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Java TextureRegion.getV2方法代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.TextureRegion.getV2方法的典型用法代碼示例。如果您正苦於以下問題:Java TextureRegion.getV2方法的具體用法?Java TextureRegion.getV2怎麽用?Java TextureRegion.getV2使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在com.badlogic.gdx.graphics.g2d.TextureRegion的用法示例。


在下文中一共展示了TextureRegion.getV2方法的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: createMinY

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes,代碼行數:48,代碼來源:FaceVertices.java

示例2: createMaxZMinXStretched

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:47,代碼來源:CrossFaceVertices.java

示例3: createMinXMaxZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes,代碼行數:47,代碼來源:CrossFaceVertices.java

示例4: createMinZMaxXStretched

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:47,代碼來源:CrossFaceVertices.java

示例5: draw

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:SergeySave,項目名稱:SpaceGame,代碼行數:47,代碼來源:DrawingBatch.java

示例6: createMaxZMinX

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:48,代碼來源:CrossFaceVertices.java

示例7: createMaxXMinZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:47,代碼來源:CrossFaceVertices.java

示例8: createMinZMaxX

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:48,代碼來源:CrossFaceVertices.java

示例9: createMaxY

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:49,代碼來源:FaceVertices.java

示例10: createMinY

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:49,代碼來源:FaceVertices.java

示例11: createMaxX

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:49,代碼來源:FaceVertices.java

示例12: createMinX

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
public static int createMinX(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;
	vertices[vertexOffset++] = offset.z + z + 1;
	vertices[vertexOffset++] = region.getU2();
	vertices[vertexOffset++] = region.getV2();
	vertices[vertexOffset++] = light + minX;
	if (ao != null) {
		vertices[vertexOffset++] = ao.getU();
		vertices[vertexOffset++] = ao.getV2();
	}

	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 + minX;
	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 + minX;
	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;
	vertices[vertexOffset++] = region.getU();
	vertices[vertexOffset++] = region.getV2();
	vertices[vertexOffset++] = light + minX;
	if (ao != null) {
		vertices[vertexOffset++] = ao.getU2();
		vertices[vertexOffset++] = ao.getV2();
	}

	return vertexOffset;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:49,代碼來源:FaceVertices.java

示例13: createMaxZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:49,代碼來源:FaceVertices.java

示例14: createMaxZ

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes,代碼行數:48,代碼來源:FaceVertices.java

示例15: createMaxX

import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
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;
}
 
開發者ID:RedTroop,項目名稱:Cubes,代碼行數:48,代碼來源:FaceVertices.java


注:本文中的com.badlogic.gdx.graphics.g2d.TextureRegion.getV2方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。