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

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.isComplete (Showing top 3 results out of 315)

origin: libgdx/libgdx

public boolean isComplete () {
  for (int i = 0, n = controllers.size; i < n; i++) {
    if (!controllers.get(i).isComplete()) {
      return false;
    }
  }
  return true;
}
origin: libgdx/libgdx

public boolean isComplete () {
  for (int i = 0, n = controllers.size; i < n; i++) {
    if (!controllers.get(i).isComplete()) {
      return false;
    }
  }
  return true;
}
origin: com.badlogicgames.gdx/gdx

public boolean isComplete () {
  for (int i = 0, n = controllers.size; i < n; i++) {
    if (!controllers.get(i).isComplete()) {
      return false;
    }
  }
  return true;
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllerisComplete

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
  • end
    End the simulation.
  • 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
  • activateParticles,
  • allocateChannels,
  • bind,
  • calculateBoundingBox,
  • findIndex,
  • findInfluencer,
  • getBoundingBox,
  • killParticles,
  • load

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