffset ( void  )
var calulateRotationOffset (   )
local calulateRotationOffset (   )
void clearAllParticles ( )
var clearAllParticles ( )
local clearAllParticles ( )
virtual PUParticleSystem3D* clone ( )
virtual
var clone ( )
virtual
local clone ( )
virtual
static void convertToUnixStylePath ( std::string &  path)
staticprotected
var convertToUnixStylePath ( var  path)
staticprotected
local convertToUnixStylePath ( local  path)
staticprotected
virtual void copyAttributesTo ( PUParticleSystem3D system)
virtual
var copyAttributesTo ( var  system)
virtual
local copyAttributesTo ( local  system)
virtual
static PUParticleSystem3D* create ( )
static
var create ( )
static
local create ( )
static
static PUParticleSystem3D* create ( const std::string &  filePath)
static
var create ( var  filePath)
static
local create ( local  filePath)
static
static PUParticleSystem3D* create ( const std::string &  filePath,
const std::string &  materialPath 
)
static
var create ( var  filePath,
var  materialPath 
)
static
local create ( local  filePath,
local  materialPath 
)
static
virtual void draw ( Renderer renderer,
const Mat4 transform,
uint32_t  flags 
)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

var draw ( var  renderer,
var  transform,
var  flags 
)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

local draw ( local  renderer,
local  transform,
local  flags 
)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

void emitParticles ( float  elapsedTime)
protected
var emitParticles ( var  elapsedTime)
protected
local emitParticles ( local  elapsedTime)
protected
void emitParticles ( ParticlePool pool,
PUEmitter emitter,
unsigned  requested,
float  elapsedTime 
)
protected
var emitParticles ( var  pool,
var  emitter,
var  requested,
var  elapsedTime 
)
protected
local emitParticles ( local  pool,
local  emitter,
local  requested,
local  elapsedTime 
)
protected
void executeEmitParticles ( PUEmitter emitter,
unsigned  requested,
float  elapsedTime 
)
protected
var executeEmitParticles ( var  emitter,
var  requested,
var  elapsedTime 
)
protected
local executeEmitParticles ( local  emitter,
local  requested,
local  elapsedTime 
)
protected
void forceEmission ( PUEmitter emitter,
unsigned  requested 
)

Forces emission of particles.

Remarks
The number of requested particles are the exact number that are emitted. No down-scalling is applied.
var forceEmission ( var  emitter,
var  requested 
)

Forces emission of particles.

Remarks
The number of requested particles are the exact number that are emitted. No down-scalling is applied.
local forceEmission ( local  emitter,
local  requested 
)

Forces emission of particles.

Remarks
The number of requested particles are the exact number that are emitted. No down-scalling is applied.
void forceStopParticleSystem ( )
protected
var forceStopParticleSystem ( )
protected
local forceStopParticleSystem ( )
protected
void forceUpdate ( float  delta)
var forceUpdate ( var  delta)
local forceUpdate ( local  delta)
PUAffector* getAffector ( const std::string &  name)
var getAffector ( var  name)
local getAffector ( local  name)
virtual int getAliveParticleCount ( ) const
overridevirtual

get alive particles count

Reimplemented from ParticleSystem3D.

var getAliveParticleCount ( )
overridevirtual

get alive particles count

Reimplemented from ParticleSystem3D.

local getAliveParticleCount ( )
overridevirtual

get alive particles count

Reimplemented from ParticleSystem3D.

const float getDefaultDepth ( void  ) const

default particle depth

var getDefaultDepth (   )

default particle depth

local getDefaultDepth (   )

default particle depth

const float getDefaultHeight ( void  ) const

default particle height

var getDefaultHeight (   )

default particle height

local getDefaultHeight (   )

default particle height

const float getDefaultWidth ( void  ) const

default particle width

var getDefaultWidth (   )

default particle width

local getDefaultWidth (   )

