Searched refs:m_ParticleSets (Results 1 – 3 of 3) sorted by relevance
206 if (node->m_ParticleSets[i] != NULL) in Create()208 SafeDestroy(node->m_ParticleSets[i]); in Create()209 node->m_ParticleSets[i] = NULL; in Create()268 m_ParticleSets = ut::MoveArray<ParticleSet*>(memory, m_MaximumParticleSet, allocator); in Initialize()269 m_ParticleSets.Resize(m_MaximumParticleSet); in Initialize()270 for (int i = 0; i < m_ParticleSets.size(); ++i) in Initialize()272 m_ParticleSets[i] = NULL; in Initialize()
232 if (m_ParticleSetCount >= this->m_ParticleSets.size()) return false; in AttachParticleSet()234 this->m_ParticleSets[m_ParticleSetCount] = node; in AttachParticleSet()253 return this->m_ParticleSets[index]; in GetParticleSets()263 return this->m_ParticleSets[index]; in GetParticleSets()377 ut::MoveArray<ParticleSet*> m_ParticleSets; variable
262 m_ParticleSets.clear(); in Clear()790 bool isPushed = m_ParticleSets.push_back(particleSet); in PushParticleSet()800 return m_ParticleSets.begin(); in GetParticleSetBegin()809 return m_ParticleSets.begin(); in GetParticleSetBegin()818 return m_ParticleSets.end(); in GetParticleSetEnd()827 return m_ParticleSets.end(); in GetParticleSetEnd()1020 m_ParticleSets(particleSets), in SceneContext()1037 ParticleSetArray m_ParticleSets; variable