コード例 #1
0
ファイル: GameObject.java プロジェクト: msoftware/bdx
  public void scale(float x, float y, float z, boolean updateLocal) {
    activate();
    // Set unit scale
    Matrix4 t = modelInstance.transform;
    Matrix4 mat_scale = new Matrix4();
    Vector3 s = new Vector3();
    t.getScale(s);
    mat_scale.scl(1 / s.x, 1 / s.y, 1 / s.z);
    t.mul(mat_scale);

    // Set target scale
    mat_scale.idt();
    mat_scale.scl(x, y, z);
    t.mul(mat_scale);

    // Relevant bullet body update
    CollisionShape cs = body.getCollisionShape();
    cs.setLocalScaling(new Vector3f(x, y, z));
    if (body.isInWorld() && body.isStaticOrKinematicObject()) scene.world.updateSingleAabb(body);

    // Child propagation
    Vector3f ps = scale();
    Matrix4f pt = transform();
    Matrix4f ct = new Matrix4f();
    Matrix4f ms = new Matrix4f();
    ms.setIdentity();
    ms.m00 = ps.x;
    ms.m11 = ps.y;
    ms.m22 = ps.z;
    pt.mul(ms);

    for (GameObject c : children) {
      c.scale(scale().mul(c.localScale), false);
      ct.mul(pt, c.localTransform);
      c.transform(ct, false);
    }

    if (parent != null && updateLocal) {
      updateLocalScale();
    }
  }
コード例 #2
0
  public void render(float delta) {
    if (cameraCache != viewport.getCamera())
      cameraCache = (OrthographicCamera) viewport.getCamera();

    viewport.getCamera().position.add(speed.x * delta, speed.y * delta, 0f);
    for (int i = 0; i < layers.length; i++) {

      cameraProjectionCache.set(viewport.getCamera().projection);
      cameraProjectionCache.scl(cameraCache.zoom);

      batch.setProjectionMatrix(cameraProjectionCache);
      batch.begin();
      float currentX =
          -viewport.getCamera().position.x
              * layers[i].parallaxRatio.x
              % (layers[i].region.getRegionWidth() + layers[i].padding.x);

      if (speed.x < 0) currentX += -(layers[i].region.getRegionWidth() + layers[i].padding.x);
      do {
        /* Y REPEATING DISABLED:
        float currentY = -viewport.getCamera().position.y * layers[i].parallaxRatio.y % (layers[i].region.getRegionHeight() + layers[i].padding.y);

        if (speed.y < 0)
            currentY += -(layers[i].region.getRegionHeight() + layers[i].padding.y);

        do {
            batch.draw(layers[i].region,
                    -viewport.getCamera().viewportWidth / 2 + currentX + layers[i].startPosition.x,
                    -viewport.getCamera().viewportHeight / 2 + currentY + layers[i].startPosition.y);

            currentY += (layers[i].region.getRegionHeight() + layers[i].padding.y);
        } while (currentY < viewport.getCamera().viewportHeight);*/

        batch.draw(
            layers[i].region,
            -viewport.getCamera().viewportWidth / 2 + currentX + layers[i].startPosition.x,
            -viewport.getCamera().viewportHeight / 2 + layers[i].startPosition.y);

        currentX += (layers[i].region.getRegionWidth() + layers[i].padding.x);
      } while (currentX < viewport.getCamera().viewportWidth);
      batch.end();
    }
  }