Java 类com.badlogic.gdx.physics.box2d.Transform 实例源码

项目:Entitas-Java    文件:ActuatorEntity.java   
public ActuatorEntity addCameraActuator(Camera camera, short height,
        float damping, float minDistanceX, float minDistanceY,
        String followTagEntity) {
    CameraActuator component = (CameraActuator) recoverComponent(ActuatorComponentsLookup.CameraActuator);
    if (component == null) {
        component = new CameraActuator(camera, height, damping,
                minDistanceX, minDistanceY, followTagEntity);
    } else {
        component.actuator = (indexOwner) -> {
            Set<GameEntity> followEntities = Indexed
                    .getTagEntities(followTagEntity);
            for (GameEntity followEntity : followEntities) {
                RigidBody rc = followEntity.getRigidBody();
                Transform transform = rc.body.getTransform();
                Vector3 position = camera.position;
                position.x += (transform.getPosition().x + minDistanceX - position.x)
                        * damping;
                position.y += (transform.getPosition().y + minDistanceY - position.y)
                        * height;
            }
        };
    }
    addComponent(ActuatorComponentsLookup.CameraActuator, component);
    return this;
}
项目:Entitas-Java    文件:ActuatorEntity.java   
public ActuatorEntity replaceCameraActuator(Camera camera, short height,
        float damping, float minDistanceX, float minDistanceY,
        String followTagEntity) {
    CameraActuator component = (CameraActuator) recoverComponent(ActuatorComponentsLookup.CameraActuator);
    if (component == null) {
        component = new CameraActuator(camera, height, damping,
                minDistanceX, minDistanceY, followTagEntity);
    } else {
        component.actuator = (indexOwner) -> {
            Set<GameEntity> followEntities = Indexed
                    .getTagEntities(followTagEntity);
            for (GameEntity followEntity : followEntities) {
                RigidBody rc = followEntity.getRigidBody();
                Transform transform = rc.body.getTransform();
                Vector3 position = camera.position;
                position.x += (transform.getPosition().x + minDistanceX - position.x)
                        * damping;
                position.y += (transform.getPosition().y + minDistanceY - position.y)
                        * height;
            }
        };
    }
    replaceComponent(ActuatorComponentsLookup.CameraActuator, component);
    return this;
}
项目:Entitas-Java    文件:ActuatorEntity.java   
public ActuatorEntity addParticleEffectActuator(ParticleEffect effect,
        boolean autoStart, float locaPosX, float locaPosY) {
    ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
    if (component == null) {
        component = new ParticleEffectActuator(effect, autoStart, locaPosX,
                locaPosY);
    } else {
        component.particleEffect = effect;
        component.actuator = (indexOwner) -> {
            GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
            RigidBody rc = owner.getRigidBody();
            Transform transform = rc.body.getTransform();
            effect.setPosition(transform.getPosition().x + locaPosX,
                    transform.getPosition().y + locaPosY);
            effect.update(Gdx.graphics.getDeltaTime());
            if (autoStart && effect.isComplete())
                effect.start();
        };
    }
    addComponent(ActuatorComponentsLookup.ParticleEffectActuator, component);
    return this;
}
项目:Entitas-Java    文件:ActuatorEntity.java   
public ActuatorEntity replaceParticleEffectActuator(ParticleEffect effect,
        boolean autoStart, float locaPosX, float locaPosY) {
    ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
    if (component == null) {
        component = new ParticleEffectActuator(effect, autoStart, locaPosX,
                locaPosY);
    } else {
        component.particleEffect = effect;
        component.actuator = (indexOwner) -> {
            GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
            RigidBody rc = owner.getRigidBody();
            Transform transform = rc.body.getTransform();
            effect.setPosition(transform.getPosition().x + locaPosX,
                    transform.getPosition().y + locaPosY);
            effect.update(Gdx.graphics.getDeltaTime());
            if (autoStart && effect.isComplete())
                effect.start();
        };
    }
    replaceComponent(ActuatorComponentsLookup.ParticleEffectActuator,
            component);
    return this;
}
项目:GDX-Logic-Bricks    文件:CameraActuatorSystem.java   
@Override
public void processActuator(CameraActuator actuator, float deltaTime) {
    Entity target = null;
    if(actuator.followEntity != null)
        target = actuator.followEntity;
    else if(actuator.followTagEntity != null)
        actuator.followEntity = target = engine.getEntities(actuator.followTagEntity).first();

    if(target != null) {
        RigidBodiesComponents rc = target.getComponent(RigidBodiesComponents.class);
        Transform transform = rc.rigidBodies.first().getTransform();
        Vector3 position = actuator.camera.position;
        position.x += (transform.getPosition().x - position.x) * actuator.damping;
        position.y += (transform.getPosition().y - position.y) * actuator.damping;
    }

