Package com.badlogic.gdx.graphics.g3d.particles.ParallelArray

Examples of com.badlogic.gdx.graphics.g3d.particles.ParallelArray.FloatChannel


 
  @Override
  protected void flush(int[] offsets){
    int tp = 0;
    for(PointSpriteControllerRenderData data: renderData){
      FloatChannel scaleChannel = data.scaleChannel;
      FloatChannel regionChannel = data.regionChannel;
      FloatChannel positionChannel = data.positionChannel;
      FloatChannel colorChannel = data.colorChannel;
      FloatChannel rotationChannel = data.rotationChannel;
     
      for (int p = 0; p < data.controller.particles.size; ++p, ++tp) {
        int offset = offsets[tp]*CPU_VERTEX_SIZE;
        int regionOffset = p*regionChannel.strideSize;
        int positionOffset = p*positionChannel.strideSize;
 
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  }
 
  /** Updates the bounding box using the position channel. */
  protected void calculateBoundingBox () {
    boundingBox.clr();
    FloatChannel positionChannel = particles.getChannel(ParticleChannels.Position);
    for(int pos = 0, c = positionChannel.strideSize*particles.size ; pos < c; pos += positionChannel.strideSize){
      boundingBox.extpositionChannel.data[pos + ParticleChannels.XOffset],
                        positionChannel.data[pos + ParticleChannels.YOffset],
                        positionChannel.data[pos + ParticleChannels.ZOffset]);
    }
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  }

  private void fillVerticesGPU (int[] particlesOffset) {
    int tp=0;
    for(BillboardControllerRenderData data : renderData){
      FloatChannel scaleChannel = data.scaleChannel;
      FloatChannel regionChannel = data.regionChannel;
      FloatChannel positionChannel = data.positionChannel;
      FloatChannel colorChannel = data.colorChannel;
      FloatChannel rotationChannel = data.rotationChannel;
      for(int p=0, c = data.controller.particles.size; p < c; ++p, ++tp){
        int baseOffset = particlesOffset[tp]*currentVertexSize*4;
        float scale = scaleChannel.data[p* scaleChannel.strideSize];
        int regionOffset = p*regionChannel.strideSize;
        int positionOffset = p*positionChannel.strideSize;
 
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  */

  private void fillVerticesToViewPointCPU (int[] particlesOffset) {
    int tp=0;
    for(BillboardControllerRenderData data : renderData){
      FloatChannel scaleChannel = data.scaleChannel;
      FloatChannel regionChannel = data.regionChannel;
      FloatChannel positionChannel = data.positionChannel;
      FloatChannel colorChannel = data.colorChannel;
      FloatChannel rotationChannel = data.rotationChannel;

      for(int p=0, c = data.controller.particles.size; p < c; ++p, ++tp){
        int baseOffset = particlesOffset[tp]*currentVertexSize*4;
        float scale = scaleChannel.data[p* scaleChannel.strideSize];
        int regionOffset = p*regionChannel.strideSize;
 
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      right = TMP_V4.set(camera.up).crs(look).nor(), //tangent
      up = camera.up;

    int tp=0;
    for(BillboardControllerRenderData data : renderData){
      FloatChannel scaleChannel = data.scaleChannel;
      FloatChannel regionChannel = data.regionChannel;
      FloatChannel positionChannel = data.positionChannel;
      FloatChannel colorChannel = data.colorChannel;
      FloatChannel rotationChannel = data.rotationChannel;

      for(int p=0, c = data.controller.particles.size; p < c; ++p, ++tp){
        int baseOffset = particlesOffset[tp]*currentVertexSize*4;
        float scale = scaleChannel.data[p* scaleChannel.strideSize];
        int regionOffset = p*regionChannel.strideSize;
 
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