void XBScene1::update() { XBScene1GUI *myGUI = (XBScene1GUI *) gui; XBBaseScene::update(); updateViolin(); updateCello(); updateEmitters(); updatePiano(); updateDirector(); }
void ParticleSystem::update(float milliseconds, Camera &camera) { updateEmitters(milliseconds); updateParticles(milliseconds); const mat3 &cameraOrientation = camera.getOrientation(); mat4 modl(camera.getPosition(), cameraOrientation.getAxisX(), cameraOrientation.getAxisY(), cameraOrientation.getAxisZ()); updateParticleBatches(modl); }
//-------------------------------------------------------------------------- // Advance time //-------------------------------------------------------------------------- void Splash::advanceTime(F32 dt) { if (dt == 0.0) return; mElapsedTime += dt; updateColor(); updateWave( dt ); updateEmitters( dt ); updateRings( dt ); if( !mDead ) { emitRings( dt ); } }