本文整理汇总了Java中com.badlogic.gdx.physics.box2d.PolygonShape.getVertex方法的典型用法代码示例。如果您正苦于以下问题:Java PolygonShape.getVertex方法的具体用法?Java PolygonShape.getVertex怎么用?Java PolygonShape.getVertex使用的例子?那么, 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.physics.box2d.PolygonShape
的用法示例。
在下文中一共展示了PolygonShape.getVertex方法的9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: RenderOfPolyFixture
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
public RenderOfPolyFixture(Fixture fixture, VertexBufferObjectManager pVBO) {
super(fixture);
PolygonShape fixtureShape = (PolygonShape) fixture.getShape();
int vSize = fixtureShape.getVertexCount();
float[] xPoints = new float[vSize];
float[] yPoints = new float[vSize];
Vector2 vertex = Vector2Pool.obtain();
for (int i = 0; i < fixtureShape.getVertexCount(); i++) {
fixtureShape.getVertex(i, vertex);
xPoints[i] = vertex.x * PhysicsConnector.PIXEL_TO_METER_RATIO_DEFAULT;
yPoints[i] = vertex.y * PhysicsConnector.PIXEL_TO_METER_RATIO_DEFAULT;
}
Vector2Pool.recycle(vertex);
mEntity = new PolyLine(0, 0, xPoints, yPoints, pVBO);
}
示例2: getFixtureVertices
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
/**
* Getter for the Vertices of a given Fixture.
*
* @param fixture Fixture to be handled.
* @return List containing the Fixture's vertices.
*/
private List<Vector2> getFixtureVertices(Fixture fixture) {
PolygonShape polygon = (PolygonShape) fixture.getShape();
int verticesCount = polygon.getVertexCount();
List<Vector2> vertices = new ArrayList<>(verticesCount);
for (int i = 0; i < verticesCount; i++) {
Vector2 vertex = new Vector2();
polygon.getVertex(i, vertex);
vertices.add(new Vector2(fixture.getBody().getWorldPoint(vertex)));
}
return vertices;
}
示例3: getFixtureVertices
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
private List<Vector2> getFixtureVertices(Fixture fixture) {
PolygonShape polygon = (PolygonShape) fixture.getShape();
int verticesCount = polygon.getVertexCount();
List<Vector2> vertices = new ArrayList<Vector2>(verticesCount);
for (int i = 0; i < verticesCount; i++) {
Vector2 vertex = new Vector2();
polygon.getVertex(i, vertex);
vertices.add(new Vector2(fixture.getBody().getWorldPoint(vertex)));
}
return vertices;
}
示例4: resize
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
/**
* Change the size of an actor, and/or change its position
*
* @param x The new X coordinate of its bottom left corner, in meters
* @param y The new Y coordinate of its bototm left corner, in meters
* @param width The new width of the actor, in meters
* @param height The new height of the actor, in meters
*/
public void resize(float x, float y, float width, float height) {
// set new height and width
mSize.set(width, height);
// read old body information
Body oldBody = mBody;
Fixture oldFix = oldBody.getFixtureList().get(0);
// make a new body
if (mIsCircleBody) {
setCirclePhysics(oldBody.getType(), x, y, (width > height) ? width / 2 : height / 2);
} else if (mIsBoxBody) {
setBoxPhysics(oldBody.getType(), x, y);
} else if (mIsPolygonBody) {
// we need to manually scale all the vertices
float xScale = height / mSize.y;
float yScale = width / mSize.x;
PolygonShape ps = (PolygonShape) oldFix.getShape();
float[] verts = new float[ps.getVertexCount() * 2];
for (int i = 0; i < ps.getVertexCount(); ++i) {
ps.getVertex(i, mTempVector);
verts[2 * i] = mTempVector.x * xScale;
verts[2 * i + 1] = mTempVector.y * yScale;
}
setPolygonPhysics(oldBody.getType(), x, y, verts);
}
// Update the user-visible physics values
setPhysics(oldFix.getDensity(), oldFix.getRestitution(), oldFix.getFriction());
setFastMoving(oldBody.isBullet());
// clone forces
mBody.setAngularVelocity(oldBody.getAngularVelocity());
mBody.setTransform(mBody.getPosition(), oldBody.getAngle());
mBody.setGravityScale(oldBody.getGravityScale());
mBody.setLinearDamping(oldBody.getLinearDamping());
mBody.setLinearVelocity(oldBody.getLinearVelocity());
// disable the old body
oldBody.setActive(false);
}
示例5: renderTiles
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
/**
* Uses the shape renderer to draw all tiles in the List
*
* @param tiles the {@link List} of tiles to render
*/
public void renderTiles(List<Body> tiles) {
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(Color.DARK_GRAY);
// Setup some reusable Vector2s
Vector2[] verts = new Vector2[4];
for (int i = 0; i < verts.length; i++)
verts[i] = new Vector2();
Vector2 lv = new Vector2();
Vector2 f = new Vector2();
for (Body tile : tiles) {
PolygonShape tileShape = (PolygonShape) tile.getFixtureList().get(0).getShape();
// Get the vertices for the shape.
