- Common ways to obtain ParticleEmitter
private void myMethod () {ParticleEmitter p =
Geometry geometry;(ParticleEmitter) geometry.clone(cloneMaterial)
InputCapsule inputCapsule;String str;(ParticleEmitter) inputCapsule.readSavable(str, null)
- Smart code suggestions by Codota
}
/** * Set to true if particles should spawn in world space. * * <p>If set to true and the particle emitter is moved in the scene, * then particles that have already spawned won't be affected by this * motion. If set to false, the particles will emit in local space * and when the emitter is moved, so are all the particles that * were emitted previously. * * @param worldSpace true if particles should spawn in world space. */ public void setInWorldSpace(boolean worldSpace) { this.setIgnoreTransform(worldSpace); this.worldSpace = worldSpace; }
setBatchHint(BatchHint.Never); this.setIgnoreTransform(true);
endSize = ic.readFloat("endSize", 0); worldSpace = ic.readBoolean("worldSpace", false); this.setIgnoreTransform(worldSpace); facingVelocity = ic.readBoolean("facingVelocity", false); faceNormal = (Vector3f)ic.readSavable("faceNormal", new Vector3f(Vector3f.NAN));
/** * Set to true if particles should spawn in world space. * * <p>If set to true and the particle emitter is moved in the scene, * then particles that have already spawned won't be effected by this * motion. If set to false, the particles will emit in local space * and when the emitter is moved, so are all the particles that * were emitted previously. * * @param worldSpace true if particles should spawn in world space. */ public void setInWorldSpace(boolean worldSpace) { this.setIgnoreTransform(worldSpace); this.worldSpace = worldSpace; }
/** * Set to true if particles should spawn in world space. * * <p>If set to true and the particle emitter is moved in the scene, * then particles that have already spawned won't be affected by this * motion. If set to false, the particles will emit in local space * and when the emitter is moved, so are all the particles that * were emitted previously. * * @param worldSpace true if particles should spawn in world space. */ public void setInWorldSpace(boolean worldSpace) { this.setIgnoreTransform(worldSpace); this.worldSpace = worldSpace; }
setBatchHint(BatchHint.Never); this.setIgnoreTransform(true);
endSize = ic.readFloat("endSize", 0); worldSpace = ic.readBoolean("worldSpace", false); this.setIgnoreTransform(worldSpace); facingVelocity = ic.readBoolean("facingVelocity", false); faceNormal = (Vector3f)ic.readSavable("faceNormal", new Vector3f(Vector3f.NAN));
endSize = ic.readFloat("endSize", 0); worldSpace = ic.readBoolean("worldSpace", false); this.setIgnoreTransform(worldSpace); facingVelocity = ic.readBoolean("facingVelocity", false); faceNormal = (Vector3f)ic.readSavable("faceNormal", new Vector3f(Vector3f.NAN));