Java Code Examples for com.badlogic.gdx.math.MathUtils#PI
The following examples show how to use
com.badlogic.gdx.math.MathUtils#PI .
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Example 1
Source File: RectangleCircleCollisionScreen.java From ud406 with MIT License | 6 votes |
public RectangleCircleCollisionScreen() { startTime = TimeUtils.nanoTime(); shapeRenderer = new ShapeRenderer(); viewport = new FitViewport(WORLD_SIZE, WORLD_SIZE); rectangles = new Array<Rectangle>(new Rectangle[]{ new Rectangle(40, 40, 20, 20), // Middle new Rectangle(10, 40, 10, 20), // Left new Rectangle(70, 45, 20, 10) // Right }); circles = new Array<OscillatingCircle>(new OscillatingCircle[]{ new OscillatingCircle(50, 65, 7, 0, 40, 3), // High horizontal new OscillatingCircle(50, 35, 7, 0, 40, 3.1f), // Low horizontal new OscillatingCircle(50, 50, 3, MathUtils.PI / 4, 40, 5f), // Diagonal new OscillatingCircle(25, 50, 5, 0, 11, 7f), // Middle horizontal }); }
Example 2
Source File: RectangleCircleCollisionScreen.java From ud406 with MIT License | 6 votes |
public RectangleCircleCollisionScreen() { startTime = TimeUtils.nanoTime(); shapeRenderer = new ShapeRenderer(); viewport = new FitViewport(WORLD_SIZE, WORLD_SIZE); rectangles = new Array<Rectangle>(new Rectangle[]{ new Rectangle(40, 40, 20, 20), // Middle new Rectangle(10, 40, 10, 20), // Left new Rectangle(70, 45, 20, 10) // Right }); circles = new Array<OscillatingCircle>(new OscillatingCircle[]{ new OscillatingCircle(50, 65, 7, 0, 40, 3), // High horizontal new OscillatingCircle(50, 35, 7, 0, 40, 3.1f), // Low horizontal new OscillatingCircle(50, 50, 3, MathUtils.PI / 4, 40, 5f), // Diagonal new OscillatingCircle(25, 50, 5, 0, 11, 7f), // Middle horizontal }); }
Example 3
Source File: MDQuaternion.java From Beginner-Level-Android-Studio-Apps with GNU General Public License v3.0 | 5 votes |
/** Get the pitch euler angle in radians, which is the rotation around the x axis. Requires that this quaternion is normalized. * @return the rotation around the x axis in radians (between -(PI/2) and +(PI/2)) */ public float getPitchRad () { float w = q[0]; float x = q[1]; float y = q[2]; float z = q[3]; final int pole = getGimbalPole(); return pole == 0 ? (float) Math.asin(MathUtils.clamp(2f * (w * x - z * y), -1f, 1f)) : (float)pole * MathUtils.PI * 0.5f; }
Example 4
Source File: MDQuaternion.java From MD360Player4Android with Apache License 2.0 | 5 votes |
/** Get the pitch euler angle in radians, which is the rotation around the x axis. Requires that this quaternion is normalized. * @return the rotation around the x axis in radians (between -(PI/2) and +(PI/2)) */ public float getPitchRad () { float w = q[0]; float x = q[1]; float y = q[2]; float z = q[3]; final int pole = getGimbalPole(); return pole == 0 ? (float)Math.asin(MathUtils.clamp(2f * (w * x - z * y), -1f, 1f)) : (float)pole * MathUtils.PI * 0.5f; }
Example 5
Source File: MyShapeRenderer.java From GdxDemo3D with Apache License 2.0 | 5 votes |
/** Draws an ellipse using {@link ShapeType#Line} or {@link ShapeType#Filled}. */ public void ellipse(float x, float y, float width, float height, int segments) { if (segments <= 0) throw new IllegalArgumentException("segments must be > 0."); check(ShapeType.Line, ShapeType.Filled, segments * 3); float colorBits = color.toFloatBits(); float angle = 2 * MathUtils.PI / segments; float cx = x + width / 2, cy = y + height / 2; if (shapeType == ShapeType.Line) { for (int i = 0; i < segments; i++) { renderer.color(colorBits); renderer.vertex(cx + (width * 0.5f * MathUtils.cos(i * angle)), cy + (height * 0.5f * MathUtils.sin(i * angle)), 0); renderer.color(colorBits); renderer.vertex(cx + (width * 0.5f * MathUtils.cos((i + 1) * angle)), cy + (height * 0.5f * MathUtils.sin((i + 1) * angle)), 0); } } else { for (int i = 0; i < segments; i++) { renderer.color(colorBits); renderer.vertex(cx + (width * 0.5f * MathUtils.cos(i * angle)), cy + (height * 0.5f * MathUtils.sin(i * angle)), 0); renderer.color(colorBits); renderer.vertex(cx, cy, 0); renderer.color(colorBits); renderer.vertex(cx + (width * 0.5f * MathUtils.cos((i + 1) * angle)), cy + (height * 0.5f * MathUtils.sin((i + 1) * angle)), 0); } } }