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Java Intersector类代码示例

本文整理汇总了Java中com.badlogic.gdx.math.Intersector的典型用法代码示例。如果您正苦于以下问题:Java Intersector类的具体用法?Java Intersector怎么用?Java Intersector使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Intersector类属于com.badlogic.gdx.math包,在下文中一共展示了Intersector类的15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: isPointInRegion

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
/**

    /**
     * Checks if two specific coordinates are within a PolygonRegion
     * and sets tappedRegion to this region
     *
     * @param pointX absolute value of X coordinate
     * @param pointY absolute value of Y coordinate
     * @return true if in a region, false if not.
     */
    private boolean isPointInRegion(float pointX, float pointY) {

        for (AssetMap.Region region : data.getMapAsset().getRegions()) {
            tappedRegion = region;
            float[] vertices = region.getVertices();

            // for Intersector, we have to convert to percentual x/y coordinates. Simply divide by screen width/height
            if (Intersector.isPointInPolygon(vertices, 0, vertices.length, pointX / Gdx.graphics.getWidth(), pointY / Gdx.graphics.getHeight())) {
                clickedRegionLabel.setText("Region: " + region.getName());

                return true;
            }

        }
        clickedRegionLabel.setText("Region: None");
        return false;
    }
 
开发者ID:cpppwner,项目名称:NoRiskNoFun,代码行数:28,代码来源:GameScene.java

示例2: touchEnklave

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
public boolean touchEnklave(PerspectiveCamera camera,int screenX,int screenY){
        coordonate = null;
        instanceModel.calculateBoundingBox(box).mul(instanceModel.transform);
        box.getCenter(position);
        box.getDimensions(dimensions);
        Ray ray = camera.getPickRay(screenX,screenY);
//        instanceModel.transform.getTranslation(position);
//        position.add(box.getCenter(new Vector3()));
//        Gdx.app.log("res"+ray.toString(),"position"+position);
        if(Intersector.intersectRayBoundsFast(ray,box)){ // position, box.getDimensions(new Vector3()).len(), null)) {
            coordonate = new SpaceCoordonate();
            coordonate.x = Math.abs(Math.abs(position.x) - Math.abs(camera.position.x)) / (Gdx.graphics.getHeight() * 0.026f);
            coordonate.y = Math.abs(Math.abs(position.y) - Math.abs(camera.position.y)) / (Gdx.graphics.getHeight() * 0.026f);
            coordonate.z = -(Math.abs((Gdx.graphics.getHeight() * 0.033f) - Math.abs(camera.position.z)) / (Gdx.graphics.getHeight() * 0.026f));
            if (box.getCenterX() < camera.position.x) {
                coordonate.x = -coordonate.x;
            }
            if (box.getCenterY() < camera.position.y) {
                coordonate.y = -coordonate.y;
            }
            return true;
        }
        return false;
    }
 
开发者ID:TudorRosca,项目名称:enklave,代码行数:25,代码来源:Enklave3D.java

示例3: getObject

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
public GameObject getObject (int screenX, int screenY) {
    Ray ray = camera.getPickRay(screenX, screenY);
    GameObject result = null;
    float distance = -1;
    for (ModelInstance item : instances) {
    	if(item instanceof GameObject){
    		GameObject gameObject = (GameObject) item;
    		if(gameObject.enabled){
      	Vector3 position = gameObject.transform.getTranslation(new Vector3());
      	gameObject.updateBox();
          position.add(gameObject.center);
          float dist2 = ray.origin.dst2(position);
          if (distance >= 0f && dist2 > distance) continue;
          if (Intersector.intersectRayBoundsFast(ray, gameObject.bounds)) {
           result = gameObject;
              distance = dist2;
          }
    		}
    	}
    }
    return result;
}
 
开发者ID:raphaelbruno,项目名称:ZombieInvadersVR,代码行数:23,代码来源:ScreenBase.java

示例4: checkCollision

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
@Override
public boolean checkCollision(Vector2 p1, Vector2 p2) {
    // Intersect left edge
    if (Intersector.intersectSegments(p1.x, p1.y, p2.x, p2.y, mXPos, mYPos, mXPos, mYPos + mHeight, null))
        return true;

