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ParticleMesh.updateParticleData
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How to use
updateParticleData
method
in
com.jme3.effect.ParticleMesh

Best Java code snippets using com.jme3.effect.ParticleMesh.updateParticleData (Showing top 6 results out of 315)

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private void myMethod () {
ScheduledThreadPoolExecutor s =
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}
origin: jMonkeyEngine/jmonkeyengine

public void preload(RenderManager rm, ViewPort vp) {
  this.updateParticleState(0);
  particleMesh.updateParticleData(particles, vp.getCamera(), Matrix3f.IDENTITY);
}
origin: jMonkeyEngine/jmonkeyengine

/**
 * Callback from Control.render(), do not use.
 *
 * @param rm
 * @param vp
 */
private void renderFromControl(RenderManager rm, ViewPort vp) {
  Camera cam = vp.getCamera();
  if (meshType == ParticleMesh.Type.Point) {
    float C = cam.getProjectionMatrix().m00;
    C *= cam.getWidth() * 0.5f;
    // send attenuation params
    this.getMaterial().setFloat("Quadratic", C);
  }
  Matrix3f inverseRotation = Matrix3f.IDENTITY;
  TempVars vars = null;
  if (!worldSpace) {
    vars = TempVars.get();
    inverseRotation = this.getWorldRotation().toRotationMatrix(vars.tempMat3).invertLocal();
  }
  particleMesh.updateParticleData(particles, cam, inverseRotation);
  if (!worldSpace) {
    vars.release();
  }
}
origin: info.projectkyoto/mms-engine

public void preload(RenderManager rm, ViewPort vp) {
  this.updateParticleState(0);
  particleMesh.updateParticleData(particles, vp.getCamera(), Matrix3f.IDENTITY);
}
origin: org.jmonkeyengine/jme3-core

public void preload(RenderManager rm, ViewPort vp) {
  this.updateParticleState(0);
  particleMesh.updateParticleData(particles, vp.getCamera(), Matrix3f.IDENTITY);
}
origin: org.jmonkeyengine/jme3-core

/**
 * Callback from Control.render(), do not use.
 *
 * @param rm
 * @param vp
 */
private void renderFromControl(RenderManager rm, ViewPort vp) {
  Camera cam = vp.getCamera();
  if (meshType == ParticleMesh.Type.Point) {
    float C = cam.getProjectionMatrix().m00;
    C *= cam.getWidth() * 0.5f;
    // send attenuation params
    this.getMaterial().setFloat("Quadratic", C);
  }
  Matrix3f inverseRotation = Matrix3f.IDENTITY;
  TempVars vars = null;
  if (!worldSpace) {
    vars = TempVars.get();
    inverseRotation = this.getWorldRotation().toRotationMatrix(vars.tempMat3).invertLocal();
  }
  particleMesh.updateParticleData(particles, cam, inverseRotation);
  if (!worldSpace) {
    vars.release();
  }
}
origin: info.projectkyoto/mms-engine

/**
 * Callback from Control.render(), do not use.
 * 
 * @param rm
 * @param vp 
 */
private void renderFromControl(RenderManager rm, ViewPort vp) {
  Camera cam = vp.getCamera();
  if (meshType == ParticleMesh.Type.Point) {
    float C = cam.getProjectionMatrix().m00;
    C *= cam.getWidth() * 0.5f;
    // send attenuation params
    this.getMaterial().setFloat("Quadratic", C);
  }
  Matrix3f inverseRotation = Matrix3f.IDENTITY;
  TempVars vars = null;
  if (!worldSpace) {
    vars = TempVars.get();
    inverseRotation = this.getWorldRotation().toRotationMatrix(vars.tempMat3).invertLocal();
  }
  particleMesh.updateParticleData(particles, cam, inverseRotation);
  if (!worldSpace) {
    vars.release();
  }
}
com.jme3.effectParticleMeshupdateParticleData

Javadoc

Update the particle visual data. Typically called every frame.

Popular methods of ParticleMesh

  • initParticleData
    Initialize mesh data.
  • setImagesXY
    Set the images on the X and Y coordinates

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