default particle width

Quaternion getDerivedOrientation ( )
var getDerivedOrientation ( )
local getDerivedOrientation ( )
Vec3 getDerivedPosition ( )
var getDerivedPosition ( )
local getDerivedPosition ( )
Vec3 getDerivedScale ( )
var getDerivedScale ( )
local getDerivedScale ( )
const ParticlePoolMap&
getEmittedEmitterParticlePool
( ) const
inline
var getEmittedEmitterParticlePool ( )
inline
local getEmittedEmitterParticlePool ( )
inline
unsigned int getEmittedEmitterQuota ( ) const
inline
var getEmittedEmitterQuota ( )
inline
local getEmittedEmitterQuota ( )
inline
const ParticlePoolMap&
getEmittedSystemParticlePool
( ) const
inline
var getEmittedSystemParticlePool ( )
inline
local getEmittedSystemParticlePool ( )
inline
unsigned int getEmittedSystemQuota ( ) const
inline
var getEmittedSystemQuota ( )
inline
local getEmittedSystemQuota ( )
inline
PUEmitter* getEmitter ( const std::string &  name)
var getEmitter ( var  name)
local getEmitter ( local  name)
const std::string getMaterialName ( ) const
inline
var getMaterialName ( )
inline
local getMaterialName ( )
inline
float getMaxVelocity ( ) const

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).

var getMaxVelocity ( )

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).

local getMaxVelocity ( )

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).

PUObserver* getObserver ( const std::string &  name)
var getObserver ( var  name)
local getObserver ( local  name)
PUParticleSystem3D*
getParentParticleSystem
( ) const
inline
var getParentParticleSystem ( )
inline
local getParentParticleSystem ( )
inline
float
getParticleSystemScaleVelocity
( ) const

Returns the velocity scale, defined in the particle system, but passed to the technique for convenience.

var getParticleSystemScaleVelocity ( )

Returns the velocity scale, defined in the particle system, but passed to the technique for convenience.

local
getParticleSystemScaleVelocity
( )

Returns the velocity scale, defined in the particle system, but passed to the technique for convenience.

float getTimeElapsedSinceStart ( void  ) const
inline
var getTimeElapsedSinceStart (   )
inline
local getTimeElapsedSinceStart (   )
inline
void initParticleForEmission ( PUParticle3D particle)
protected
var initParticleForEmission ( var  particle)
protected
local initParticleForEmission ( local  particle)
protected
void initParticleForExpiration ( PUParticle3D particle,
float  timeElapsed 
)
protected
var initParticleForExpiration ( var  particle,
var  timeElapsed 
)
protected
local initParticleForExpiration ( local  particle,
local  timeElapsed 
)
protected
bool initSystem ( const std::string &  filePath)
protected
var initSystem ( var  filePath)
protected
local initSystem ( local  filePath)
protected
bool isExpired ( PUParticle3D particle,
float  timeElapsed 
)
inlineprotected
var isExpired ( var  particle,
var  timeElapsed 
)
inlineprotected
local isExpired ( local  particle,
local  timeElapsed 
)
inlineprotected
bool isMarkedForEmission ( ) const
inline
var isMarkedForEmission ( )
inline
local isMarkedForEmission ( )
inline
bool makeParticleLocal ( PUParticle3D particle)
var makeParticleLocal ( var  particle)
local makeParticleLocal ( local  particle)
void notifyRescaled ( const Vec3 scl)
protected
var notifyRescaled ( var  scl)
protected
local notifyRescaled ( local  scl)
protected
virtual void pauseParticleSystem ( )
overridevirtual

pause particle

Reimplemented from ParticleSystem3D.

var pauseParticleSystem ( )
overridevirtual

pause particle

Reimplemented from ParticleSystem3D.

local pauseParticleSystem ( )
overridevirtual

pause particle

Reimplemented from ParticleSystem3D.

