Panda3D
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ParticleSystemManager Class Reference

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.cxx. More...

Public Member Functions

 __init__ (const ParticleSystemManager)
 
 __init__ (int every_nth_frame)
 default constructor More...
 
 attachParticlesystem (ParticleSystem ps)
 
 clear ()
 
 doParticles (float dt)
 does an update and render for each ps in the list. More...
 
 doParticles (float dt, ParticleSystem ps, bool do_render)
 does an update and an optional render for a specific ps. More...
 
int getFrameStepping ()
 
 output (Ostream out)
 Write a string representation of this instance to <out>. More...
 
 removeParticlesystem (ParticleSystem ps)
 removes a ps from the maintenance list More...
 
 setFrameStepping (int every_nth_frame)
 
 write (Ostream out, int indent)
 Write a string representation of this instance to <out>. More...
 
 writePsList (Ostream out, int indent)
 Write a string representation of this instance to <out>. More...
 

Detailed Description

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.cxx.

Member Function Documentation

◆ __init__() [1/2]

__init__ ( const  ParticleSystemManager)

◆ __init__() [2/2]

__init__ ( int  every_nth_frame)

default constructor

◆ attachParticlesystem()

attachParticlesystem ( ParticleSystem  ps)

◆ clear()

clear ( )

◆ doParticles() [1/2]

doParticles ( float  dt)

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.

◆ doParticles() [2/2]

doParticles ( float  dt,
ParticleSystem  ps,
bool  do_render 
)

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.

◆ getFrameStepping()

int getFrameStepping ( )

◆ output()

output ( Ostream  out)

Write a string representation of this instance to <out>.

◆ removeParticlesystem()

removeParticlesystem ( ParticleSystem  ps)

removes a ps from the maintenance list

◆ setFrameStepping()

setFrameStepping ( int  every_nth_frame)

◆ write()

write ( Ostream  out,
int  indent 
)

Write a string representation of this instance to <out>.

◆ writePsList()

writePsList ( Ostream  out,
int  indent 
)

Write a string representation of this instance to <out>.