Java Code Examples for com.badlogic.gdx.graphics.g2d.TextureRegion#getV()
The following examples show how to use
com.badlogic.gdx.graphics.g2d.TextureRegion#getV() .
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Example 1
Source File: SpriteAnimationDrawable.java From talos with Apache License 2.0 | 6 votes |
public void set(TextureRegion region, int rows, int cols) { this.region = region; Array<Frame> frames = new Array<>(); float uSize = (region.getU2()-region.getU())/cols; float vSize = (region.getV2()-region.getV())/rows; for(int r = 0; r < rows; r++) { for(int c = 0; c < cols; c++) { Frame frame = new Frame(); frame.u1 = region.getU() + c * uSize; frame.u2 = region.getU() + (c+1) * uSize; frame.v2 = region.getV() + r * vSize; frame.v1 = region.getV() + (r+1) * vSize; // we are flipping the V's frames.add(frame); } } animation = new Animation<>(1f/(rows*cols), frames); setAspectRatio(uSize/vSize); }
Example 2
Source File: VerticalGradientDrawable.java From gdx-vfx with Apache License 2.0 | 5 votes |
public VerticalGradientDrawable(TextureRegion region) { this.region = region; // Assign region UV values to the vertices. vertices[0*VERT_SIZE + COMP_U] = region.getU(); vertices[0*VERT_SIZE + COMP_V] = region.getV(); vertices[1*VERT_SIZE + COMP_U] = region.getU(); vertices[1*VERT_SIZE + COMP_V] = region.getV2(); vertices[2*VERT_SIZE + COMP_U] = region.getU2(); vertices[2*VERT_SIZE + COMP_V] = region.getV2(); vertices[3*VERT_SIZE + COMP_U] = region.getU2(); vertices[3*VERT_SIZE + COMP_V] = region.getV(); }
Example 3
Source File: RadialDrawable.java From gdx-vfx with Apache License 2.0 | 5 votes |
public void setTextureRegion(final TextureRegion textureRegion) { this.texture = textureRegion.getTexture(); this.u1 = textureRegion.getU(); this.v1 = textureRegion.getV(); this.u2 = textureRegion.getU2(); this.v2 = textureRegion.getV2(); this.du = u2 - u1; this.dv = v2 - v1; this.width = textureRegion.getRegionWidth(); this.height = textureRegion.getRegionHeight(); this.dirty = true; setMinWidth(textureRegion.getRegionWidth()); setMinHeight(textureRegion.getRegionHeight()); }
Example 4
Source File: Tile.java From seventh with GNU General Public License v2.0 | 4 votes |
/** * */ public Tile(TextureRegion image, int tileId, int layer, int width, int height) { this.tileId = tileId; this.layer = layer; this.width = width; this.height = height; this.bounds = new Rectangle(); this.centerPos = new Vector2f(); this.collisionMask = CollisionMask.NO_COLLISION; this.surfaceType = SurfaceType.CEMENT; this.isDestroyed = false; /* Account for texture bleeding, * we offset the u/v coordinates * to be nudged in ward of the sprite * * u,u2,v,v2 are data members for now * as this allows me to quickly move this * code to the render() method for quick * responsive feedback */ if(image != null) { this.sprite = new Sprite(image); this.u = image.getU(); this.u2 = image.getU2(); this.v = image.getV(); this.v2 = image.getV2(); // this value is some what arbitrary // as this looks the best float adjustX = 0.0125f / width; float adjustY = 0.0125f / height; sprite.setU(u + adjustX); sprite.setU2(u2 - adjustX); sprite.setV(v - adjustY); sprite.setV2(v2 + adjustY); } }
Example 5
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
public static int createMinZ(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; vertices[vertexOffset++] = region.getU2(); vertices[vertexOffset++] = region.getV(); vertices[vertexOffset++] = light + minZ; 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.getU(); vertices[vertexOffset++] = region.getV(); vertices[vertexOffset++] = light + minZ; 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; vertices[vertexOffset++] = region.getU(); vertices[vertexOffset++] = region.getV2(); vertices[vertexOffset++] = light + minZ; if (ao != null) { vertices[vertexOffset++] = ao.getU(); vertices[vertexOffset++] = ao.getV2(); } vertices[vertexOffset++] = offset.x + x; vertices[vertexOffset++] = offset.y + y; vertices[vertexOffset++] = offset.z + z; vertices[vertexOffset++] = region.getU2(); vertices[vertexOffset++] = region.getV2(); vertices[vertexOffset++] = light + minZ; if (ao != null) { vertices[vertexOffset++] = ao.getU2(); vertices[vertexOffset++] = ao.getV2(); } return vertexOffset; }
Example 6
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 7
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 8
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 9
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 10
Source File: FaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 11
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 12
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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(); 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.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; }
Example 13
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 14
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 15
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 16
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
public static int createMaxXMinZStretched(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 + 1; vertices[vertexOffset++] = offset.z + z; 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 + 1; vertices[vertexOffset++] = region.getU(); 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; vertices[vertexOffset++] = offset.z + z + 1; 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; vertices[vertexOffset++] = region.getU2(); vertices[vertexOffset++] = region.getV2(); vertices[vertexOffset++] = light; if (ao) { vertices[vertexOffset++] = 0; vertices[vertexOffset++] = 0; } return vertexOffset; }
Example 17
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
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; }
Example 18
Source File: CrossFaceVertices.java From Cubes with MIT License | 4 votes |
public static int createMinXMaxZStretched(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 + 1; vertices[vertexOffset++] = offset.z + z; 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 + 1; vertices[vertexOffset++] = region.getU(); 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; vertices[vertexOffset++] = offset.z + z + 1; 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; vertices[vertexOffset++] = region.getU2(); vertices[vertexOffset++] = region.getV2(); vertices[vertexOffset++] = light; if (ao) { vertices[vertexOffset++] = 0; vertices[vertexOffset++] = 0; } return vertexOffset; }
Example 19
Source File: Polyline.java From talos with Apache License 2.0 | 3 votes |
private void packVertex(TextureRegion region, float[] vertices, int index, float x, float y, Color color, float u, float v) { float insideOffset = 0.0f; // needed in case region has have some weird transparent edge. maybe. tmpColor.set(color).mul(batch.getColor()); vertices[index * 5] = x; vertices[index * 5 + 1] = y; vertices[index * 5 + 2] = tmpColor.toFloatBits(); vertices[index * 5 + 3] = region.getU() + u * (region.getU2() - region.getU() - insideOffset) + insideOffset; vertices[index * 5 + 4] = region.getV() + v * (region.getV2() - region.getV() - insideOffset) + insideOffset; }