List of usage examples for com.badlogic.gdx.graphics Camera update
public abstract void update();
From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java
public void resize(int width, int height) { viewport.update(width, height, false); guiViewport.update(width, height, true); Camera guiCam = guiViewport.getCamera(); guiCam.update(); batch.setProjectionMatrix(guiCam.combined); }
From source file:com.badlogic.gdx.tests.g3d.shadows.system.BaseShadowSystem.java
License:Apache License
/** Set viewport according to allocator. * @param lp LightProperties to process. * @param cameraViewport Set camera viewport if true. */ protected void processViewport(LightProperties lp, boolean cameraViewport) { Camera camera = lp.camera; ShadowMapRegion r = allocator.nextResult(currentLight); if (r == null) return;/* w w w . j a v a2 s .c o m*/ TextureRegion region = lp.region; region.setTexture(frameBuffers[currentPass].getColorBufferTexture()); // We don't use HdpiUtils // gl commands related to shadow map size and not to screen size Gdx.gl.glViewport(r.x, r.y, r.width, r.height); Gdx.gl.glScissor(r.x + 1, r.y + 1, r.width - 2, r.height - 2); region.setRegion(r.x, r.y, r.width, r.height); if (cameraViewport) { camera.viewportHeight = r.height; camera.viewportWidth = r.width; camera.update(); } }
From source file:com.badlogic.gdx.tests.g3d.shadows.utils.AABBNearFarAnalyzer.java
License:Apache License
/** Initialize camera before computation. * @param camera Camera to compute. */ protected void prepareCamera(Camera camera) { camera.near = AABBNearFarAnalyzer.CAMERA_NEAR; camera.far = AABBNearFarAnalyzer.CAMERA_FAR; camera.update(); }
From source file:com.badlogic.gdx.tests.g3d.shadows.utils.AABBNearFarAnalyzer.java
License:Apache License
/** Compute final result. * @param bb BoundingBox encompassing instances * @param camera Camera to compute */ protected void computeResult(BoundingBox bb, Camera camera) { // Radius// w w w . j a va 2 s .c om float radius = bb1.getDimensions(tmpV).len() * 0.5f; // Center bb1.getCenter(tmpV); // Computation float distance = tmpV.dst(camera.position); float near = distance - radius; float far = distance + radius; if (near <= 0) near = CAMERA_NEAR; if (far <= 0) far = CAMERA_FAR; camera.near = near; camera.far = far; camera.update(); }
From source file:com.binarytenshi.nopassing.state.MainGameScreen.java
@Override public void render(float delta) { Camera camera = CameraHandler.getCamera(); SpriteBatch batch = NoPassing.getSpriteBatch(); Rectangle viewport = CameraHandler.getViewport(); camera.update(); camera.apply(Gdx.gl10);/*from www .j a v a 2 s. co m*/ Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glViewport((int) viewport.x, (int) viewport.y, (int) viewport.width, (int) viewport.height); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(camera.combined); batch.begin(); MapHandler.draw(batch); batch.end(); SplineHandler.drawSplines(); }
From source file:com.binarytenshi.nopassing.state.MenuGameScreen.java
@Override public void render(float delta) { Camera camera = CameraHandler.getCamera(); Rectangle viewport = CameraHandler.getViewport(); camera.update(); camera.apply(Gdx.gl10);// w w w .j ava2 s. c o m Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glViewport((int) viewport.x, (int) viewport.y, (int) viewport.width, (int) viewport.height); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); float w = camera.viewportWidth; float h = camera.viewportHeight; stage.setViewport(w, h); background.setBounds(0, 0, w, h); stage.draw(); }
From source file:com.game.HelloWorld.java
License:Apache License
