本文整理汇总了Java中org.andengine.util.adt.transformation.Transformation.transform方法的典型用法代码示例。如果您正苦于以下问题:Java Transformation.transform方法的具体用法?Java Transformation.transform怎么用?Java Transformation.transform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org.andengine.util.adt.transformation.Transformation
的用法示例。
在下文中一共展示了Transformation.transform方法的10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: checkContains
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
public static boolean checkContains(final float pX1, final float pY1, final float pX2, final float pY2, final float pX3, final float pY3, final Transformation pTransformation, final float pX, final float pY) {
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[0 + Constants.VERTEX_INDEX_X] = pX1;
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[0 + Constants.VERTEX_INDEX_Y] = pY1;
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[2 + Constants.VERTEX_INDEX_X] = pX2;
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[2 + Constants.VERTEX_INDEX_Y] = pY2;
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[4 + Constants.VERTEX_INDEX_X] = pX3;
TriangleCollisionChecker.VERTICES_CONTAINS_TMP[4 + Constants.VERTEX_INDEX_Y] = pY3;
pTransformation.transform(TriangleCollisionChecker.VERTICES_CONTAINS_TMP);
final float x1 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[0 + Constants.VERTEX_INDEX_X];
final float y1 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[0 + Constants.VERTEX_INDEX_Y];
final float x2 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[2 + Constants.VERTEX_INDEX_X];
final float y2 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[2 + Constants.VERTEX_INDEX_Y];
final float x3 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[4 + Constants.VERTEX_INDEX_X];
final float y3 = TriangleCollisionChecker.VERTICES_CONTAINS_TMP[4 + Constants.VERTEX_INDEX_Y];
return TriangleCollisionChecker.checkContains(x1, y1, x2, y2, x3, y3, pX, pY);
}
示例2: add
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
/**
* @param pTextureRegion
* @param pWidth
* @param pHeight
* @param pTransformation
* @param pRed
* @param pGreen
* @param pBlue
* @param pAlpha
*/
protected void add(final ITextureRegion pTextureRegion, final float pWidth, final float pHeight, final Transformation pTransformation, final float pRed, final float pGreen, final float pBlue, final float pAlpha) {
SpriteBatch.VERTICES_TMP[0] = 0;
SpriteBatch.VERTICES_TMP[1] = 0;
SpriteBatch.VERTICES_TMP[2] = 0;
SpriteBatch.VERTICES_TMP[3] = pHeight;
SpriteBatch.VERTICES_TMP[4] = pWidth;
SpriteBatch.VERTICES_TMP[5] = 0;
SpriteBatch.VERTICES_TMP[6] = pWidth;
SpriteBatch.VERTICES_TMP[7] = pHeight;
pTransformation.transform(SpriteBatch.VERTICES_TMP);
this.addInner(pTextureRegion, SpriteBatch.VERTICES_TMP[0], SpriteBatch.VERTICES_TMP[1], SpriteBatch.VERTICES_TMP[2], SpriteBatch.VERTICES_TMP[3], SpriteBatch.VERTICES_TMP[4], SpriteBatch.VERTICES_TMP[5], SpriteBatch.VERTICES_TMP[6], SpriteBatch.VERTICES_TMP[7], pRed, pGreen, pBlue, pAlpha);
}
示例3: addWithPackedColor
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
/**
* @param pTextureRegion
* @param pWidth
* @param pHeight
* @param pTransformation
* @param pColorABGRPackedInt
*/
protected void addWithPackedColor(final ITextureRegion pTextureRegion, final float pWidth, final float pHeight, final Transformation pTransformation, final float pColorABGRPackedInt) {
SpriteBatch.VERTICES_TMP[0] = 0;
SpriteBatch.VERTICES_TMP[1] = 0;
SpriteBatch.VERTICES_TMP[2] = 0;
SpriteBatch.VERTICES_TMP[3] = pHeight;
SpriteBatch.VERTICES_TMP[4] = pWidth;
SpriteBatch.VERTICES_TMP[5] = 0;
SpriteBatch.VERTICES_TMP[6] = pWidth;
SpriteBatch.VERTICES_TMP[7] = pHeight;
pTransformation.transform(SpriteBatch.VERTICES_TMP);
this.mSpriteBatchVertexBufferObject.addWithPackedColor(pTextureRegion, SpriteBatch.VERTICES_TMP[0], SpriteBatch.VERTICES_TMP[1], SpriteBatch.VERTICES_TMP[2], SpriteBatch.VERTICES_TMP[3], SpriteBatch.VERTICES_TMP[4], SpriteBatch.VERTICES_TMP[5], SpriteBatch.VERTICES_TMP[6], SpriteBatch.VERTICES_TMP[7], pColorABGRPackedInt);
}
示例4: fillVertices
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
public static void fillVertices(final float pLocalX, final float pLocalY, final float pLocalWidth, final float pLocalHeight, final Transformation pLocalToSceneTransformation, final float[] pVertices) {
final float localXMin = pLocalX;
final float localXMax = pLocalX + pLocalWidth;
final float localYMin = pLocalY;
final float localYMax = pLocalY + pLocalHeight;
