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  /external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticleMesh.java 55 * to render particles the usual way.
70 * @param numParticles The maxmimum number of particles to simulate
84 public abstract void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation);
ParticleEmitter.java 84 private Particle[] particles; field in class:ParticleEmitter
163 clone.setNumParticles(particles.length);
189 clone.particleMesh.initParticleData(clone, clone.particles.length);
201 // particles neither receive nor cast shadows
204 // particles are usually transparent
230 // particleMesh.initParticleData(this, particles.length);
304 this.setNumParticles(particles.length);
308 * Returns true if particles should spawn in world space.
310 * @return true if particles should spawn in world space.
319 * Set to true if particles should spawn in world space.
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ParticleTriMesh.java 152 public void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation) {
153 System.arraycopy(particles, 0, particlesCopy, 0, particlesCopy.length);
157 SortUtil.msort(particles, particlesCopy, comparator);
158 particles = particlesCopy;
193 for (int i = 0; i < particles.length; i++){
194 Particle p = particles[i];
ParticlePointMesh.java 115 public void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation) {
135 for (int i = 0; i < particles.length; i++){
136 Particle p = particles[i];
  /external/quake/quake/src/QW/client/
r_part.c 24 #define MAX_PARTICLES 2048 // default max # of particles at one
35 particle_t *particles; variable
50 i = COM_CheckParm ("-particles");
63 particles = (particle_t *)
64 Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
77 free_particles = &particles[0];
81 particles[i].next = &particles[i+1];
82 particles[r_numparticles-1].next = NULL;
115 Con_Printf ("Not enough free particles\n")
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ParticlesModifier.java 16 import com.jme3.scene.plugins.blender.particles.ParticlesHelper;
23 * This modifier allows to add particles to the object.
30 /** Loaded particles emitter. */
34 * This constructor reads the particles system structure and stores it in
59 LOGGER.log(Level.WARNING, "Particles modifier is invalid! Cannot be applied to: {0}", node.getName());
66 // veryfying the alpha function for particles' texture
  /external/quake/quake/src/WinQuake/
r_part.cpp 24 #define MAX_PARTICLES 2048 // default max # of particles at one
35 particle_t *particles; variable
50 i = COM_CheckParm ("-particles");
63 particles = (particle_t *)
64 Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
187 free_particles = &particles[0];
191 particles[i].next = &particles[i+1];
192 particles[r_numparticles-1].next = NULL;
225 Con_Printf ("Not enough free particles\n")
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  /gdk/samples/quake/jni/
r_part.cpp 24 #define MAX_PARTICLES 2048 // default max # of particles at one
35 particle_t *particles; variable
50 i = COM_CheckParm ("-particles");
63 particles = (particle_t *)
64 Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
187 free_particles = &particles[0];
191 particles[i].next = &particles[i+1];
192 particles[r_numparticles-1].next = NULL;
225 Con_Printf ("Not enough free particles\n")
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/particles/
ParticlesHelper.java 1 package com.jme3.scene.plugins.blender.particles;
35 public static final int PART_UNBORN =32; //show unborn particles
36 public static final int PART_DIED =64; //show died particles
39 public static final int PART_STICKY =512; //collided particles can stick to collider
111 totPart = 0;//no need to generate particles in this case
119 LOGGER.warning("Neither object nor group particles supported yet! Using point representation instead!");//TODO: support groups and aobjects
182 LOGGER.warning("Boids and Keyed particles physic not yet supported! Empty influencer used!");
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/
BlenderLoader.java 58 import com.jme3.scene.plugins.blender.particles.ParticlesHelper;

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