本文整理匯總了Java中com.badlogic.gdx.utils.Array.toArray方法的典型用法代碼示例。如果您正苦於以下問題:Java Array.toArray方法的具體用法?Java Array.toArray怎麽用?Java Array.toArray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.utils.Array
的用法示例。
在下文中一共展示了Array.toArray方法的2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: ConsoleCommand
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/**
* @param str the whole string of the command, including identifier and arguments all separated by whitespaces
*/
public ConsoleCommand(String str) {
String[] splitBuf = str.split(" ");
this.command = splitBuf[0];
if (splitBuf.length <= 1) {
this.args = new String[]{};
} else {
Array<String> arr = new Array<String>();
for (String s : splitBuf) {
if (! s.equals(splitBuf[0])) arr.add(s);
}
this.args = arr.toArray(String.class);
}
}
示例2: FlexBatch
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/**
* Construct a FlexBatch capable of drawing the given Batchable type and other compatible Batchables (ones with the same + *
* VertexAttributes or subset of beginning VertexAttributes). The FlexBatch will not be limited to FixedSizeBatchables.
*
* @param batchableType The type of Batchable that defines the VertexAttributes supported by this FlexBatch, and the + *
* default Batchable type drawn by the {@link #draw()} method.
* @param maxVertices The number of vertices this FlexBatch can batch at once. Maximum of 32767. If the Batchable is a
* FixedSizeBatchable and 0 is used for maxTriangles, this value will be rounded down to a multiple of the
* Batchable's size.
* @param maxTriangles The number of triangles this FlexBatch can batch at once, or 0 to optimize this FlexBatch to draw only
* FixedSizeBatchables.
*/
public FlexBatch (Class<T> batchableType, int maxVertices, int maxTriangles) {
// 32767 is max vertex index.
if (maxVertices > 32767)
throw new IllegalArgumentException("Can't have more than 32767 vertices per batch: " + maxTriangles);
if (Modifier.isAbstract(batchableType.getModifiers()))
throw new IllegalArgumentException("Can't use an abstract batchableType");
this.batchableType = batchableType;
try {
internalBatchable = batchableType.newInstance();
} catch (Exception e) {
throw new IllegalArgumentException("Batchable classes must be public and have an empty constructor.", e);
}
Array<VertexAttribute> attributesArray = new Array<VertexAttribute>(true, 10, VertexAttribute.class);
internalBatchable.addVertexAttributes(attributesArray);
VertexAttributes vertexAttributes = new VertexAttributes(attributesArray.toArray());
attributeOffsets = new AttributeOffsets(vertexAttributes);
vertexSize = vertexAttributes.vertexSize / 4;
final int vertexArraySize = vertexSize * maxVertices;
vertices = new float[vertexArraySize];
fixedIndices = internalBatchable instanceof FixedSizeBatchable && maxTriangles == 0;
if (fixedIndices) {
FixedSizeBatchable fixedSizeBatchable = (FixedSizeBatchable) internalBatchable;
verticesPerBatchable = fixedSizeBatchable.getVerticesPerBatchable();
vertexDataPerBatchable = verticesPerBatchable * vertexSize;
this.maxVertices = maxVertices - (maxVertices % verticesPerBatchable);
this.maxIndices = (this.maxVertices / verticesPerBatchable) * fixedSizeBatchable.getTrianglesPerBatchable() * 3;
indicesPerBatchable = fixedSizeBatchable.getTrianglesPerBatchable() * 3;
triangles = new short[maxIndices];
fixedSizeBatchable.populateTriangleIndices(triangles);
} else {
if (maxTriangles == 0) throw new IllegalArgumentException(
"maxTriangles must be greater than 0 if batchableType is not a FixedSizeBatchable");
this.maxVertices = maxVertices;
maxIndices = maxTriangles * 3;
triangles = new short[maxIndices];
indicesPerBatchable = verticesPerBatchable = vertexDataPerBatchable = 0;
}
Mesh.VertexDataType vertexDataType = Gdx.gl30 != null ? VertexDataType.VertexBufferObjectWithVAO
: Mesh.VertexDataType.VertexArray;
mesh = new Mesh(vertexDataType, false, this.maxVertices, maxIndices, attributesArray.toArray());
if (fixedIndices) mesh.setIndices(triangles);
textureUnitUniforms = new String[internalBatchable.getNumberOfTextures()];
for (int i = 0; i < textureUnitUniforms.length; i++) {
;
textureUnitUniforms[i] = "u_texture" + i;
}
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
renderContext = new RenderContextAccumulator();
renderContext.setBlending(true);
renderContext.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}