      FXParticleGroup    C:\Users\KatachiHome\AppData\Roaming\MAXON\CINEMA 4D R13_05DFD2A0\plugins\DPIT Plants & Effex 2.0\res\help\EN\Effex\fx_api_classes_nodes_fxparticlegroup.html   Q       ?                                                                                                                                                                                                                                                               M   default.tif                  Object Header    BThe Particle Group holds all particle subgroups and manages them.           M[code]FXParticle* GetParticle    (long index, ParticleFactoryTypes subgroup)   P<b>Returns</b><br>
FXParticle with the given index in the given subgroup. Returns nullptr if particle does not exist.
<br></br>
<b>Parameters</b><BR>
<i>long index</i>: <br>
The particle index. Should be between 0 and GetParticleCount
<br></br>
<i>ParticleFactoryTypes subgroup</i>: <br>
The subgroup type to retrieve the particle from                   A[code]FXParticle* AddParticle    (ParticleFactoryTypes subgroup)    <b>Returns</b><br>
FXParticle that has been added. Returns nullptr if something went wrong.
<br></br>
<b>Parameters</b><BR>
<i>ParticleFactoryTypes subgroup</i>: <br>
The subgroup type to add the particle to                   <[code]long GetParticleCount (ParticleFactoryTypes subgroup)    <b>Returns</b><br>
The amount of particles available in the subgroup
<br></br>
<b>Parameters</b><BR>
<i>ParticleFactoryTypes subgroup</i>: <br>
The subgroup type to check the particle count for                   [code]void UpdateBounds (void)    Whenever you change a particle group (for example if you change a position of a particle or if you add a particle) you should call UpdateBounds.                   [code]void FindNeighbors (const ParticleFactoryTypes subgroup, const vector3d& global_position, const double radius, std::vector<NeighborData>& neighbors, const int cpu = 0)   o<b>Returns</b><br>
none
<br></br>
<b>Parameters</b><BR>
<i>const ParticleFactoryTypes</i>: <br>
The subgroup type
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<i>const vector3d& global_position</i>: <br>
The physical positon to find particle neighbors for
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<i>const double radius</i>: <br>
The maximum distance around the physical position to search for neighboring particles. The radius is given in physical space units.
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<i>std::vector<NeighborData>& neighbors</i>: <br>
Filled with the found neighboring particles
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<i>const int cpu</i>: <br>
The cpu thread for the search. Pass if you are in a multiprocessor context.
<br></br>                   @[code]void SetDirtySearch (const ParticleFactoryTypes subgroup)   If you change particles' position in the given subgroup of this particle group you should update
the internal search algorithm by calling SetDirtySearch
<br></br>
<b>Parameters</b><BR>
<i>const ParticleFactoryTypes</i>: <br>
The subgroup type to update the searcher for.                  @[code]bool IsCached (const ParticleFactoryTypes subgroup) const    <b>Returns</b><br>
true if the given subgroup is cached. This is not the same as FXBase::IsCached.
<br></br>
<b>Parameters</b><BR>
<i>const ParticleFactoryTypes</i>: <br>
The subgroup type to check the cached state for.                                                    