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

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.translate (Showing top 4 results out of 315)

  • Common ways to obtain ParticleController
private void myMethod () {
ParticleController p =
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}
origin: libgdx/libgdx

/** Applies the translation to the current transformation matrix of each controller. */
public void translate (Vector3 translation) {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).translate(translation);
}
origin: libgdx/libgdx

/** Applies the translation to the current transformation matrix of each controller. */
public void translate (Vector3 translation) {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).translate(translation);
}
origin: libgdx/libgdx

private void addEmitter(	float[] colors, Texture particleTexture, 
                          Vector3 translation, 
                          Vector3 actionAxis, float actionRotation){
  ParticleController controller = createBillboardController(colors, particleTexture);
  controller.init();
  controller.start();
  emitters.add(controller);
  controller.translate(translation);
  ui.addAction(new RotationAction(controller, actionAxis, actionRotation));
}
origin: com.badlogicgames.gdx/gdx

/** Applies the translation to the current transformation matrix of each controller. */
public void translate (Vector3 translation) {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).translate(translation);
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllertranslate

Javadoc

Postmultiplies the current transformation with a translation matrix represented by the given translation.

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.
  • 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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