Java 类com.badlogic.gdx.utils.ShortArray 实例源码

项目:LD38-Compo    文件:TileData.java   
public void setColor(int color) {
    Pixmap pix = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
    pix.setColor(color);
    pix.fill();
    Texture tex = new Texture(pix);
    TextureRegion region = new TextureRegion(tex);

    Point p1 = (Point) parent.getPoints().toArray()[0];
    Point p2 = (Point) parent.getPoints().toArray()[1];
    Point p3 = (Point) parent.getPoints().toArray()[2];
    Point p4 = (Point) parent.getPoints().toArray()[3];
    Point p5 = (Point) parent.getPoints().toArray()[4];
    Point p6 = (Point) parent.getPoints().toArray()[5];

    float[] vertices = new float[]{(
            float) p1.getCoordinateX(), (float)p1.getCoordinateY(),
            (float)p2.getCoordinateX(), (float)p2.getCoordinateY(),
            (float)p3.getCoordinateX(), (float)p3.getCoordinateY(),
            (float) p4.getCoordinateX(), (float)p4.getCoordinateY(),
            (float)p5.getCoordinateX(), (float)p5.getCoordinateY(),
            (float)p6.getCoordinateX(), (float)p6.getCoordinateY()};
    EarClippingTriangulator triangulator = new EarClippingTriangulator();
    ShortArray triangleIndices = triangulator.computeTriangles(vertices);
    PolygonRegion polygonRegion = new PolygonRegion(region, vertices, triangleIndices.toArray());
    sprite = new PolygonSprite(polygonRegion);
}
项目:libgdxcn    文件:DelaunayTriangulator.java   
/** Removes all triangles with a centroid outside the specified hull, which may be concave. Note some triangulations may have
 * triangles whose centroid is inside the hull but a portion is outside. */
public void trim (ShortArray triangles, float[] points, float[] hull, int offset, int count) {
    short[] trianglesArray = triangles.items;
    for (int i = triangles.size - 1; i >= 0; i -= 3) {
        int p1 = trianglesArray[i - 2] * 2;
        int p2 = trianglesArray[i - 1] * 2;
        int p3 = trianglesArray[i] * 2;
        GeometryUtils.triangleCentroid(points[p1], points[p1 + 1], points[p2], points[p2 + 1], points[p3], points[p3 + 1],
            centroid);
        if (!Intersector.isPointInPolygon(hull, offset, count, centroid.x, centroid.y)) {
            triangles.removeIndex(i);
            triangles.removeIndex(i - 1);
            triangles.removeIndex(i - 2);
        }
    }
}
项目:libgdxcn    文件:EarClippingTriangulator.java   
private void triangulate () {
    int[] vertexTypes = this.vertexTypes.items;

    while (vertexCount > 3) {
        int earTipIndex = findEarTip();
        cutEarTip(earTipIndex);

        // The type of the two vertices adjacent to the clipped vertex may have changed.
        int previousIndex = previousIndex(earTipIndex);
        int nextIndex = earTipIndex == vertexCount ? 0 : earTipIndex;
        vertexTypes[previousIndex] = classifyVertex(previousIndex);
        vertexTypes[nextIndex] = classifyVertex(nextIndex);
    }

    if (vertexCount == 3) {
        ShortArray triangles = this.triangles;
        short[] indices = this.indices;
        triangles.add(indices[0]);
        triangles.add(indices[1]);
        triangles.add(indices[2]);
    }
}
项目:gdx-cclibs    文件:ShortArraySerializer.java   
@Override
public void write(Kryo kryo, Output output, ShortArray array) {
    output.writeVarInt(array.size, true);
    output.writeBoolean(array.ordered);
    for (int i = 0; i < array.size; i++) {
        output.writeShort(array.get(i));
    }
}
项目:gdx-cclibs    文件:ShortArraySerializer.java   
@Override
public ShortArray read(Kryo kryo, Input input, Class<ShortArray> type) {
    int length = input.readVarInt(true);
    boolean ordered = input.readBoolean();
    ShortArray array = new ShortArray(ordered, length);
    for (int i = 0; i < length; i++) {
        array.add(input.readShort());
    }
    return array;
}
项目:DunGen    文件:GraphGenerator.java   
private Multigraph<GameRoom, NoDuplicateEdge> getGraphFromTriangulation(ShortArray trianglesIndices, Array<GameRoom> rooms) {

