本文整理匯總了Java中com.badlogic.gdx.graphics.PerspectiveCamera類的典型用法代碼示例。如果您正苦於以下問題:Java PerspectiveCamera類的具體用法?Java PerspectiveCamera怎麽用?Java PerspectiveCamera使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
PerspectiveCamera類屬於com.badlogic.gdx.graphics包,在下文中一共展示了PerspectiveCamera類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: ScreenExtensions
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public ScreenExtensions(GameManager gameManager) {
this.gameManager = gameManager;
manager = ManagerAssets.getInstance();
addExtensions = this;
camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(0, 0, Gdx.graphics.getHeight() * 0.183f);//initial 180
camera.lookAt(0, 0, 0);
camera.far = 2500;
camera.near = 1;
camera.update();
controller = new CameraInputController(camera);
cam = new OrthographicCamera();
batchsprite = new SpriteBatch();
renderer = new ImmediateModeRenderer20(false, true, 1);
gd = new GestureDetector(this);
}
示例2: GameScreen
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public GameScreen(){
spriteBatch = new SpriteBatch(); // buffer ok
texture = new Texture(Gdx.files.internal("bg/gameBG.jpg"));
viewMatrix = new Matrix4(); // matriz de visualização
tranMatrix = new Matrix4(); // matriz de escala
// camera
camera = new PerspectiveCamera(67.0f, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.near = 0.1f;
camera.far = 1000f;
camera.position.set(0, 5, 10);
camera.lookAt(0, 5, 0);
camera.update();
// ambiente
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1,1,1,1));
// renderizador
modelBatch = new ModelBatch();
p1 = new Player(1);
p2 = new Player(2);
}
示例3: VRCamera
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public VRCamera(int width, int height, int viewportWidth, int viewportHeight) {
leftCamera = new PerspectiveCamera(90, viewportWidth, viewportHeight);
rightCamera = new PerspectiveCamera(90, viewportWidth, viewportHeight);
leftBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, true);
rightBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, true);
leftTexture = new TextureRegion();
rightTexture = new TextureRegion();
batch = new SpriteBatch();
this.width = width;
this.height = height;
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
tmpVector3 = new Vector3();
position = new Vector3(250, 20, 250);
positionLeft = new Vector3(249.5f, 20, 250);
positionRight = new Vector3(250.5f, 20, 250);
direction = new Vector3();
up = new Vector3(0, 1, 0);
eyeDistance = 0.5f;
}
示例4: show
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
@Override
public void show() {
stage = new Stage(new StretchViewport(Width,Height));
stage.addActor(tabContinue);
PerspectiveCamera camera2 = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera2.position.set(0, -Width * 0.075f, Width * 0.135f);
camera2.lookAt(0, 0, 0);
camera2.far = Width*0.3f;
camera2.near = 1;
camera2.update();
controller = new CameraInputController(camera2);
CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera2);
batch = new DecalBatch(cameraGroupStrategy);
modelBatch = new ModelBatch();
InputMultiplexer in = new InputMultiplexer();
in.addProcessor(stage);
in.addProcessor(controller);
Gdx.input.setInputProcessor(in);
}
示例5: ScreenCombat
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public ScreenCombat(GameManager gameManager) {
this.gameManager = gameManager;
managerAssets = ManagerAssets.getInstance();
cam = new OrthographicCamera();
UpdateDisplayCombat.getInstance().setScreenCombat(this);
camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(0, 0, 350);//initial 180
camera.lookAt(0, 0, 0);
camera.far = 2500;
camera.near = 1;
camera.update();
centerPlayer = new Integer[7];
for(int i=0;i<7;i++){
centerPlayer[i]=-1;
}
}
示例6: ScreenCrafting
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public ScreenCrafting(GameManager game) {
this.gameManager = game;
informationProfile = InformationProfile.getInstance();
managerAssets = ManagerAssets.getInstance();
queue = QueueBuildCraft.getInstance();
intances = new Array<ModelInstance>();
camera = new PerspectiveCamera(45,WIDTH,HEIGHT);
camera.position.set(0,0,1020);
camera.lookAt(0, 0, 0);
camera.near = 1;
camera.far = 1500;
camera.update();
nameRes.add("SCRAP");
nameRes.add("BRICK");
