question: bind the sub systems to the controller called once during the init phase . concode_field_sep BoundingBox boundingBox concode_elem_sep ParticleControllerRenderer<?,?> renderer concode_elem_sep Matrix4 transform concode_elem_sep float deltaTime concode_elem_sep String name concode_elem_sep Array<Influencer> influencers concode_elem_sep float DEFAULT_TIME_STEP concode_elem_sep ParticleChannels particleChannels concode_elem_sep Vector3 scale concode_elem_sep float deltaTimeSqr concode_elem_sep ParallelArray particles concode_elem_sep Emitter emitter concode_field_sep void rotate concode_elem_sep void rotate concode_elem_sep void mul concode_elem_sep void save concode_elem_sep void scale concode_elem_sep void scale concode_elem_sep void update concode_elem_sep void calculateBoundingBox concode_elem_sep BoundingBox getBoundingBox concode_elem_sep void translate concode_elem_sep void killParticles concode_elem_sep K findInfluencer concode_elem_sep void load concode_elem_sep void setTransform concode_elem_sep void setTransform concode_elem_sep void end concode_elem_sep ParticleController copy concode_elem_sep void getTransform concode_elem_sep void write concode_elem_sep boolean replaceInfluencer concode_elem_sep void init concode_elem_sep void read concode_elem_sep void activateParticles concode_elem_sep void start concode_elem_sep void setTranslation concode_elem_sep void draw concode_elem_sep int findIndex concode_elem_sep void reset concode_elem_sep void allocateChannels concode_elem_sep void dispose concode_elem_sep void setTimeStep concode_elem_sep void removeInfluencer
target: void function ( ) { emitter . set ( this ) ; for ( Influencer loc0 : influencers ) loc0 . set ( this ) ; renderer . set ( this ) ; }