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Java TextureRegion.getV方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.TextureRegion.getV方法的典型用法代码示例。如果您正苦于以下问题:Java TextureRegion.getV方法的具体用法?Java TextureRegion.getV怎么用?Java TextureRegion.getV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com.badlogic.gdx.graphics.g2d.TextureRegion的用法示例。


在下文中一共展示了TextureRegion.getV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: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:48,代码来源:CrossFaceVertices.java

示例2: createMaxZMinXStretched

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMaxZMinXStretched(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;
  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 + 1;
  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 + 1;
  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;
  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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:47,代码来源:CrossFaceVertices.java

示例3: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:48,代码来源:CrossFaceVertices.java

示例4: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:47,代码来源:CrossFaceVertices.java

示例5: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:47,代码来源:CrossFaceVertices.java

示例6: 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;
}
 
开发者ID:SergeySave,项目名称:SpaceGame,代码行数:47,代码来源:DrawingBatch.java

示例7: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:48,代码来源:FaceVertices.java

示例8: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:49,代码来源:FaceVertices.java

示例9: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:49,代码来源:FaceVertices.java

示例10: createMinZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinZ(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;
  vertices[vertexOffset++] = region.getU2();
  vertices[vertexOffset++] = region.getV();
  vertices[vertexOffset++] = light + minZ;
  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.getU();
  vertices[vertexOffset++] = region.getV();
  vertices[vertexOffset++] = light + minZ;
  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;
  vertices[vertexOffset++] = region.getU();
  vertices[vertexOffset++] = region.getV2();
  vertices[vertexOffset++] = light + minZ;
  if (ao != null) {
    vertices[vertexOffset++] = ao.getU();
    vertices[vertexOffset++] = ao.getV2();
  }

  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 + minZ;
  if (ao != null) {
    vertices[vertexOffset++] = ao.getU2();
    vertices[vertexOffset++] = ao.getV2();
  }

  return vertexOffset;
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:48,代码来源:FaceVertices.java

示例11: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:48,代码来源:FaceVertices.java

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;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:49,代码来源:FaceVertices.java

示例13: createMinZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static int createMinZ(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;
	vertices[vertexOffset++] = region.getU2();
	vertices[vertexOffset++] = region.getV();
	vertices[vertexOffset++] = light + minZ;
	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.getU();
	vertices[vertexOffset++] = region.getV();
	vertices[vertexOffset++] = light + minZ;
	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;
	vertices[vertexOffset++] = region.getU();
	vertices[vertexOffset++] = region.getV2();
	vertices[vertexOffset++] = light + minZ;
	if (ao != null) {
		vertices[vertexOffset++] = ao.getU();
		vertices[vertexOffset++] = ao.getV2();
	}

	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 + minZ;
	if (ao != null) {
		vertices[vertexOffset++] = ao.getU2();
		vertices[vertexOffset++] = ao.getV2();
	}

	return vertexOffset;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:49,代码来源:FaceVertices.java

示例14: 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;
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:47,代码来源:CrossFaceVertices.java

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();
}
 
开发者ID:CypherCove,项目名称:gdx-cclibs,代码行数:7,代码来源:Region2D.java


注:本文中的com.badlogic.gdx.graphics.g2d.TextureRegion.getV方法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。