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com.badlogic.gdx.graphics.g3d.particles
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How to use com.badlogic.gdx.graphics.g3d.particles

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

origin: libgdx/libgdx

@Override
public void allocateChannels () {
  renderData.positionChannel = controller.particles.addChannel(ParticleChannels.Position);
  renderData.regionChannel = controller.particles.addChannel(ParticleChannels.TextureRegion, TextureRegionInitializer.get());
  renderData.colorChannel = controller.particles.addChannel(ParticleChannels.Color, ColorInitializer.get());
  renderData.scaleChannel = controller.particles.addChannel(ParticleChannels.Scale, ScaleInitializer.get());
  renderData.rotationChannel = controller.particles.addChannel(ParticleChannels.Rotation2D, Rotation2dInitializer.get());
}
origin: libgdx/libgdx

@SuppressWarnings({"unchecked", "rawtypes"})
private <T extends Channel> T allocateChannel (ChannelDescriptor channelDescriptor) {
  if (channelDescriptor.type == float.class) {
    return (T)new FloatChannel(channelDescriptor.id, channelDescriptor.count, capacity);
  } else if (channelDescriptor.type == int.class) {
    return (T)new IntChannel(channelDescriptor.id, channelDescriptor.count, capacity);
  } else {
    return (T)new ObjectChannel(channelDescriptor.id, channelDescriptor.count, capacity, channelDescriptor.type);
  }
}
origin: libgdx/libgdx

@Override
public void allocateChannels () {
  valueChannel = controller.particles.addChannel(valueChannelDescriptor);
  ParticleChannels.Interpolation.id = controller.particleChannels.newId();
  interpolationChannel = controller.particles.addChannel(ParticleChannels.Interpolation);
  lifeChannel = controller.particles.addChannel(ParticleChannels.Life);
}
origin: libgdx/libgdx

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

public void setSorter (ParticleSorter sorter) {
  this.sorter = sorter;
  sorter.setCamera(camera);
  sorter.ensureCapacity(currentCapacity);
}
origin: libgdx/libgdx

public void updateAndDraw () {
  for (ParticleEffect effect : effects) {
    effect.update();
    effect.draw();
  }        
}
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 dispose () {
  if (controller != null) {
    for (int i = 0; i < controller.particles.size; ++i) {
      ParticleController controller = particleControllerChannel.data[i];
      if (controller != null) {
        controller.dispose();
        particleControllerChannel.data[i] = null;
      }
    }
  }
}
origin: libgdx/libgdx

  /** Loads all the assets required by all the controllers inside this effect. */
  public void load (AssetManager assetManager, ResourceData data) {
    int i = 0;
    for (ParticleController controller : controllers) {
      controller.load(assetManager, data);
    }
  }
}
origin: libgdx/libgdx

/** Adds and returns a channel described by the channel descriptor parameter. If a channel with the same id already exists, no
 * allocation is performed and that channel is returned. */
public <T extends Channel> T addChannel (ChannelDescriptor channelDescriptor) {
  return addChannel(channelDescriptor, null);
}
origin: libgdx/libgdx

/** Sets the capacity. Each contained channel will be resized to match the required capacity and the current data will be
 * preserved. */
public void setCapacity (int requiredCapacity) {
  if (capacity != requiredCapacity) {
    for (Channel channel : arrays) {
      channel.setCapacity(requiredCapacity);
    }
    capacity = requiredCapacity;
  }
}
origin: libgdx/libgdx

@Override
public void allocateChannels () {
  renderData.positionChannel = controller.particles.addChannel(ParticleChannels.Position);
  renderData.regionChannel = controller.particles.addChannel(ParticleChannels.TextureRegion, TextureRegionInitializer.get());
  renderData.colorChannel = controller.particles.addChannel(ParticleChannels.Color, ColorInitializer.get());
  renderData.scaleChannel = controller.particles.addChannel(ParticleChannels.Scale, ScaleInitializer.get());
  renderData.rotationChannel = controller.particles.addChannel(ParticleChannels.Rotation2D, Rotation2dInitializer.get());
}
origin: libgdx/libgdx

@SuppressWarnings({"unchecked", "rawtypes"})
private <T extends Channel> T allocateChannel (ChannelDescriptor channelDescriptor) {
  if (channelDescriptor.type == float.class) {
    return (T)new FloatChannel(channelDescriptor.id, channelDescriptor.count, capacity);
  } else if (channelDescriptor.type == int.class) {
    return (T)new IntChannel(channelDescriptor.id, channelDescriptor.count, capacity);
  } else {
    return (T)new ObjectChannel(channelDescriptor.id, channelDescriptor.count, capacity, channelDescriptor.type);
  }
}
origin: libgdx/libgdx

@Override
public void allocateChannels () {
  valueChannel = controller.particles.addChannel(valueChannelDescriptor);
  ParticleChannels.Interpolation.id = controller.particleChannels.newId();
  interpolationChannel = controller.particles.addChannel(ParticleChannels.Interpolation);
  lifeChannel = controller.particles.addChannel(ParticleChannels.Life);
}
origin: libgdx/libgdx

public void setSorter (ParticleSorter sorter) {
  this.sorter = sorter;
  sorter.setCamera(camera);
  sorter.ensureCapacity(currentCapacity);
}
origin: libgdx/libgdx

public void updateAndDraw () {
  for (ParticleEffect effect : effects) {
    effect.update();
    effect.draw();
  }        
}
origin: libgdx/libgdx

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

  /** Loads all the assets required by all the controllers inside this effect. */
  public void load (AssetManager assetManager, ResourceData data) {
    int i = 0;
    for (ParticleController controller : controllers) {
      controller.load(assetManager, data);
    }
  }
}
origin: libgdx/libgdx

@Override
public void allocateChannels () {
  renderData.positionChannel = controller.particles.addChannel(ParticleChannels.Position);
  renderData.regionChannel = controller.particles.addChannel(ParticleChannels.TextureRegion, TextureRegionInitializer.get());
  renderData.colorChannel = controller.particles.addChannel(ParticleChannels.Color, ColorInitializer.get());
  renderData.scaleChannel = controller.particles.addChannel(ParticleChannels.Scale, ScaleInitializer.get());
  renderData.rotationChannel = controller.particles.addChannel(ParticleChannels.Rotation2D, Rotation2dInitializer.get());
}
origin: libgdx/libgdx

@Override
public void allocateChannels () {
  renderData.positionChannel = controller.particles.addChannel(ParticleChannels.Position);
  renderData.regionChannel = controller.particles.addChannel(ParticleChannels.TextureRegion, TextureRegionInitializer.get());
  renderData.colorChannel = controller.particles.addChannel(ParticleChannels.Color, ColorInitializer.get());
  renderData.scaleChannel = controller.particles.addChannel(ParticleChannels.Scale, ScaleInitializer.get());
  renderData.rotationChannel = controller.particles.addChannel(ParticleChannels.Rotation2D, Rotation2dInitializer.get());
}
com.badlogic.gdx.graphics.g3d.particles

Most used classes

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    A value which has a defined minimum and maximum upper and lower bounds. Defines the variations of th
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    It's a set of particles controllers. It can be updated, rendered, transformed which means the change
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    Singleton class which manages the particle effects. It's a utility class to ease particle batches ma
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