        Gdx.app.log("GraphGenerator", "  --> Generating graph from triangulation");

        Multigraph<GameRoom, NoDuplicateEdge> graph = new Multigraph<>(NoDuplicateEdge.class);

        int indexCount = trianglesIndices.size;

        for (int i = 2; i < indexCount; i += 3) {
            short index1 = trianglesIndices.get(i - 2);
            short index2 = trianglesIndices.get(i - 1);
            short index3 = trianglesIndices.get(i);

            GameRoom room1 = rooms.get(index1);
            GameRoom room2 = rooms.get(index2);
            GameRoom room3 = rooms.get(index3);

            graph.addVertex(room1);
            graph.addVertex(room2);
            graph.addVertex(room3);

            if (!graph.containsEdge(room1, room2)) graph.addEdge(room1, room2);
            if (!graph.containsEdge(room2, room3)) graph.addEdge(room2, room3);
            if (!graph.containsEdge(room3, room1)) graph.addEdge(room3, room1);

        }

        return graph;
    }
项目:SpaceProject    文件:DebugUISystem.java   
/** Draw bounding boxes (hitbox/collision detection) */
private void drawBounds() {
    boolean polyTriangles = false;

    for (Entity entity : objects) { 
        BoundsComponent bounds = Mappers.bounds.get(entity);        
        TransformComponent t = Mappers.transform.get(entity);

        if (bounds != null) {
            //draw Axis-Aligned bounding box            
            Rectangle rect = bounds.poly.getBoundingRectangle();
            shape.setColor(1, 1, 0, 1);
            shape.rect(t.pos.x - rect.width/2, t.pos.y - rect.height/2, rect.width, rect.height);

            //draw Orientated bounding box
            shape.setColor(1, 0, 0, 1);
            shape.polygon(bounds.poly.getTransformedVertices());

            if (polyTriangles) {
                // draw triangles
                shape.setColor(Color.BLUE);
                FloatArray points = new FloatArray(bounds.poly.getTransformedVertices());
                ShortArray triangles = tri.computeTriangles(points, false);
                for (int i = 0; i < triangles.size; i += 3) {
                    int p1 = triangles.get(i) * 2;
                    int p2 = triangles.get(i + 1) * 2;
                    int p3 = triangles.get(i + 2) * 2;
                    shape.triangle(
                            points.get(p1), points.get(p1 + 1), 
                            points.get(p2), points.get(p2 + 1),
                            points.get(p3), points.get(p3 + 1));
                }
            }
        }
    }
}
项目:libgdxcn    文件:EarClippingTriangulator.java   
/** Triangulates the given (convex or concave) simple polygon to a list of triangle vertices.
 * @param vertices pairs describing vertices of the polygon, in either clockwise or counterclockwise order.
 * @return triples of triangle indices in clockwise order. Note the returned array is reused for later calls to the same
 *         method. */
public ShortArray computeTriangles (float[] vertices, int offset, int count) {
    this.vertices = vertices;
    int vertexCount = this.vertexCount = count / 2;

    ShortArray indicesArray = this.indicesArray;
    indicesArray.clear();
    indicesArray.ensureCapacity(vertexCount);
    indicesArray.size = vertexCount;
    short[] indices = this.indices = indicesArray.items;
    if (areVerticesClockwise(vertices, offset, count)) {
        for (short i = 0; i < vertexCount; i++)
            indices[i] = i;
    } else {
        for (int i = 0, n = vertexCount - 1; i < vertexCount; i++)
            indices[i] = (short)(n - i); // Reversed.
    }

    IntArray vertexTypes = this.vertexTypes;
    vertexTypes.clear();
    vertexTypes.ensureCapacity(vertexCount);
    for (int i = 0, n = vertexCount; i < n; ++i)
        vertexTypes.add(classifyVertex(i));