void postUpdator ( float  elapsedTime)
protected
var postUpdator ( var  elapsedTime)
protected
local postUpdator ( local  elapsedTime)
protected
void prepared ( )
protected
var prepared ( )
protected
local prepared ( )
protected
void preUpdator ( float  elapsedTime)
protected
var preUpdator ( var  elapsedTime)
protected
local preUpdator ( local  elapsedTime)
protected
void processMotion ( PUParticle3D particle,
float  timeElapsed,
bool  firstParticle 
)
protected
var processMotion ( var  particle,
var  timeElapsed,
var  firstParticle 
)
protected
local processMotion ( local  particle,
local  timeElapsed,
local  firstParticle 
)
protected
void processParticle ( ParticlePool pool,
bool &  firstActiveParticle,
bool &  firstParticle,
float  elapsedTime 
)
protected
var processParticle ( var  pool,
var  firstActiveParticle,
var  firstParticle,
var  elapsedTime 
)
protected
local processParticle ( local  pool,
local  firstActiveParticle,
local  firstParticle,
local  elapsedTime 
)
protected
void removeAllBehaviourTemplate ( )
var removeAllBehaviourTemplate ( )
local removeAllBehaviourTemplate ( )
void removeAllEmitter ( )
var removeAllEmitter ( )
local removeAllEmitter ( )
void removeAllListener ( )
var removeAllListener ( )
local removeAllListener ( )
void removeListener ( PUListener listener)
var removeListener ( var  listener)
local removeListener ( local  listener)
void removerAllObserver ( )
var removerAllObserver ( )
local removerAllObserver ( )
virtual void resumeParticleSystem ( )
overridevirtual

resume particle

Reimplemented from ParticleSystem3D.

var resumeParticleSystem ( )
overridevirtual

resume particle

Reimplemented from ParticleSystem3D.

local resumeParticleSystem ( )
overridevirtual

resume particle

Reimplemented from ParticleSystem3D.

void rotationOffset ( Vec3 pos)

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

var rotationOffset ( var  pos)

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

local rotationOffset ( local  pos)

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

void setDefaultDepth ( const float  depth)
var setDefaultDepth ( var  depth)
local setDefaultDepth ( local  depth)
void setDefaultHeight ( const float  height)
var setDefaultHeight ( var  height)
local setDefaultHeight ( local  height)
void setDefaultWidth ( const float  width)
var setDefaultWidth ( var  width)
local setDefaultWidth ( local  width)
void setEmittedEmitterQuota ( unsigned int  quota)
inline
var setEmittedEmitterQuota ( var  quota)
inline
local setEmittedEmitterQuota ( local  quota)
inline
void setEmittedSystemQuota ( unsigned int  quota)
inline
var setEmittedSystemQuota ( var  quota)
inline
local setEmittedSystemQuota ( local  quota)
inline
void setMarkedForEmission ( bool  isMarked)
inline
var setMarkedForEmission ( var  isMarked)
inline
local setMarkedForEmission ( local  isMarked)
inline
void setMaterialName ( const std::string &  name)
inline
var setMaterialName ( var  name)
inline
local setMaterialName ( local  name)
inline
void setMaxVelocity ( float  maxVelocity)

Set the maximum velocity a particle can have.

var setMaxVelocity ( var  maxVelocity)

Set the maximum velocity a particle can have.

local setMaxVelocity ( local  maxVelocity)

Set the maximum velocity a particle can have.

void setParticleSystemScaleVelocity ( float  scaleVelocity)
inline
var setParticleSystemScaleVelocity ( var  scaleVelocity)
inline
local
setParticleSystemScaleVelocity
( local  scaleVelocity)
inline
virtual void startParticleSystem ( )
overridevirtual

particle system play control

Reimplemented from ParticleSystem3D.

var startParticleSystem ( )
overridevirtual

particle system play control

Reimplemented from ParticleSystem3D.

local startParticleSystem ( )
overridevirtual

particle system play control

Reimplemented from ParticleSystem3D.

virtual void stopParticleSystem ( )
overridevirtual

stop particle

Reimplemented from ParticleSystem3D.

var stopParticleSystem ( )
overridevirtual

stop particle

Reimplemented from ParticleSystem3D.

local stopParticleSystem ( )
overridevirtual

stop particle

Reimplemented from ParticleSystem3D.

void unPrepared ( )
protected
var unPrepared ( )
protected
local unPrepared ( )
protected
virtual void update ( float  delta)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

var update ( var  delta)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

local update ( local  delta)
overridevirtual

override function

Reimplemented from ParticleSystem3D.