pVertices[0 + Constants.VERTEX_INDEX_X] = localXMin;
pVertices[0 + Constants.VERTEX_INDEX_Y] = localYMin;
pVertices[2 + Constants.VERTEX_INDEX_X] = localXMax;
pVertices[2 + Constants.VERTEX_INDEX_Y] = localYMin;
pVertices[4 + Constants.VERTEX_INDEX_X] = localXMax;
pVertices[4 + Constants.VERTEX_INDEX_Y] = localYMax;
pVertices[6 + Constants.VERTEX_INDEX_X] = localXMin;
pVertices[6 + Constants.VERTEX_INDEX_Y] = localYMax;
pLocalToSceneTransformation.transform(pVertices);
}
示例5: addWithPackedColor
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
/**
* @param pTextureRegion
* @param pWidth
* @param pHeight
* @param pTransformation
* @param pColorABGRPackedInt
*/
protected void addWithPackedColor(final ITextureRegion pTextureRegion, final float pWidth, final float pHeight, final Transformation pTransformation, final float pColorABGRPackedInt) {
SpriteBatch.VERTICES_TMP[0] = 0;
SpriteBatch.VERTICES_TMP[1] = 0;
SpriteBatch.VERTICES_TMP[2] = 0;
SpriteBatch.VERTICES_TMP[3] = pHeight;
SpriteBatch.VERTICES_TMP[4] = pWidth;
SpriteBatch.VERTICES_TMP[5] = 0;
SpriteBatch.VERTICES_TMP[6] = pWidth;
SpriteBatch.VERTICES_TMP[7] = pHeight;
pTransformation.transform(SpriteBatch.VERTICES_TMP);
this.mSpriteBatchVertexBufferObject.addWithPackedColor(pTextureRegion, SpriteBatch.VERTICES_TMP[0], SpriteBatch.VERTICES_TMP[1], SpriteBatch.VERTICES_TMP[2], SpriteBatch.VERTICES_TMP[3], SpriteBatch.VERTICES_TMP[4], SpriteBatch.VERTICES_TMP[5], SpriteBatch.VERTICES_TMP[6], SpriteBatch.VERTICES_TMP[7], pColorABGRPackedInt);
}
示例6: add
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
/**
* @param pTextureRegion
* @param pWidth
* @param pHeight
* @param pTransformation
* @param pRed
* @param pGreen
* @param pBlue
* @param pAlpha
*/
protected void add(final ITextureRegion pTextureRegion, final float pWidth, final float pHeight, final Transformation pTransformation, final float pRed, final float pGreen, final float pBlue, final float pAlpha) {
SpriteBatch.VERTICES_TMP[0] = 0;
SpriteBatch.VERTICES_TMP[1] = 0;
SpriteBatch.VERTICES_TMP[2] = 0;
SpriteBatch.VERTICES_TMP[3] = pHeight;
SpriteBatch.VERTICES_TMP[4] = pWidth;
SpriteBatch.VERTICES_TMP[5] = 0;
SpriteBatch.VERTICES_TMP[6] = pWidth;
SpriteBatch.VERTICES_TMP[7] = pHeight;
pTransformation.transform(SpriteBatch.VERTICES_TMP);
this.addInner(pTextureRegion, SpriteBatch.VERTICES_TMP[0], SpriteBatch.VERTICES_TMP[1], SpriteBatch.VERTICES_TMP[2], SpriteBatch.VERTICES_TMP[3], SpriteBatch.VERTICES_TMP[4], SpriteBatch.VERTICES_TMP[5], SpriteBatch.VERTICES_TMP[6], SpriteBatch.VERTICES_TMP[7], pRed, pGreen, pBlue, pAlpha);
}
示例7: convertLocalCoordinatesToParentCoordinates
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
@Override
public float[] convertLocalCoordinatesToParentCoordinates(final float pX, final float pY, final float[] pReuse) {
final Transformation localToParentTransformation = this.getLocalToParentTransformation();
pReuse[Constants.VERTEX_INDEX_X] = pX;
pReuse[Constants.VERTEX_INDEX_Y] = pY;
localToParentTransformation.transform(pReuse);
return pReuse;
}
示例8: convertLocalCoordinatesToSceneCoordinates
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
@Override
public float[] convertLocalCoordinatesToSceneCoordinates(final float pX, final float pY, final float[] pReuse) {
final Transformation localToSceneTransformation = this.getLocalToSceneTransformation();
pReuse[Constants.VERTEX_INDEX_X] = pX;
pReuse[Constants.VERTEX_INDEX_Y] = pY;
localToSceneTransformation.transform(pReuse);
return pReuse;
}
示例9: convertLocalCoordinatesToSceneCoordinates
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
@Override
public float[] convertLocalCoordinatesToSceneCoordinates(final float[] pCoordinates, final float[] pReuse) {
final Transformation localToSceneTransformation = this.getLocalToSceneTransformation();
pReuse[Constants.VERTEX_INDEX_X] = pCoordinates[Constants.VERTEX_INDEX_X];
pReuse[Constants.VERTEX_INDEX_Y] = pCoordinates[Constants.VERTEX_INDEX_Y];
localToSceneTransformation.transform(pReuse);
return pReuse;
}
示例10: convertLocalToSceneCoordinates
import org.andengine.util.adt.transformation.Transformation; //导入方法依赖的package包/类
@Override
public float[] convertLocalToSceneCoordinates(final float pX, final float pY, final float[] pReuse) {
final Transformation localToSceneTransformation = this.getLocalToSceneTransformation();
pReuse[Constants.VERTEX_INDEX_X] = pX;
pReuse[Constants.VERTEX_INDEX_Y] = pY;
localToSceneTransformation.transform(pReuse);
return pReuse;
}