    // Intersect right edge
    if (Intersector.intersectSegments(p1.x, p1.y, p2.x, p2.y, mXPos + mWidth, mYPos, mXPos + mWidth,
            mYPos + mHeight, null))
        return true;

    // Intersect top edge
    if (Intersector.intersectSegments(p1.x, p1.y, p2.x, p2.y, mXPos, mYPos + mHeight, mXPos + mWidth,
            mYPos + mHeight, null))
        return true;

    // Intersect bottom edge
    if (Intersector.intersectSegments(p1.x, p1.y, p2.x, p2.y, mXPos, mYPos, mXPos + mWidth, mYPos, null))
        return true;

    return false;
}
 
开发者ID:AlexAUT,项目名称:Kroniax,代码行数:23,代码来源:RectLevelObject.java

示例5: verticalRayTest

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
/**
 * Make a ray test at this point, using a ray spanning from far up in the sky, to far down in the ground,
 * along the up axis.
 *
 * @param testPoint        The test point
 * @param out              The point of intersection between ray and triangle
 * @param allowedMeshParts Which mesh parts to test. Null if all meshparts should be tested.
 * @return The triangle, or null if ray did not hit any triangles.
 */
public Triangle verticalRayTest(Vector3 testPoint, Vector3 out, Bits allowedMeshParts) {
	tmpRayVerticalRayTest.set(
			tmpVerticalRayTest1.set(Constants.V3_UP).scl(500).add(testPoint),
			tmpVerticalRayTest2.set(Constants.V3_DOWN));
	Triangle hitTri = rayTest(tmpRayVerticalRayTest, 1000, allowedMeshParts);
	if (hitTri == null) {
		// TODO: Perhaps this should be Nan?
		out.set(Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY);
		return null;
	} else {

		Intersector.intersectRayTriangle(tmpRayVerticalRayTest, hitTri.a, hitTri.b, hitTri.c, out);
		return hitTri;
	}
}
 
开发者ID:jsjolund,项目名称:GdxDemo3D,代码行数:25,代码来源:NavMesh.java

示例6: isWithinCameraView

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
/**
 * checks if a game object is within the given camera's viewport.
 * 
 * @param camera game camera to check if the game object is within the view port
 * @param gameObj game object to check
 * 
 * @return <b>true</b> if game object is within camera viewport. <b>false</b> otherwise.
 */
public static boolean isWithinCameraView(Camera camera, GameObject gameObj) {
	if (cameraBounds == null) {
		// first call to this method
		// create a Rectangle instance and keep it for later use
		// it is better to keep an instance to avoid gc during update/render calls
		cameraBounds = new Rectangle();
	}

	cameraBounds.x = camera.position.x - camera.viewportWidth / 2;
	cameraBounds.y = camera.position.y - camera.viewportHeight / 2;
	cameraBounds.width = camera.viewportWidth;
	cameraBounds.height = camera.viewportHeight;

	return Intersector.overlaps(cameraBounds, gameObj.getBoundingRectangle());
}
 
开发者ID:Quillraven,项目名称:Protoman-vs-Megaman,代码行数:24,代码来源:GameUtils.java

示例7: collideWithHull

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
/**
 * Check if a line from a to b intersects with the convext hull. 
 * If so, the point of intersection is stored in the intersect vector.
 * @param a point one
 * @param b point two
 * @param intersect point of intersection
 * @return true if intersect. Point of intersection stored in intersect
 */
public boolean collideWithHull(Vector2 a, Vector2 b, Vector2 intersect) {
	//for each line segment between two vertices
	float[] verticies = hullPoly.getTransformedVertices();
	for (int v = 0; v < verticies.length - 2; v += 2) {
		float xA = verticies[v];
		float yA = verticies[v + 1];
		float xB = verticies[v + 2];
		float yB = verticies[v + 3];
		// convex hull line between A and B
		Vector2 edgeA = new Vector2(xA, yA);
		Vector2 edgeB = new Vector2(xB, yB);
		
		if (Intersector.intersectSegments(edgeA, edgeB, a, b, intersect)) {
			//the two lines intersect. point of intersection is set in variable intersect
			return true;
		}

