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

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.update (Showing top 13 results out of 315)

origin: libgdx/libgdx

/** Updates the particles data */
public void update () {
  update(Gdx.graphics.getDeltaTime());
}
origin: libgdx/libgdx

/** Updates the particles data */
public void update () {
  update(Gdx.graphics.getDeltaTime());
}
origin: libgdx/libgdx

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

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

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

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

@Override
public void update () {
  for (int i = 0, positionOffset = 0, c = controller.particles.size; i < c; ++i, positionOffset += positionChannel.strideSize) {
    ParticleController particleController = controllerChannel.data[i];
    float scale = hasScale ? scaleChannel.data[i] : 1;
    float qx = 0, qy = 0, qz = 0, qw = 1;
    if (hasRotation) {
      int rotationOffset = i * rotationChannel.strideSize;
      qx = rotationChannel.data[rotationOffset + ParticleChannels.XOffset];
      qy = rotationChannel.data[rotationOffset + ParticleChannels.YOffset];
      qz = rotationChannel.data[rotationOffset + ParticleChannels.ZOffset];
      qw = rotationChannel.data[rotationOffset + ParticleChannels.WOffset];
    }
    particleController.setTransform(positionChannel.data[positionOffset + ParticleChannels.XOffset],
      positionChannel.data[positionOffset + ParticleChannels.YOffset], positionChannel.data[positionOffset
        + ParticleChannels.ZOffset], qx, qy, qz, qw, scale);
    particleController.update();
  }
}
origin: libgdx/libgdx

@Override
public void update () {
  for (int i = 0, positionOffset = 0, c = controller.particles.size; i < c; ++i, positionOffset += positionChannel.strideSize) {
    ParticleController particleController = controllerChannel.data[i];
    float scale = hasScale ? scaleChannel.data[i] : 1;
    float qx = 0, qy = 0, qz = 0, qw = 1;
    if (hasRotation) {
      int rotationOffset = i * rotationChannel.strideSize;
      qx = rotationChannel.data[rotationOffset + ParticleChannels.XOffset];
      qy = rotationChannel.data[rotationOffset + ParticleChannels.YOffset];
      qz = rotationChannel.data[rotationOffset + ParticleChannels.ZOffset];
      qw = rotationChannel.data[rotationOffset + ParticleChannels.WOffset];
    }
    particleController.setTransform(positionChannel.data[positionOffset + ParticleChannels.XOffset],
      positionChannel.data[positionOffset + ParticleChannels.YOffset], positionChannel.data[positionOffset
        + ParticleChannels.ZOffset], qx, qy, qz, qw, scale);
    particleController.update();
  }
}
origin: libgdx/libgdx

  @Override
  protected void render (ModelBatch batch, Array<ModelInstance> instances) {
    if(emitters.size > 0){
      //Update
      float delta = Gdx.graphics.getDeltaTime();
      builder.delete(0, builder.length());
      builder.append(Gdx.graphics.getFramesPerSecond());
      fpsLabel.setText(builder);
      ui.act(delta);

      billboardParticleBatch.begin();
      for (ParticleController controller : emitters){
        controller.update();
        controller.draw();
      }
      billboardParticleBatch.end();
      batch.render(billboardParticleBatch, environment);
    }
    batch.render(instances, environment);
    ui.draw();
  }
}
origin: com.badlogicgames.gdx/gdx

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

/** Updates the particles data */
public void update () {
  update(Gdx.graphics.getDeltaTime());
}
origin: com.badlogicgames.gdx/gdx

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

@Override
public void update () {
  for (int i = 0, positionOffset = 0, c = controller.particles.size; i < c; ++i, positionOffset += positionChannel.strideSize) {
    ParticleController particleController = controllerChannel.data[i];
    float scale = hasScale ? scaleChannel.data[i] : 1;
    float qx = 0, qy = 0, qz = 0, qw = 1;
    if (hasRotation) {
      int rotationOffset = i * rotationChannel.strideSize;
      qx = rotationChannel.data[rotationOffset + ParticleChannels.XOffset];
      qy = rotationChannel.data[rotationOffset + ParticleChannels.YOffset];
      qz = rotationChannel.data[rotationOffset + ParticleChannels.ZOffset];
      qw = rotationChannel.data[rotationOffset + ParticleChannels.WOffset];
    }
    particleController.setTransform(positionChannel.data[positionOffset + ParticleChannels.XOffset],
      positionChannel.data[positionOffset + ParticleChannels.YOffset], positionChannel.data[positionOffset
        + ParticleChannels.ZOffset], qx, qy, qz, qw, scale);
    particleController.update();
  }
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllerupdate

Javadoc

Updates the particles data

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
  • 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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