    // A polygon with n vertices has a triangulation of n-2 triangles.
    ShortArray triangles = this.triangles;
    triangles.clear();
    triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3);
    triangulate();
    return triangles;
}
项目:libgdxcn    文件:EarClippingTriangulator.java   
private void cutEarTip (int earTipIndex) {
    short[] indices = this.indices;
    ShortArray triangles = this.triangles;

    triangles.add(indices[previousIndex(earTipIndex)]);
    triangles.add(indices[earTipIndex]);
    triangles.add(indices[nextIndex(earTipIndex)]);

    indicesArray.removeIndex(earTipIndex);
    vertexTypes.removeIndex(earTipIndex);
    vertexCount--;
}
项目:Simple-Isometric-Game    文件:GeometryUtils.java   
/** @param concave the concave polygon to triangulate
 *  @return an array of triangles representing the given concave polygon
 *  @see com.badlogic.gdx.math.EarClippingTriangulator#computeTriangles(float[]) */
public static Polygon[] triangulate(Polygon concave) {
    Vector2[] polygonVertices = toVector2Array(concave.getTransformedVertices());
    ShortArray indices = new EarClippingTriangulator().computeTriangles(toFloatArray(polygonVertices));
    Vector2[] vertices = new Vector2[indices.size];
    for(int i = 0; i < indices.size; i++)
        vertices[i] = polygonVertices[indices.get(i)];
    return toPolygonArray(vertices, 3);
}
项目:shadow-engine    文件:ShortMap.java   
/** Returns a new array containing the remaining keys. */
public ShortArray toArray () {
    ShortArray array = new ShortArray(true, map.size);
    while (hasNext)
        array.add(next());
    return array;
}
项目:DunGen    文件:GraphGenerator.java   
public Multigraph<GameRoom, NoDuplicateEdge> generateMinimalSpanningTree(Array<GameCell> cells, float remainingEdgesMultiplier) {
        Gdx.app.log("GraphGenerator", "----------------- Generating minimal spanning tree -----------------");

        Array<GameRoom> rooms = GameMap.extractRooms(cells);
        ShortArray trianglesIndices = generateTrianglesIndices(cells);

        Multigraph<GameRoom, NoDuplicateEdge> graph = getGraphFromTriangulation(trianglesIndices, rooms);

        Set<NoDuplicateEdge> minEdges = new KruskalMinimumSpanningTree(graph).getMinimumSpanningTreeEdgeSet();
//        Set<NoDuplicateEdge> minEdges = new PrimMinimumSpanningTree(graph).getMinimumSpanningTreeEdgeSet();

        minimumSpanningTreeFromGraph(graph, minEdges, remainingEdgesMultiplier);

        Gdx.app.log("GraphGenerator", "  --> Graph is now a minimal spanning tree. Edge count: " + graph.edgeSet().size());

        return graph;
    }
项目:libgdxcn    文件:DelaunayTriangulator.java   
/** @see #computeTriangles(float[], int, int, boolean) */
public ShortArray computeTriangles (FloatArray points, boolean sorted) {
    return computeTriangles(points.items, 0, points.size, sorted);
}
项目:libgdxcn    文件:DelaunayTriangulator.java   
/** @see #computeTriangles(float[], int, int, boolean) */
public ShortArray computeTriangles (float[] polygon, boolean sorted) {
    return computeTriangles(polygon, 0, polygon.length, sorted);
}
项目:libgdxcn    文件:EarClippingTriangulator.java   
/** @see #computeTriangles(float[], int, int) */
public ShortArray computeTriangles (FloatArray vertices) {
    return computeTriangles(vertices.items, 0, vertices.size);
}
项目:libgdxcn    文件:EarClippingTriangulator.java   
/** @see #computeTriangles(float[], int, int) */
public ShortArray computeTriangles (float[] vertices) {
    return computeTriangles(vertices, 0, vertices.length);
}
项目:DunGen    文件:GraphGenerator.java   
private ShortArray generateTrianglesIndices(Array<GameCell> cells) {

        Gdx.app.log("GraphGenerator", "  --> Generating Delaunay Triangulation");

        float[] roomCenterPoints = getRoomCenterPoints(cells);

        return new DelaunayTriangulator().computeTriangles(roomCenterPoints, false);
    }
项目:mini2Dx    文件:Polygon.java   
/**
 * Returns an array of vertex indices that the define the triangles which
 * make up this {@link Polygon}
 * 
 * @return Array of triangle indices
 */
public ShortArray getTriangles() {
    trianglesDirtyCheck();
    return triangles;
}