	}
	return false;
}
 
开发者ID:0XDE57,项目名称:SpaceProject,代码行数:29,代码来源:TestVoronoiScreen.java

示例8: isColliding

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
private boolean isColliding(Vector2 planetPosition, float planetRadius) {
	if (corner01.dst(planetPosition) < planetRadius) {
		return true;
	}
	if (corner02.dst(planetPosition) < planetRadius) {
		return true;
	}
	if (corner03.dst(planetPosition) < planetRadius) {
		return true;
	}
	if (corner04.dst(planetPosition) < planetRadius) {
		return true;
	}
	return Intersector.isPointInTriangle(planetPosition, corner01, corner02, corner03)
			|| Intersector.isPointInTriangle(planetPosition, corner03, corner04, corner01);
}
 
开发者ID:aphex-,项目名称:Alien-Ark,代码行数:17,代码来源:SolarScreen.java

示例9: collisionCheck

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
private static void collisionCheck(Bullet bullet, Ship ship) {
	if (bullet.id!=ship.id && ship.alive) {
		
		for(int i = 0; i<ship.collisionPoints.size;++i) {
			if(Intersector.isPointInPolygon(bullet.collisionPoints, ship.collisionPoints.get(i))) {
				ship.damage(bullet.damage);
				GameInstance.getInstance().bulletHit(ship, bullet);
				bullet.alive = false;
				return;
			}
		}
		
		for(int i = 0; i<bullet.collisionPoints.size;++i) {
			if(Intersector.isPointInPolygon(ship.collisionPoints, bullet.collisionPoints.get(i))) {
				ship.damage(bullet.damage);
				GameInstance.getInstance().bulletHit(ship, bullet);
				bullet.alive = false;
				return;
			}
		}
	}
}
 
开发者ID:libgdx,项目名称:libgdx-demo-pax-britannica,代码行数:23,代码来源:Collision.java

示例10: touchDown

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
	collisionRay = cam.getPickRay(x, y);
	
	if(numPlayers >0 && Intersector.intersectRayBoundsFast(collisionRay, touchAreaP1) && GameInstance.getInstance().factorys.size>0) {
		((FactoryProduction) GameInstance.getInstance().factorys.get(0)).button_held = true;
		pointerP1 = pointer;
		touchedP1 = true;
	} 
	if(numPlayers >1 && Intersector.intersectRayBoundsFast(collisionRay, touchAreaP2) && GameInstance.getInstance().factorys.size>1) {
		((FactoryProduction) GameInstance.getInstance().factorys.get(1)).button_held = true;
		pointerP2 = pointer;
		touchedP2 = true;
	} 
	if(numPlayers >2 && Intersector.intersectRayBoundsFast(collisionRay, touchAreaP3) && GameInstance.getInstance().factorys.size>2) {
		((FactoryProduction) GameInstance.getInstance().factorys.get(2)).button_held = true;
		pointerP3 = pointer;
		touchedP3 = true;
	} 
	if(numPlayers >3 && Intersector.intersectRayBoundsFast(collisionRay, touchAreaP4) && GameInstance.getInstance().factorys.size>3) {
		((FactoryProduction) GameInstance.getInstance().factorys.get(3)).button_held = true;
		pointerP4 = pointer;
		touchedP4 = true;
	} 
	return false;
}
 
开发者ID:libgdx,项目名称:libgdx-demo-pax-britannica,代码行数:27,代码来源:GameScreen.java

示例11: updateRunning

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
public void updateRunning(float delta) {
    if (delta > .15f) {
        delta = .15f;
    }

    bird.update(delta);
    scroller.update(delta);

    if (scroller.collides(bird) && bird.isAlive()) {
        scroller.stop();
        bird.die();
        AssetLoader.deadSound.play();
    }

    if (Intersector.overlaps(bird.getBoundingCircle(), ground)) {
        scroller.stop();
        bird.die();
        bird.decelerate();
        currentState = GameState.GAMEOVER;
    }
}
 
