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ParticleSystem.raycast
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How to use
raycast
method
in
org.jbox2d.particle.ParticleSystem

Best Java code snippets using org.jbox2d.particle.ParticleSystem.raycast (Showing top 8 results out of 315)

origin: libgdx/libgdx

/**
 * Ray-cast the world for all particles in the path of the ray. Your callback controls whether you
 * get the closest point, any point, or n-points.
 * 
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) {
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: libgdx/libgdx

/**
 * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback
 * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes
 * that contain the starting point.
 * 
 * @param callback a user implemented callback class.
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback,
  Vec2 point1, Vec2 point2) {
 wrcwrapper.broadPhase = m_contactManager.m_broadPhase;
 wrcwrapper.callback = callback;
 input.maxFraction = 1.0f;
 input.p1.set(point1);
 input.p2.set(point2);
 m_contactManager.m_broadPhase.raycast(wrcwrapper, input);
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: jbox2d/jbox2d

/**
 * Ray-cast the world for all particles in the path of the ray. Your callback controls whether you
 * get the closest point, any point, or n-points.
 * 
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) {
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: jbox2d/jbox2d

/**
 * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback
 * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes
 * that contain the starting point.
 * 
 * @param callback a user implemented callback class.
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback,
  Vec2 point1, Vec2 point2) {
 wrcwrapper.broadPhase = m_contactManager.m_broadPhase;
 wrcwrapper.callback = callback;
 input.maxFraction = 1.0f;
 input.p1.set(point1);
 input.p2.set(point2);
 m_contactManager.m_broadPhase.raycast(wrcwrapper, input);
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: com.github.almasb/fxgl-physics

/**
 * Ray-cast the world for all particles in the path of the ray. Your callback controls whether you
 * get the closest point, any point, or n-points.
 *
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) {
  particleSystem.raycast(particleCallback, point1, point2);
}
origin: andmizi/MobikeTags

/**
 * Ray-cast the world for all particles in the path of the ray. Your callback controls whether you
 * get the closest point, any point, or n-points.
 * 
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) {
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: andmizi/MobikeTags

/**
 * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback
 * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes
 * that contain the starting point.
 * 
 * @param callback a user implemented callback class.
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback,
          Vec2 point1, Vec2 point2) {
 wrcwrapper.broadPhase = m_contactManager.m_broadPhase;
 wrcwrapper.callback = callback;
 input.maxFraction = 1.0f;
 input.p1.set(point1);
 input.p2.set(point2);
 m_contactManager.m_broadPhase.raycast(wrcwrapper, input);
 m_particleSystem.raycast(particleCallback, point1, point2);
}
origin: com.github.almasb/fxgl-physics

/**
 * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback
 * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes
 * that contain the starting point.
 *
 * @param callback a user implemented callback class.
 * @param particleCallback the particle callback class.
 * @param point1 the ray starting point
 * @param point2 the ray ending point
 */
public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback,
          Vec2 point1, Vec2 point2) {
  wrcwrapper.broadPhase = m_contactManager.m_broadPhase;
  wrcwrapper.callback = callback;
  input.maxFraction = 1.0f;
  input.p1.set(point1);
  input.p2.set(point2);
  m_contactManager.m_broadPhase.raycast(wrcwrapper, input);
  particleSystem.raycast(particleCallback, point1, point2);
}
org.jbox2d.particleParticleSystemraycast

Popular methods of ParticleSystem

  • <init>
  • RotateBuffer
  • addContact
  • computeDepthForGroup
  • computeParticleCollisionEnergy
  • computeRelativeTag
  • computeTag
  • createParticle
  • createParticleGroup
  • destroyParticle
  • destroyParticleGroup
  • destroyParticlesInGroup
  • destroyParticleGroup,
  • destroyParticlesInGroup,
  • destroyParticlesInShape,
  • getCriticalPressure,
  • getCriticalVelocity,
  • getCriticalVelocitySquared,
  • getParticleColorBuffer,
  • getParticleCount,
  • getParticleDamping,
  • getParticleDensity

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