}
项目:box2dcontrollers    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(CircleShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   Vector2 p = xf.mul(shape.getPosition());
   float l = -(normal.dot(p) - offset);
   float r = shape.getRadius();

   if (l < -r)
   { // Completely dry
      return 0;
   }

   if (l > r)
   { // Completely wet
      c.set(p);
      return MathUtils.PI * r * r;
   }

   float r2 = r * r;
   float l2 = l * l;
   float area = r2 * ((float) Math.asin(l / r) + MathUtils.PI / 2) + l * (float) Math.sqrt(r2 - l2);
   float com = -2.0f / 3.0f * (float) Math.pow(r2 - l2, 1.5f) / area;
   c.x = p.x + normal.x * com;
   c.y = p.y + normal.y * com;
   return area;
}
项目:flixel-gdx-box2d    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(CircleShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   Vector2 p = xf.mul(shape.getPosition());
   float l = -(normal.dot(p) - offset);
   float r = shape.getRadius();

   if (l < -r)
   { // Completely dry
      return 0;
   }

   if (l > r)
   { // Completely wet
      c.set(p);
      return MathUtils.PI * r * r;
   }

   float r2 = r * r;
   float l2 = l * l;
   float area = r2 * ((float) Math.asin(l / r) + MathUtils.PI / 2) + l * (float) Math.sqrt(r2 - l2);
   float com = -2.0f / 3.0f * (float) Math.pow(r2 - l2, 1.5f) / area;
   c.x = p.x + normal.x * com;
   c.y = p.y + normal.y * com;
   return area;
}
项目:DreamsLibGdx    文件:BuoyancyUtils.java   
public static float ComputeSubmergedArea(CircleShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
    Vector2 p = xf.mul(shape.getPosition());
    float l = -(normal.dot(p) - offset);
    float r = shape.getRadius();

    if (l < -r)
    { // Completely dry
        return 0;
    }

    if (l > r)
    { // Completely wet
        c.set(p);
        return MathUtils.PI * r * r;
    }

    float r2 = r * r;
    float l2 = l * l;
    float area = r2 * ((float) Math.asin(l / r) + MathUtils.PI / 2) + l * (float) Math.sqrt(r2 - l2);
    float com = -2.0f / 3.0f * (float) Math.pow(r2 - l2, 1.5f) / area;
    c.x = p.x + normal.x * com;
    c.y = p.y + normal.y * com;
    return area;
}
项目:Entitas-Java    文件:CameraActuator.java   
public CameraActuator(Camera camera, short height, float damping, float minDistanceX, float minDistanceY, String followTagEntity) {
    this.actuator = (indexOwner) -> {
        Set<GameEntity> followEntities = Indexed.getTagEntities(followTagEntity);
        for (GameEntity followEntity : followEntities) {
            RigidBody rc = followEntity.getRigidBody();
            Transform transform = rc.body.getTransform();
            Vector3 position = camera.position;
            position.x += (transform.getPosition().x + minDistanceX - position.x) * damping;
            position.y += (transform.getPosition().y + minDistanceY - position.y) * height;
        }
    };

}
项目:Entitas-Java    文件:ParticleEffectActuator.java   
public ParticleEffectActuator(ParticleEffect effect, boolean autoStart, float locaPosX, float locaPosY) {
    this.particleEffect = effect;
    this.actuator = (indexOwner)-> {
        GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
        RigidBody rc = owner.getRigidBody();
        Transform transform = rc.body.getTransform();
        effect.setPosition(transform.getPosition().x + locaPosX, transform.getPosition().y + locaPosY);
        effect.update(Gdx.graphics.getDeltaTime());
        if(autoStart && effect.isComplete()) effect.start();