for (int i = 0; i < verts.length; i++) {
tileShape.getVertex(i, verts[i]);
tile.getTransform().mul(verts[i]);
}
// Set the starting vertices to draw the lines from
lv.set(verts[0]);
f.set(verts[0]);
// For each of the vertices draw a line connecting it to the previous
for (int i = 1; i < verts.length; i++) {
Vector2 v = verts[i];
shapeRenderer.line(lv.x, lv.y, v.x, v.y);
lv.set(v);
}
// Finally draw the last line, connecting back to the first vertex
shapeRenderer.line(f.x, f.y, lv.x, lv.y);
}
shapeRenderer.end();
}
示例6: generate
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
/**
* Generates terrain in the provided world.
*
* @param world the world to place the terrain in
* @return a list of all the terrain tiles generated
*/
public static List<Body> generate(World world) {
List<Body> terrainTiles = new ArrayList<Body>(MAX_GROUND_PIECES);
Body lastTile;
Vector2 tilePosition = new Vector2(-5, -2);
for (int i = 0; i < MAX_GROUND_PIECES; i++) {
// Create a tile, it's rotation potentially more extreme the closer to the end of the terrain we get.
lastTile = createTerrainTile(world, tilePosition, (Math.random() * 3 - 1.5) * 1.5 * i / MAX_GROUND_PIECES);
terrainTiles.add(lastTile);
PolygonShape lastTileShape = (PolygonShape) lastTile.getFixtureList().get(0).getShape();
lastTileShape.getVertex(3, tilePosition);
tilePosition = lastTile.getWorldPoint(tilePosition);
}
return terrainTiles;
}
示例7: ComputeCentroid
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
static float ComputeCentroid(PolygonShape shape, Vector2 c)
{
float area = 0.0f;
c.set(0,0);
// pRef is the reference point for forming triangles.
// It's location doesn't change the result (except for rounding error).
pRef.set(0,0);
float inv3 = 1.0f / 3.0f;
int count = shape.getVertexCount();
if (count < 3) throw new IndexOutOfBoundsException("Bad vertex count!");
for (int i = 0; i < count; ++i)
{
// Triangle vertices.
Vector2 p1 = pRef;
Vector2 p2 = tmp;
shape.getVertex(i, p2); // vs[i];
Vector2 p3 = tmp2;
shape.getVertex(i + 1 < count ? i+1 : 0,p3); // vs[i+1] : vs[0];
e1.set(p2).sub(p1); // e1 = p2 - p1;
e2.set(p3).sub(p1); // e2 = p3 - p1;
float D = e1.crs(e2);
float triangleArea = 0.5f * D;
area += triangleArea;
// Area weighted centroid
tmp.set(p1).add(p2).add(p3).scl(triangleArea * inv3);
c.add(tmp);
}
if (area < Float.MIN_VALUE)
{
area = 0.25f; // punt. Instead of throwing an exception, return a minimum.
}
// Centroid
c.scl(1.0f / area);
return area;
}
示例8: ComputeCentroid
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
static float ComputeCentroid(PolygonShape shape, Vector2 c)
{
float area = 0.0f;
c.set(0,0);
// pRef is the reference point for forming triangles.