@Override public void render() { GL10 gl = Gdx.graphics.getGL10();// w ww . j a v a2s .c om Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); this.mCamera.apply(gl); this.mTileMapRenderer.render((OrthographicCamera) mRenderTree.getStage().getCamera()); if (Gdx.input.isTouched() && !isCollision(Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2)) { Vector3 position = new Vector3(mInputX, mInputY, 0); Camera camera = mRenderTree.getStage().getCamera(); float deplacementX = (float) (directionPerso.x * mcharSpeed); float deplacementY = (float) (directionPerso.y * mcharSpeed); mRenderTree.getStage().findActor("mainChar").x += deplacementX; camera.translate(deplacementX, 0f, 0f); mRenderTree.getStage().findActor("mainChar").y += deplacementY; camera.translate(0f, deplacementY, 0f); if (deplacementX > 0.0f || deplacementY > 0.0f) { halfSec += Gdx.graphics.getDeltaTime(); if (halfSec > 0.3f) { if (directionPerso.x >= 0.5) { mSpriteN = 6 + (++mMainCharSpriteState) % 3; } else if (directionPerso.x <= -0.5) { mSpriteN = 3 + (++mMainCharSpriteState) % 3; } else if (directionPerso.y >= 0.5) { mSpriteN = 9 + (++mMainCharSpriteState) % 3; } else { mSpriteN = (++mMainCharSpriteState) % 3; } halfSec = 0.0f; } } camera.update(); camera.apply(gl); } //stage.draw(); mRenderTree.draw(); mMainCharBatch.begin(); mMainCharBatch.draw(mMainCharRegions[mSpriteN], (Gdx.graphics.getWidth() / 2) - 16, (Gdx.graphics.getHeight() / 2) - 16, 32, 32); mMainCharBatch.end(); }
From source file:com.jmolina.orb.stages.ParallaxStage.java
License:Open Source License
/** * Mtodo de dibujo de {@link Stage#draw()} modificado para que vare la cmara de cada capa. * * @param layer Capa/*from w w w . j ava 2 s . c o m*/ * @param speed Velocidad de movimiento de la camara para la capa * @param x Posicion actual X * @param y Posicion actual Y */ private void drawLayer(TiledLayer layer, float speed, float x, float y) { Camera camera = getViewport().getCamera(); camera.position.x = x * pixelsPerMeter * speed; camera.position.y = y * pixelsPerMeter * speed; camera.update(); if (!getRoot().isVisible()) return; Batch batch = getBatch(); if (batch != null) { batch.setProjectionMatrix(camera.combined); batch.begin(); layer.draw(batch, 1); batch.end(); } }
From source file:com.lyeeedar.Roguelike3D.Game.Actor.AI_Enemy_VFFG.java
License:Open Source License
public Bag<GameActor> getVisibleActors() { Camera cam = new PerspectiveCamera(); cam.position.set(actor.position);//w w w . j a v a2 s . co m cam.direction.set(actor.rotation); cam.near = VIEW_NEAR; cam.far = VIEW_FAR; cam.update(); Bag<GameActor> actors = new Bag<GameActor>(); // for (GameActor ga : GameData.level.getActors()) // { // if (actor.getPosition().dst2(ga.getPosition()) < VIEW_FAR) // { // Ray ray = new Ray(actor.getPosition(), ga.getPosition().tmp().sub(actor.getPosition()).nor()); // if (!GameData.level.checkLevelCollisionRay(ray, ga.getPosition().dst2(actor.getPosition()))) actors.add(ga); // } // } return actors; }
From source file:com.microbasic.sm.tools.FrameBufferCubeMap.java
License:Apache License
/** * Binds the frame buffer and sets the viewport accordingly, so everything gets drawn to it. * /*from w w w. jav a 2 s.co m*/ * @param side * the side of the cube we are currently drawing on * @param camera * adjust camera properties for this side */ public void begin(final Cubemap.CubemapSide side, final Camera camera) { begin(side.glEnum); if (camera != null) { switch (side) { case NegativeX: camera.up.set(0, -1, 0); camera.direction.set(-1, 0, 0); break; case NegativeY: camera.up.set(0, 0, -1); camera.direction.set(0, -1, 0); break; case NegativeZ: camera.up.set(0, -1, 0); camera.direction.set(0, 0, -1); break; case PositiveX: camera.up.set(0, -1, 0); camera.direction.set(1, 0, 0); break; case PositiveY: camera.up.set(0, 0, 1); camera.direction.set(0, 1, 0); break; case PositiveZ: camera.up.set(0, -1, 0); camera.direction.set(0, 0, 1); break; default: break; } camera.update(); } }