开发者ID:onatm,项目名称:Ampel-Bird,代码行数:22,代码来源:GameWorld.java

示例12: placeOilFactory

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
public void placeOilFactory() {
    float oilRectWidth = 2f;
    Rectangle factoryRect = new Rectangle(president.getX()
            + President.WIDTH / 2f - oilRectWidth / 2f, president.getY() - 4, oilRectWidth, 1);

    for (Entity ent : levelEntities.get(OilField.class)) {
        final OilField field = (OilField) ent;

        if (field.isHasFactory())
            continue;

        if (Intersector.intersectRectangles(field.bounds, factoryRect,
                tmpRect)) {
            levelEntities.get(OilFactory.class).add(
                    new OilFactory(field.getX() + field.getWidth()/2f - OilFactory.WIDTH / 2f));
            field.setHasFactory(true);
            GameScore.getInstance().incDemocracyLevel();

            break;
        }
    }
}
 
开发者ID:cat-in-the-dark,项目名称:old48_29_game,代码行数:23,代码来源:Level.java

示例13: damagePresident

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
private void damagePresident() {
	@SuppressWarnings("unchecked")
	List<Bullet> bullets = (List<Bullet>) (Object) level.levelEntities
			.get(Bullet.class);
	President pres = level.president;

	for (Bullet bullet : bullets) {
		if (bullet.isMarkedToDelete())
			continue;

		for (Rectangle bound : pres.getBounds()) {
			if (Intersector.intersectRectangles(bound, bullet.bounds,
					tmpRect)) {
				pres.doDamage(Constants.TERR_DAMAGE);
				bullet.markDeleted();
				break;
			}
		}
	}

}
 
开发者ID:cat-in-the-dark,项目名称:old48_29_game,代码行数:22,代码来源:InterceptionManager.java

示例14: destroyKamaz

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
private void destroyKamaz() {
	@SuppressWarnings("unchecked")
	List<Rocket> rockets = (List<Rocket>) (Object) level.levelEntities
			.get(Rocket.class);
	@SuppressWarnings("unchecked")
	List<TntVehicle> vehicles = (List<TntVehicle>) (Object) level.levelEntities
			.get(TntVehicle.class);

	for (Rocket rocket : rockets) {
		for (TntVehicle vehicle : vehicles) {
			if (rocket.isMarkedToDelete() || vehicle.isDestroyed())
				continue;
			if (Intersector.intersectRectangles(rocket.bounds,
					vehicle.bounds, tmpRect)) {
				rocket.markDeleted();
				vehicle.setDestroyed(true);
				Assets.kamazExpSound.play();
				GameScore.getInstance().priceTNTVehicle();
                   level.bum(vehicle.getX(), vehicle.getY());
			}
		}
	}
}
 
开发者ID:cat-in-the-dark,项目名称:old48_29_game,代码行数:24,代码来源:InterceptionManager.java

示例15: checkForPaddleCollision

import com.badlogic.gdx.math.Intersector; //导入依赖的package包/类
private void checkForPaddleCollision() {
    for (Paddle hitPaddle : paddleList) {
        if (Intersector.overlaps(hitPaddle, ball)) {
            paddleHits++;
            ball.xVel *= -1;
            if (ball.xVel > 0) {ball.xVel += 20;} else {ball.xVel -= 20;}

            paddleCollisionSound.play();
            startScreenShake();
            if (hitPaddle.name.equals("paddle1")) {
                ball.setPosition((hitPaddle.x + hitPaddle.width), ball.y);
            } else if (hitPaddle.name.equals("paddle2")) {
                ball.setPosition((hitPaddle.x - ball.width), ball.y);
            }
        }
    }
}
 
开发者ID:justinmeister,项目名称:PongWithLibgdx,代码行数:18,代码来源:PongBoard.java


注:本文中的com.badlogic.gdx.math.Intersector类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。