本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.TextureRegion.getU2方法的典型用法代码示例。如果您正苦于以下问题:Java TextureRegion.getU2方法的具体用法?Java TextureRegion.getU2怎么用?Java TextureRegion.getU2使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.g2d.TextureRegion
的用法示例。
在下文中一共展示了TextureRegion.getU2方法的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: draw
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
@Override
public void draw (TextureRegion region, float width, float height, Affine2 transform) {
float[] vertices = tempVertices;
vertices[U1] = region.getU();
vertices[V1] = region.getV2();
vertices[U2] = region.getU();
vertices[V2] = region.getV();
vertices[U3] = region.getU2();
vertices[V3] = region.getV();
vertices[U4] = region.getU2();
vertices[V4] = region.getV2();
float color = this.color;
vertices[C1] = color;
vertices[C2] = color;
vertices[C3] = color;
vertices[C4] = color;
// construct corner points
vertices[X1] = transform.m02;
vertices[Y1] = transform.m12;
vertices[X2] = transform.m01 * height + transform.m02;
vertices[Y2] = transform.m11 * height + transform.m12;
vertices[X3] = transform.m00 * width + transform.m01 * height + transform.m02;
vertices[Y3] = transform.m10 * width + transform.m11 * height + transform.m12;
vertices[X4] = transform.m00 * width + transform.m02;
vertices[Y4] = transform.m10 * width + transform.m12;
draw(region.getTexture(), vertices, 0, 20);
}
示例2: createMinXMaxZ
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinXMaxZ(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例3: createMinXMaxZStretched
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinXMaxZStretched(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例4: draw
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public void draw(TextureRegion region, float x, float y, float width, float height) {
if (!drawing) throw new IllegalStateException("DrawingBatch.begin must be called before draw.");
float[] vertices = this.verticies;
Texture texture = region.getTexture();
if (texture != lastTexture) {
switchTexture(texture);
} else if (index == vertices.length)
flush();
final float fx2 = x + width;
final float fy2 = y + height;
final float u = region.getU();
final float v = region.getV2();
final float u2 = region.getU2();
final float v2 = region.getV();
vertices[index++] = x;
vertices[index++] = y;
vertices[index++] = u;
vertices[index++] = v;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = x;
vertices[index++] = fy2;
vertices[index++] = u;
vertices[index++] = v2;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = fx2;
vertices[index++] = fy2;
vertices[index++] = u2;
vertices[index++] = v2;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = fx2;
vertices[index++] = y;
vertices[index++] = u2;
vertices[index++] = v;
vertices[index++] = multTint;
vertices[index++] = addTint;
}
示例5: createMinZMaxX
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinZMaxX(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例6: createMinZMaxXStretched
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinZMaxXStretched(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例7: createMaxZMinX
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxZMinX(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light ;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例8: createMaxXMinZ
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxXMinZ(Vector3 offset, TextureRegion region, int x, int y, int z, int light, float[] vertices, int vertexOffset, boolean ao) {
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + min;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + max;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
vertices[vertexOffset++] = offset.x + x + max;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + min;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light;
if (ao) {
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = 0;
}
return vertexOffset;
}
示例9: createMaxX
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxX(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light, float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxX;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxX;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxX;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxX;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例10: createMaxY
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxY(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light,
float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例11: createMinY
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinY(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light,
float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例12: createMaxZ
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxZ(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light, float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例13: createMaxZ
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxZ(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light,
float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y + 1;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + maxZ;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例14: createMinY
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinY(Vector3 offset, TextureRegion region, TextureRegion ao, int x, int y, int z, int light, float[] vertices, int vertexOffset) {
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x + 1;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU2();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z + 1;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU2();
vertices[vertexOffset++] = ao.getV2();
}
vertices[vertexOffset++] = offset.x + x;
vertices[vertexOffset++] = offset.y + y;
vertices[vertexOffset++] = offset.z + z;
vertices[vertexOffset++] = region.getU();
vertices[vertexOffset++] = region.getV2();
vertices[vertexOffset++] = light + minY;
if (ao != null) {
vertices[vertexOffset++] = ao.getU();
vertices[vertexOffset++] = ao.getV2();
}
return vertexOffset;
}
示例15: set
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public void set (TextureRegion region) {
u = region.getU();
u2 = region.getU2();
v = region.getV();
v2 = region.getV2();
}