Panda3D
Public Member Functions
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...

#include "particleSystemManager.h"

List of all members.

Public Member Functions

 ParticleSystemManager (int every_nth_frame=1)
 default constructor
virtual ~ParticleSystemManager ()
 Destructor.
void attach_particlesystem (ParticleSystem *ps)
void clear ()
void do_particles (PN_stdfloat dt)
 does an update and render for each ps in the list.
void do_particles (PN_stdfloat dt, ParticleSystem *ps, bool do_render=true)
 does an update and an optional render for a specific ps.
int get_frame_stepping () const
virtual void output (ostream &out) const
 Write a string representation of this instance to <out>.
void remove_particlesystem (ParticleSystem *ps)
 removes a ps from the maintenance list
void set_frame_stepping (int every_nth_frame)
virtual void write (ostream &out, int indent=0) const
 Write a string representation of this instance to <out>.
virtual void write_ps_list (ostream &out, int indent=0) const
 Write a string representation of this instance to <out>.

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.

Definition at line 30 of file particleSystemManager.h.


Constructor & Destructor Documentation

ParticleSystemManager::ParticleSystemManager ( int  every_nth_frame = 1)

default constructor

Definition at line 33 of file particleSystemManager.cxx.

Destructor.

Definition at line 43 of file particleSystemManager.cxx.


Member Function Documentation

void ParticleSystemManager::do_particles ( PN_stdfloat  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.

Definition at line 74 of file particleSystemManager.cxx.

References ParticleSystem::render(), and ParticleSystem::update().

void ParticleSystemManager::do_particles ( PN_stdfloat  dt,
ParticleSystem ps,
bool  do_render = true 
)

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.

Definition at line 140 of file particleSystemManager.cxx.

References ParticleSystem::render(), and ParticleSystem::update().

void ParticleSystemManager::output ( ostream &  out) const [virtual]

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

Definition at line 163 of file particleSystemManager.cxx.

removes a ps from the maintenance list

Definition at line 52 of file particleSystemManager.cxx.

void ParticleSystemManager::write ( ostream &  out,
int  indent = 0 
) const [virtual]

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

Definition at line 195 of file particleSystemManager.cxx.

References write_ps_list().

void ParticleSystemManager::write_ps_list ( ostream &  out,
int  indent = 0 
) const [virtual]

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

Definition at line 176 of file particleSystemManager.cxx.

Referenced by write().


The documentation for this class was generated from the following files:
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