// It's location doesn't change the result (except for rounding error).
pRef.set(0,0);
float inv3 = 1.0f / 3.0f;
int count = shape.getVertexCount();
if (count < 3) throw new IndexOutOfBoundsException("Bad vertex count!");
for (int i = 0; i < count; ++i)
{
// Triangle vertices.
Vector2 p1 = pRef;
Vector2 p2 = tmp;
shape.getVertex(i, p2); // vs[i];
Vector2 p3 = tmp2;
shape.getVertex(i + 1 < count ? i+1 : 0,p3); // vs[i+1] : vs[0];
e1.set(p2).sub(p1); // e1 = p2 - p1;
e2.set(p3).sub(p1); // e2 = p3 - p1;
float D = e1.crs(e2);
float triangleArea = 0.5f * D;
area += triangleArea;
// Area weighted centroid
tmp.set(p1).add(p2).add(p3).scl(triangleArea * inv3);
c.add(tmp);
}
if (area < Float.MIN_VALUE)
{
area = 0.25f; // punt. Instead of throwing an exception, return a minimum.
}
// Centroid
c.scl(1.0f / area);
return area;
}
示例9: renderCars
import com.badlogic.gdx.physics.box2d.PolygonShape; //导入方法依赖的package包/类
/**
* Draws all the cars in the List provided.
*
* @param cars {@link List} of cars
*/
public void renderCars(List<Car> cars) {
for (Car car : cars) {
// Calculate an alpha value that represents how much longer the car has before it is killed.
float lifeLeft = (float) (System.currentTimeMillis() - car.timeLastMoved) / 5000f;
float alpha = lifeLeft / 1f;
// draw wheels
for (Body wheel : car.getWheels()) {
Vector2 pos = wheel.getPosition();
// Figure out the color of the wheel based on it's density
float wheelDensityRange = Wheel.WHEEL_MAX_DENSITY - Wheel.WHEEL_MIN_DENSITY;
float densityRatio = (wheel.getMass() - Wheel.WHEEL_MIN_DENSITY) / wheelDensityRange;
densityRatio = 1f - densityRatio;
// Draw the solid wheel color
shapeRenderer.begin(ShapeRenderer.ShapeType.FilledCircle);
shapeRenderer.setColor(densityRatio, densityRatio, densityRatio, 1f - alpha);
shapeRenderer.filledCircle(pos.x, pos.y, wheel.getFixtureList().get(0).getShape().getRadius(), 30);
shapeRenderer.end();
// Draw the wheel outline
shapeRenderer.begin(ShapeRenderer.ShapeType.Circle);
shapeRenderer.setColor(0, 0, 0, 1f - alpha);
shapeRenderer.circle(pos.x, pos.y, wheel.getFixtureList().get(0).getShape().getRadius(), 30);
shapeRenderer.end();
}
// Draw the chassis pieces (triangles)
Vector2[] v = new Vector2[3];
for (Fixture chassisPart : car.getChassis().getFixtureList()) {
PolygonShape chassisPieceShape = (PolygonShape) chassisPart.getShape();
// Get the vertices for this chassis piece (triangle)
for (int i = 0; i < 3; i++) {
v[i] = new Vector2();
chassisPieceShape.getVertex(i, v[i]);
car.getChassis().getTransform().mul(v[i]);
}
// Draw the light red solid color
shapeRenderer.begin(ShapeRenderer.ShapeType.FilledTriangle);
shapeRenderer.setColor(car.isElite ? 0.6f : 0.9f, 0.6f, car.isElite ? 0.9f : 0.6f, 1f - alpha);
shapeRenderer.filledTriangle(v[0].x, v[0].y, v[1].x, v[1].y, v[2].x, v[2].y);
shapeRenderer.end();
// Draw the darker red triangle outlines
shapeRenderer.begin(ShapeRenderer.ShapeType.Triangle);
shapeRenderer.setColor(car.isElite ? 0.1f : 0.9f, 0.1f, car.isElite ? 0.9f : 0.1f, 1f - alpha);
shapeRenderer.triangle(v[0].x, v[0].y, v[1].x, v[1].y, v[2].x, v[2].y);
shapeRenderer.end();
}
}
}