      FXParticle    C:\Users\KatachiHome\AppData\Roaming\MAXON\CINEMA 4D R13_05DFD2A0\plugins\DPIT Plants & Effex 2.0\res\help\EN\Effex\fx_api_classes_particles_fxparticle.html   \       `                                                                                                                                                                                                                                                                                                                                                                                                   x   default.tif    
   
           Object Header               /[code]const vector3d& GetPosition (void) const    ;<b>Returns</b><br>
the particle position in physical space                   /[code]const vector3d& GetVelocity (void) const    =<b>Returns</b><br>
the particle velocity in physical space.
                   ![code]double GetAge (void) const    =<b>Returns</b><br>
the age of the particle given in seconds.                   [code]double GetProperty_Scalar (const double& _default    , const ParticleProperty & prop, const BaseObject* node_interface = NULL) const   <b>Returns</b><br>
the value of the requested scalar property or the passed default value if there is no such property attached to the particle.
<br></br>
<b>Parameters</b><BR>
<i>const double& _default</i>: <br>
the default value that is returned if no such property is available.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to retrieve. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to retrieve a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                   [code]vector3d GetProperty_Vector (const vector3d& _default    , const ParticleProperty & prop, const BaseObject* node_interface = NULL) const   <b>Returns</b><br>
the value of the requested vector property or the passed default value if there is no such property attached to the particle.
<br></br>
<b>Parameters</b><BR>
<i>const vector3d& _default</i>: <br>
the default value that is returned if no such property is available.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to retrieve. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to retrieve a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                   [code]bool GetProperty_State (const bool& _default    , const ParticleProperty & prop, const BaseObject* node_interface = NULL) const   <b>Returns</b><br>
the value of the requested boolean property or the passed default value if there is no such property attached to the particle.
<br></br>
<b>Parameters</b><BR>
<i>const bool& _default</i>: <br>
the default value that is returned if no such property is available.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to retrieve. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to retrieve a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                   -[code]void SetPosition (const vector3d& pos)    Overwrites the particle position. 
<br></br>
<b>Parameters</b><BR>
<i>const vector3d& pos</i>: <br>
The new particle position given in physical space.                   -[code]void SetVelocity (const vector3d& vel)    Overwrites the particle velocity.. 
<br></br>
<b>Parameters</b><BR>
<i>const vector3d& pos</i>: <br>
The new particle velocity given in physical space.               	    "[code]void SetAge (const int age)    Overwrites the particle age. This is the same as using SetProperty_Scalar with PROPERTY_TYPE_AGE passed as ParticleProperty. 
<br></br>
<b>Parameters</b><BR>
<i>const int age</i>: <br>
The new particle age given in frames.               
   |[code]bool SetProperty_Scalar (const double val    , const ParticleProperty &prop, const BaseObject* node_interface = NULL)   fOverwrites the requested scalar property.
<br></br>
<b>Returns</b><br>
true if successful.
<br></br>
<b>Parameters</b><BR>
<i>const double val</i>: <br>
the new scalar property value.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to set. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to change a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                   }[code]bool SetProperty_Vector (const vector3d& val , const ParticleProperty & prop, const BaseObject* node_interface = NULL)   iOverwrites the requested vector property.
<br></br>
<b>Returns</b><br>
true if successful.
<br></br>
<b>Parameters</b><BR>
<i>const vector3d& val</i>: <br>
the new vector property value.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to set. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to change a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                   z[code]bool SetProperty_State (const bool val    , const ParticleProperty & prop, const BaseObject* node_interface = NULL)   fOverwrites the requested boolean property.
<br></br>
<b>Returns</b><br>
true if successful.
<br></br>
<b>Parameters</b><BR>
<i>const bool val</i>: <br>
the new boolean property value.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to set. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to change a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.                                                             	      
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