ParticleSystemManager¶
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class
ParticleSystemManager
¶ Manages a set of individual
ParticleSystem
objects, so that each individual one doesn’t have to be updated and rendered every frame See Also : particleSystemManager.cxxInheritance diagram
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explicit
ParticleSystemManager
(int every_nth_frame = 1)¶
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ParticleSystemManager
(ParticleSystemManager const&) = default¶ default constructor
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void
attach_particlesystem
(ParticleSystem *ps)¶
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void
clear
(void)¶
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void
do_particles
(PN_stdfloat dt)¶
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void
do_particles
(PN_stdfloat dt, ParticleSystem *ps, bool do_render = true)¶ does an update and render for each ps in the list. this is probably the one you want to use. Rendering is the expensive operation, and particles REALLY should at least be updated every frame, so nth_frame stepping applies only to rendering.
does an update and an optional render for a specific ps. Since rendering is the expensive operation, multiple updates could be applied before calling the final render.
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int
get_frame_stepping
(void) const¶
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virtual void
output
(std::ostream &out) const¶ Write a string representation of this instance to <out>.
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void
remove_particlesystem
(ParticleSystem *ps)¶ removes a ps from the maintenance list
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void
set_frame_stepping
(int every_nth_frame)¶
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virtual void
write
(std::ostream &out, int indent = 0) const¶ Write a string representation of this instance to <out>.
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virtual void
write_ps_list
(std::ostream &out, int indent = 0) const¶ Write a string representation of this instance to <out>.
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explicit