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we can now perform an update on a single particle system
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@ -127,6 +127,32 @@ do_particles(float dt) {
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// cout << "ParticleSystemManager::doparticles exiting." << endl;
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// cout << "ParticleSystemManager::doparticles exiting." << endl;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function : do_particles
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// Access : public
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// Description : does an update and render for each ps in the list.
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// this is probably the one you want to use. Rendering
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// is the expensive operation, and particles REALLY
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// should at least be updated every frame, so nth_frame
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// stepping applies only to rendering.
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////////////////////////////////////////////////////////////////////
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void ParticleSystemManager::
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do_particles(float dt, ParticleSystem *ps, bool do_render) {
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if (ps->get_active_system_flag() == true) {
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ps->update(dt);
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// Handle age:
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if (ps->get_system_grows_older_flag() == true) {
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float age = ps->get_system_age() + dt;
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ps->set_system_age(age);
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}
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// handle render
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if (do_render) {
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ps->render();
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function : output
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// Function : output
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// Access : Public
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// Access : Public
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@ -44,6 +44,7 @@ PUBLISHED:
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INLINE void clear();
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INLINE void clear();
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void do_particles(float dt);
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void do_particles(float dt);
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void do_particles(float dt, ParticleSystem * ps, bool do_render = true);
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virtual void output(ostream &out) const;
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virtual void output(ostream &out) const;
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virtual void write_ps_list(ostream &out, int indent=0) const;
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virtual void write_ps_list(ostream &out, int indent=0) const;
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