    };
}
项目:GDX-Logic-Bricks    文件:MouseSensorSystemTest.java   
@Override
    protected void createContext() {
        // Create Player Entity
        entityBuilder.initialize();
        IdentityComponent identityPlayer = entityBuilder.getComponent(IdentityComponent.class);
        identityPlayer.tag = "Player";
        transform = new Transform(new Vector2(), 0);
       /* TextureView view = new TextureView();
        view.attachedTransform = transform;
        view.width = 4;
        view.height = 3;
        entityBuilder.getComponent(ViewsComponent.class).views.add(view);
*/
        sensor =builders.getBrickBuilder(MouseSensorBuilder.class)
                .setMouseEvent(MouseSensor.MouseEvent.MOVEMENT)
                .setName("sensorPlayer")
                .getBrick();

        ConditionalController controllerGround =builders.getBrickBuilder(ConditionalControllerBuilder.class)
                .setOp(ConditionalController.Op.OP_AND)
                .getBrick();

        ActuatorTest actuatorTest = new ActuatorTest();

        player = entityBuilder
                .addController(controllerGround, "Default")
                .connectToSensor(sensor)
                .connectToActuator(actuatorTest)
                .getEntity();
        sensorSystem = engine.getSystem(MouseSensorSystem.class);

    }
项目:flixel-gdx-box2d    文件:B2FlxShape.java   
/**
 * Draws body lines and AABB.
 * @param camera    Specify which game camera you want.
 */
@Override
public void drawDebug(FlxCamera camera)
{               
    if(B2FlxDebug.drawBodies || B2FlxDebug.drawAABBs)
    {
        if (body.isActive() && B2FlxDebug.drawInactiveBodies)
            return;         
        Transform transform = body.getTransform();
        if(B2FlxDebug.drawBodies)
        {
            for(int i = 0; i < _fixtures.size; i++)
            {
                _fixtureDebug = _fixtures.get(i);
                if(body.isActive() == false)
                    drawShape(_fixtureDebug, transform, B2FlxDebug.SHAPE_NOT_ACTIVE);
                else if(body.getType() == BodyType.StaticBody)
                    drawShape(_fixtureDebug, transform, B2FlxDebug.SHAPE_STATIC);
                else if(body.getType() == BodyType.KinematicBody)
                    drawShape(_fixtureDebug, transform, B2FlxDebug.SHAPE_KINEMATIC);
                else if(body.isAwake() == false)
                    drawShape(_fixtureDebug, transform, B2FlxDebug.SHAPE_NOT_AWAKE);
                else
                    drawShape(_fixtureDebug, transform, B2FlxDebug.SHAPE_AWAKE);
                if(B2FlxDebug.drawAABBs)
                {
                    if(_fixtureDebug.getType() != Type.Edge && _fixtureDebug.getType() != Type.Chain)
                        drawAABB(_fixtureDebug, transform);
                }
            }
        }
    }
}
项目:GDX-Logic-Bricks    文件:View.java   
public View setAttachedTransform(Transform attachedTransform) {
    this.attachedTransform = attachedTransform;
    return this;

}
项目:box2dcontrollers    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(ChainShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   return 0;
}
项目:box2dcontrollers    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(EdgeShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   return 0;
}
项目:SuperSumo    文件:ScreenTranslationUtils.java   
public Vector2 getBodyPixelCoord (Body b) {
    Transform xf = b.getTransform();
    return coordWorldToPixels(xf.getPosition());
}
项目:flixel-gdx-box2d    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(ChainShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   return 0;
}
项目:flixel-gdx-box2d    文件:B2ShapeExtensions.java   
public static float ComputeSubmergedArea(EdgeShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
   return 0;
}
项目:DreamsLibGdx    文件:BuoyancyUtils.java   
public static float ComputeSubmergedArea(ChainShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
    return 0;
}
项目:DreamsLibGdx    文件:BuoyancyUtils.java   
public static float ComputeSubmergedArea(EdgeShape shape, Vector2 normal, float offset, Transform xf, Vector2 c)
{
    return 0;
}