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 ParticleSystemManager(int every_nth_frame = 1)