## class OSGPARTICLE_EXPORT osgParticle::ParticleSystemUpdater

> A useful node class for updating particle systems automatically.

## Inheritance:

### Public Methods

ParticleSystemUpdater()
ParticleSystemUpdater(const ParticleSystemUpdater &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
META_Node(osgParticle, ParticleSystemUpdater)
virtual void traverse(osg::NodeVisitor &nv)
inline bool computeBound() const
inline int numParticleSystems() const
  Return the number of particle systems on the list
inline void addParticleSystem(ParticleSystem* ps)
  Add a particle system to the list
inline const ParticleSystem* getParticleSystem(int i) const
  Get a const particle system from the list
inline ParticleSystem* getParticleSystem(int i)
  Get a particle system from the list
inline void removeParticleSystem(int i)
  Remove a particle system from the list (by index)
inline int findParticleSystem(ParticleSystem* ps) const
  Find a particle system
inline bool removeParticleSystem(ParticleSystem* ps)
  Remove a particle system from the list (by pointer)

### Protected Methods

virtual ~ParticleSystemUpdater()
ParticleSystemUpdater& operator=(const ParticleSystemUpdater &)
inline virtual bool computeBound() const

## Documentation

> A useful node class for updating particle systems automatically. When a `ParticleSystemUpdater` is traversed by a cull visitor, it calls the `update()` method on the specified particle systems. You should place this updater AFTER other nodes like emitters and programs.

`ParticleSystemUpdater()`

`ParticleSystemUpdater(const ParticleSystemUpdater &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)`

`META_Node(osgParticle, ParticleSystemUpdater)`

`virtual void traverse(osg::NodeVisitor &nv)`

`virtual ~ParticleSystemUpdater()`

`ParticleSystemUpdater& operator=(const ParticleSystemUpdater &)`

`inline virtual bool computeBound() const`

`inline bool computeBound() const`

`inline int numParticleSystems() const`
  Return the number of particle systems on the list

`inline void addParticleSystem(ParticleSystem* ps)`
  Add a particle system to the list

`inline const ParticleSystem* getParticleSystem(int i) const`
  Get a const particle system from the list

`inline ParticleSystem* getParticleSystem(int i)`
  Get a particle system from the list

`inline void removeParticleSystem(int i)`
  Remove a particle system from the list (by index)

`inline int findParticleSystem(ParticleSystem* ps) const`
  Find a particle system

`inline bool removeParticleSystem(ParticleSystem* ps)`
  Remove a particle system from the list (by pointer)

This class has no child classes.

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