#include <vee_object.h>
Inheritance diagram for VEE_Object:
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Receive and process a value. Parameters:
Reimplemented from VEE_HasValues. Reimplemented in VEE_Blow, VEE_CurveParticle, VEE_Damping, VEE_Emitter, VEE_Explosion, VEE_ForceObject, VEE_ForcePlane, VEE_Gravitate, VEE_Gravity, VEE_Particle, VEE_Particle2, VEE_Polygon, VEE_RandomForce, VEE_TailParticle, VEE_TailParticle2, VEE_TailParticle3, VEE_Tube, VEE_Vortex, VEE_Wind, VEE_MagicRainDrop, VEE_MagicRain, VEE_PolygonFire, VEE_GridForceBase, VEE_OpcodeCollision, and VEE_RigidParticle. |
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This method needs to be overridden if the child class wants to return its values.
Reimplemented from VEE_HasVariables. Reimplemented in VEE_CurveParticle, VEE_Emitter, VEE_Explosion, VEE_ForceObject, VEE_ForcePlane, VEE_Gravitate, VEE_Gravity, VEE_Particle, VEE_RandomForce, VEE_TailParticle, VEE_TailParticle2, VEE_TailParticle3, VEE_Tube, VEE_Vortex, VEE_Wind, VEE_GridForceBase, and VEE_OpcodeCollision. |
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Update the location of this object.
Reimplemented in VEE_Blow, VEE_CurveParticle, VEE_Emitter, VEE_Explosion, VEE_ForceObject, VEE_Gravity, VEE_OperatorObject, VEE_Particle, VEE_Particle2, VEE_Polygon, VEE_TailParticle, VEE_TailParticle2, VEE_TailParticle3, VEE_Vortex, VEE_Wind, VEE_MagicRainDrop, VEE_MagicRain, VEE_PolygonFire, VEE_GridForce, VEE_GridForce2, and VEE_OpcodeCollision. |
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Get forces acting on this objects and add these vectors to velocity.
Reimplemented in VEE_CurveParticle, VEE_Gravity, and VEE_Polygon. |
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Reimplemented in VEE_Emitter. |
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Reimplemented in VEE_MagicRainDrop. |
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is usually set between 0.0 and 1.0 but can be negative too
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Implemented in VEE_ForceObject, VEE_Particle, VEE_Polygon, VEE_MagicRain, and VEE_OpcodeCollision. |
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Usually one of VEE_ObjectType.
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Location in the scene.
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default 1.0
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default 1.0
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The number of VEE_Object instances floating around. If the system runs with threads, then this variable may get random values even tough the system behaves correctly. Reimplemented in VEE_Emitter. |