void updator ( float  elapsedTime)
protected
var updator ( var  elapsedTime)
protected
local updator ( local  elapsedTime)
protected

Member Data Documentation

var __pad0__
local __pad0__
PUParticle3D::ParticleBehaviourList
_behaviourTemplates
protected
var _behaviourTemplates
protected
local _behaviourTemplates
protected
float _defaultDepth
protected
var _defaultDepth
protected
local _defaultDepth
protected
float _defaultHeight
protected
var _defaultHeight
protected
local _defaultHeight
protected
float _defaultWidth
protected
var _defaultWidth
protected
local _defaultWidth
protected
ParticlePoolMap
_emittedEmitterParticlePool
protected
var _emittedEmitterParticlePool
protected
local _emittedEmitterParticlePool
protected
unsigned int _emittedEmitterQuota
protected
var _emittedEmitterQuota
protected
local _emittedEmitterQuota
protected
ParticlePoolMap
_emittedSystemParticlePool
protected
var _emittedSystemParticlePool
protected
local _emittedSystemParticlePool
protected
unsigned int _emittedSystemQuota
protected
var _emittedSystemQuota
protected
local _emittedSystemQuota
protected
std::vector<PUEmitter*> _emitters
protected
var _emitters
protected
local _emitters
protected
bool _isMarkedForEmission
protected
var _isMarkedForEmission
protected
local _isMarkedForEmission
protected
Quaternion _latestOrientation
protected
var _latestOrientation
protected
local _latestOrientation
protected
Vec3 _latestPosition
protected
var _latestPosition
protected
local _latestPosition
protected
Vec3 _latestPositionDiff
protected
var _latestPositionDiff
protected
local _latestPositionDiff
protected
std::vector<PUListener *>
_listeners
protected
var _listeners
protected
local _listeners
protected
std::string _matName
protected
var _matName
protected
local _matName
protected
float _maxVelocity
protected
var _maxVelocity
protected
local _maxVelocity
protected
bool _maxVelocitySet
protected
var _maxVelocitySet
protected
local _maxVelocitySet
protected
std::vector<PUObserver *>
_observers
protected
var _observers
protected
local _observers
protected
PUParticleSystem3D*
_parentParticleSystem
protected
var _parentParticleSystem
protected
local _parentParticleSystem
protected
float _particleSystemScaleVelocity
protected
var _particleSystemScaleVelocity
protected
local _particleSystemScaleVelocity
protected
bool _poolPrepared
protected
var _poolPrepared
protected
local _poolPrepared
protected
bool _prepared
protected
var _prepared
protected
local _prepared
protected
Vec3 _rotationCentre
protected
var _rotationCentre
protected
local _rotationCentre
protected
Quaternion _rotationOffset
protected
var _rotationOffset
protected
local _rotationOffset
protected
float _timeElapsedSinceStart
protected
var _timeElapsedSinceStart
protected
local _timeElapsedSinceStart
protected
const float DEFAULT_DEPTH
static
var DEFAULT_DEPTH
static
local DEFAULT_DEPTH
static
const unsigned int
DEFAULT_EMITTED_EMITTER_QUOTA
static
var DEFAULT_EMITTED_EMITTER_QUOTA
static
local DEFAULT_EMITTED_EMITTER_QUOTA
static
const unsigned int
DEFAULT_EMITTED_SYSTEM_QUOTA
static
var DEFAULT_EMITTED_SYSTEM_QUOTA
static
local DEFAULT_EMITTED_SYSTEM_QUOTA
static
const float DEFAULT_HEIGHT
static
var DEFAULT_HEIGHT
static
local DEFAULT_HEIGHT
static
const float DEFAULT_MAX_VELOCITY
static
var DEFAULT_MAX_VELOCITY
static
local DEFAULT_MAX_VELOCITY
static
const unsigned int
DEFAULT_PARTICLE_QUOTA
static
var DEFAULT_PARTICLE_QUOTA
static
local DEFAULT_PARTICLE_QUOTA
static
const float DEFAULT_WIDTH
static
var DEFAULT_WIDTH
static
local DEFAULT_WIDTH
static

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