本文整理匯總了Java中com.badlogic.gdx.math.Vector3.set方法的典型用法代碼示例。如果您正苦於以下問題:Java Vector3.set方法的具體用法?Java Vector3.set怎麽用?Java Vector3.set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類com.badlogic.gdx.math.Vector3
的用法示例。
在下文中一共展示了Vector3.set方法的10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: touchInRectangle
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public static boolean touchInRectangle(Rectangle r, OrthographicCamera camera) {
if (Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
return r.x <= touchPos.x && r.x + r.width >= touchPos.x
&& r.y <= touchPos.y && r.y + r.height >= touchPos.y;
}
return false;
}
示例2: unproject
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
/**
* Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
*
* Origin point at left top corner in screen-space.
* @param size The window size to use.
* @param src The screen-space position.
* @param dst The 3D world-space position.
*/
public void unproject( Size size, Vector3 src, Vector3 dst) {
Vector3 screen = pool_vec3.set(src.x / size.width, ((size.height - src.y)) / size.height, src.z);
screen.x = screen.x * 2.0f - 1.0f;
screen.y = screen.y * 2.0f - 1.0f;
screen.z = screen.z * 2.0f - 1.0f;
projectionInv.set(getViewProjectionMatrix());
projectionInv.inv();
screen.mul(projectionInv);
dst.set(screen);
}
示例3: unprojectGL
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
/**
* Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
*
* Origin point at left bottom corner in GL-screen-space.
* @param size The window size to use.
* @param src The GL-screen-space position.
* @param dst The 3D world-space position.
*/
public void unprojectGL(Size size, Vector3 src, Vector3 dst) {
Vector3 screen = pool_vec3.set(src.x / size.width, src.y / size.height, src.z);
screen.x = screen.x * 2.0f - 1.0f;
screen.y = screen.y * 2.0f - 1.0f;
screen.z = screen.z * 2.0f - 1.0f;
projectionInv.set(getViewProjectionMatrix());
projectionInv.inv();
screen.mul(projectionInv);
dst.set(screen);
}
示例4: update
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
@Override
public void update(float gameTime) {
float oldXPosition = getX();
if(Utils.isKeyDown(Keys.RIGHT))
{
setX(getX() + 10) ;
}
if(Utils.isKeyDown(Keys.LEFT))
{
setX(getX() - 10);
}
final Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
getGameService().getCamera().unproject(touchPos);
setX(touchPos.x - 64 / 2);
//if bucker out of screen bound, restore its position
if(getX() < 0 || getX() > Gdx.graphics.getWidth() - getRegionWidth() )
{
setX(oldXPosition);
}
for(Drop drop : drops)
if(getBoundingRectangle().overlaps(drop.getBound()))
{
score++;
drop.resetPosition();
}
}
示例5: getPosition3D
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
/**
* returns the position (X,Y,Z) in its parent's coordinate system
*/
public Vector3 getPosition3D(Vector3 ret) {
return ret.set(_position.x, _position.y, _positionZ);
}
示例6: getRotation3D
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public Vector3 getRotation3D(final Vector3 ret) {
return ret.set(_rotationX, _rotationY, _rotationZ);
}
示例7: rotateX
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public static Vector3 rotateX(Vector3 vec, float angRad) {
float sin = sin(angRad);
float cos = cos(angRad);
return vec.set(vec.x, vec.y * cos - vec.z * sin, vec.z * cos + vec.y * sin);
}
示例8: rotateY
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public static Vector3 rotateY(Vector3 vec, float angRad) {
float sin = sin(angRad);
float cos = cos(angRad);
return vec.set(vec.z * sin + vec.x * cos, vec.y, vec.z * cos - vec.x * sin);
}
示例9: rotateZ
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public static Vector3 rotateZ(Vector3 vec, float angRad) {
float sin = sin(angRad);
float cos = cos(angRad);
return vec.set(vec.x * cos - vec.y * sin, vec.x * sin + vec.y * cos, vec.z);
}
示例10: averageInto
import com.badlogic.gdx.math.Vector3; //導入方法依賴的package包/類
public static Vector3 averageInto(Vector3 first, Vector3 second) {
return first.set((first.x + second.x) / 2.0F, (first.y + second.y) / 2.0F, (first.z + second.z) / 2.0F);
}