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Java UniformColorSprite.VERTEX_SIZE属性代码示例

本文整理汇总了Java中org.andengine.entity.sprite.UniformColorSprite.VERTEX_SIZE属性的典型用法代码示例。如果您正苦于以下问题:Java UniformColorSprite.VERTEX_SIZE属性的具体用法?Java UniformColorSprite.VERTEX_SIZE怎么用?Java UniformColorSprite.VERTEX_SIZE使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在org.andengine.entity.sprite.UniformColorSprite的用法示例。


在下文中一共展示了UniformColorSprite.VERTEX_SIZE属性的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: onUpdateVertices

@Override
public void onUpdateVertices(final Sprite pSprite) {
	final float[] bufferData = this.mBufferData;

	final float width = pSprite.getWidth(); // TODO Optimize with field access?
	final float height = pSprite.getHeight(); // TODO Optimize with field access?

	bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = 0;
	bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = 0;

	bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = 0;
	bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = height;

	bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = width;
	bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = 0;

	bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = width;
	bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = height;

	this.setDirtyOnHardware();
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:21,代码来源:HighPerformanceUniformColorSpriteVertexBufferObject.java

示例2: onUpdateVertices

@Override
public void onUpdateVertices(final Sprite pSprite) {
	final float[] bufferData = this.mBufferData;

	final float x = 0;
	final float y = 0;
	final float x2 = pSprite.getWidth(); // TODO Optimize with field access?
	final float y2 = pSprite.getHeight(); // TODO Optimize with field access?

	bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = x;
	bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = y;

	bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = x;
	bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = y2;

	bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = x2;
	bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = y;

	bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_X] = x2;
	bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.VERTEX_INDEX_Y] = y2;

	this.setDirtyOnHardware();
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:23,代码来源:HighPerformanceUniformColorSpriteVertexBufferObject.java

示例3: onUpdateTextureCoordinates

@Override
public void onUpdateTextureCoordinates(final Sprite pSprite) {
	final float[] bufferData = this.mBufferData;

	final ITextureRegion textureRegion = pSprite.getTextureRegion(); // TODO Optimize with field access?

	final float u;
	final float v;
	final float u2;
	final float v2;

	if (pSprite.isFlippedVertical()) { // TODO Optimize with field access?
		if (pSprite.isFlippedHorizontal()) { // TODO Optimize with field access?
			u = textureRegion.getU2();
			u2 = textureRegion.getU();
			v = textureRegion.getV2();
			v2 = textureRegion.getV();
		} else {
			u = textureRegion.getU();
			u2 = textureRegion.getU2();
			v = textureRegion.getV2();
			v2 = textureRegion.getV();
		}
	} else {
		if (pSprite.isFlippedHorizontal()) { // TODO Optimize with field access?
			u = textureRegion.getU2();
			u2 = textureRegion.getU();
			v = textureRegion.getV();
			v2 = textureRegion.getV2();
		} else {
			u = textureRegion.getU();
			u2 = textureRegion.getU2();
			v = textureRegion.getV();
			v2 = textureRegion.getV2();
		}
	}

	if (textureRegion.isRotated()) {
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;

		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;
	} else {
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;

		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;

		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;
	}

	this.setDirtyOnHardware();
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:65,代码来源:HighPerformanceUniformColorSpriteVertexBufferObject.java

示例4: onUpdateTextureCoordinates

@Override
public void onUpdateTextureCoordinates(final Sprite pSprite) {
	final float[] bufferData = this.mBufferData;

	final ITextureRegion textureRegion = pSprite.getTextureRegion(); // TODO Optimize with field access?

	final float u;
	final float v;
	final float u2;
	final float v2;

	if(pSprite.isFlippedVertical()) { // TODO Optimize with field access?
		if(pSprite.isFlippedHorizontal()) { // TODO Optimize with field access?
			u = textureRegion.getU2();
			u2 = textureRegion.getU();
			v = textureRegion.getV2();
			v2 = textureRegion.getV();
		} else {
			u = textureRegion.getU();
			u2 = textureRegion.getU2();
			v = textureRegion.getV2();
			v2 = textureRegion.getV();
		}
	} else {
		if(pSprite.isFlippedHorizontal()) { // TODO Optimize with field access?
			u = textureRegion.getU2();
			u2 = textureRegion.getU();
			v = textureRegion.getV();
			v2 = textureRegion.getV2();
		} else {
			u = textureRegion.getU();
			u2 = textureRegion.getU2();
			v = textureRegion.getV();
			v2 = textureRegion.getV2();
		}
	}

	if(textureRegion.isRotated()) {
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;

		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;
	} else {
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[0 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u;
		bufferData[1 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;

		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[2 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v;

		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_U] = u2;
		bufferData[3 * UniformColorSprite.VERTEX_SIZE + UniformColorSprite.TEXTURECOORDINATES_INDEX_V] = v2;
	}

	this.setDirtyOnHardware();
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:65,代码来源:HighPerformanceUniformColorSpriteVertexBufferObject.java


注:本文中的org.andengine.entity.sprite.UniformColorSprite.VERTEX_SIZE属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。