nameRes.add("CELL");
arrayDecal = new Array<Decal>();
}
示例7: touchEnklave
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
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;
}
示例8: read
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
@Override
public PerspectiveCamera read (Kryo kryo, Input input, Class<PerspectiveCamera> type) {
PerspectiveCamera camera = new PerspectiveCamera();
Vector3 position = kryo.readObject(input, Vector3.class);
Vector3 direction = kryo.readObject(input, Vector3.class);
Vector3 up = kryo.readObject(input, Vector3.class);
camera.position.set(position);
camera.direction.set(direction);
camera.up.set(up);
camera.near = input.readFloat();
camera.far = input.readFloat();
camera.viewportWidth = input.readFloat();
camera.viewportHeight = input.readFloat();
camera.fieldOfView = input.readFloat();
camera.update();
return camera;
}
示例9: Renderer
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public Renderer(VuforiaRenderer arRenderer) {
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
camera = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.near = 1.0F;
camera.far = 1000.0F;
//set camera into "Vuforia - style" direction
camera.position.set(new Vector3(0,0,0));
camera.lookAt(new Vector3(0,0,1));
this.vuforiaRenderer = arRenderer;
modelBatch = new ModelBatch();
}
示例10: VRCamera
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
/** Конструктор */
VRCamera(float fov, float parallax, float near, float far) {
this.parallax = parallax;
leftCam = new PerspectiveCamera(fov, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight());
leftCam.near = near;
leftCam.far = far;
leftCam.update();
rightCam = new PerspectiveCamera(fov, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight());
rightCam.near = near;
rightCam.far = far;
rightCam.update();
position = new Vector3(0, 0, 0);
direction = new Vector3(0, 0, 1);
up = new Vector3(0, 1, 0);
upDirCross = new Vector3().set(direction).crs(up).nor();
}
示例11: BoxThree
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public BoxThree(PerspectiveCamera cam, boolean[][][] collision) {
super(cam,collision);
for(float x = 2f; x < 5f; ++x){
for(float z = 2f; z < 5f; ++z){
for(float y = 10f; y < 13f; ++y){
ModelInstance p = new ModelInstance(white,x,y,z);
ModelInstance s = new ModelInstance(gray,x,y,z);
ModelInstance f = new ModelInstance(wire,x,y,z);
parts.add(p);
shadow.add(s);
frame.add(f);
}
}
}
traceShadow();
}
示例12: GameModel
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public GameModel(PerspectiveCamera cam, boolean [][][] collision){
//setup the model instances
parts = new Array<ModelInstance>();
frame = new Array<ModelInstance>();
shadow = new Array<ModelInstance>();
//setup environment
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
//setup collision matrix
matrix = collision;
//setup camera
camera = cam;
}
示例13: Column
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public Column(PerspectiveCamera cam, boolean[][][] collision) {
super(cam, collision);
x = X.FRONT;
y = Y.UP;
for(float y = 10f; y < 12f; ++y){
ModelInstance p = new ModelInstance(white,2f,y,2f);
ModelInstance s = new ModelInstance(gray,2f,y,2f);
ModelInstance f = new ModelInstance(wire,2f,y,2f);
parts.add(p);
shadow.add(s);
frame.add(f);
}
traceShadow();
}
示例14: BoxTwo
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public BoxTwo(PerspectiveCamera cam, boolean[][][] collision) {
super(cam, collision);
for(float x = 2f; x < 4f; ++x){
for(float z = 2f; z < 4f; ++z){
for(float y = 10f; y < 12f; ++y){
ModelInstance p = new ModelInstance(white,x,y,z);
ModelInstance s = new ModelInstance(gray,x,y,z);
ModelInstance f = new ModelInstance(wire,x,y,z);
parts.add(p);
shadow.add(s);
frame.add(f);
}
}
}
traceShadow();
}
示例15: ColumnTwo
import com.badlogic.gdx.graphics.PerspectiveCamera; //導入依賴的package包/類
public ColumnTwo(PerspectiveCamera cam, boolean[][][] collision) {
super(cam, collision);
x = X.FRONT;
y = Y.UP;
for(float y = 10f; y < 13f; ++y){
ModelInstance p = new ModelInstance(white,2f,y,2f);
ModelInstance s = new ModelInstance(gray,2f,y,2f);
ModelInstance f = new ModelInstance(wire,2f,y,2f);
parts.add(p);
shadow.add(s);
frame.add(f);
}
traceShadow();
}