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ParticleController.end
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How to use
end
method
in
com.badlogic.gdx.graphics.g3d.particles.ParticleController

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.end (Showing top 20 results out of 315)

origin: libgdx/libgdx

@Override
public void end () {
  for (int i = 0; i < controller.particles.size; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: libgdx/libgdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: libgdx/libgdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: libgdx/libgdx

@Override
public void end () {
  for (int i = 0; i < controller.particles.size; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: libgdx/libgdx

public void end () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).end();
}
origin: libgdx/libgdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: libgdx/libgdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = particleControllerChannel.data[i];
    controller.end();
    pool.free(controller);
    particleControllerChannel.data[i] = null;
  }
}
origin: libgdx/libgdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = particleControllerChannel.data[i];
    controller.end();
    pool.free(controller);
    particleControllerChannel.data[i] = null;
  }
}
origin: libgdx/libgdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: libgdx/libgdx

public void end () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).end();
}
origin: libgdx/libgdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
origin: libgdx/libgdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
origin: libgdx/libgdx

controller.end();
origin: libgdx/libgdx

controller.end();
origin: com.badlogicgames.gdx/gdx

@Override
public void end () {
  for (int i = 0; i < controller.particles.size; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: com.badlogicgames.gdx/gdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].end();
  }
}
origin: com.badlogicgames.gdx/gdx

public void end () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).end();
}
origin: com.badlogicgames.gdx/gdx

@Override
public void killParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = particleControllerChannel.data[i];
    controller.end();
    pool.free(controller);
    particleControllerChannel.data[i] = null;
  }
}
origin: com.badlogicgames.gdx/gdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: com.badlogicgames.gdx/gdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllerend

Javadoc

End the simulation.

Popular methods of ParticleController

  • <init>
  • init
    Initialize the controller. All the sub systems will be initialized and binded to the controller. Mus
  • start
    Start the simulation.
  • copy
  • dispose
  • draw
    Updates the renderer used by this controller, usually this means the particles will be draw inside a
  • setTransform
    Sets the current transformation to the given one.
  • translate
    Postmultiplies the current transformation with a translation matrix represented by the given transla
  • update
    Updates the particles data
  • activateParticles
    Generally called by the Emitter. This method will notify all the sub systems that a given amount of
  • allocateChannels
  • bind
    Bind the sub systems to the controller Called once during the init phase.
  • allocateChannels,
  • bind,
  • calculateBoundingBox,
  • findIndex,
  • findInfluencer,
  • getBoundingBox,
  • isComplete,
  • killParticles,
  • load

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