List of usage examples for com.badlogic.gdx.math Matrix4 Matrix4
public Matrix4()
From source file:CB_Locator.Map.MapViewBase.java
License:Open Source License
protected void renderDebugInfo(Batch batch) { CB_RectF r = this.thisWorldRec; Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST); BitmapFont font = Fonts.getNormal(); font.setColor(Color.BLACK);/*w w w . ja v a 2s. c o m*/ Matrix4 def = new Matrix4().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); def.translate(r.getX(), r.getY(), 1); batch.setProjectionMatrix(def); // str = debugString; font.draw(batch, str, 20, 120); str = "fps: " + Gdx.graphics.getFramesPerSecond(); font.draw(batch, str, 20, 100); str = String.valueOf(aktZoom) + " - camzoom: " + Math.round(camera.zoom * 100) / 100; font.draw(batch, str, 20, 80); str = "lTiles: " + mapTileLoader.LoadedTilesSize() + " - qTiles: " + mapTileLoader.QueuedTilesSize(); font.draw(batch, str, 20, 60); str = "lastMove: " + lastMovement.x + " - " + lastMovement.y; font.draw(batch, str, 20, 20); Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
public GL_Matrix() { matrix4 = new Matrix4(); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
/** * Preconcats the matrix with the specified translation. M' = M * T(x, y) *///from ww w .j a v a 2 s .c om @Override public void preTranslate(float x, float y) { Matrix4 m = new Matrix4(); m.translate(x, y, 0); m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
/** * Preconcats the matrix with the specified scale. M' = M * S(x, y) *//*from w w w. jav a 2s . c o m*/ @Override public void preScale(float x, float y) { Matrix4 m = new Matrix4(); m.scale(x, y, 1); m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
/** * Preconcats the matrix with the specified scale. M' = M * S(sx, sy, px, py) *//* w ww . j a v a 2 s . c o m*/ @Override public void preScale(float sx, float sy, float px, float py) { Matrix4 m = new Matrix4(); // set Scale sx,sy,px,py { m.val[Matrix4.M00] = sx; m.val[Matrix4.M11] = sy; m.val[Matrix4.M03] = px - sx * px; m.val[Matrix4.M13] = py - sy * py; } this.matrix4.mul(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
/** * Postconcats the matrix with the specified rotation. M' = R(degrees) * M *//*from w w w .j av a 2 s. com*/ @Override public void postRotate(float angle) { Matrix4 m = new Matrix4(); m.rotate(0, 0, 1, angle); m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
@Override public void postScale(float rx, float ry) { Matrix4 m = new Matrix4(); m.scale(rx, ry, 1);// w w w . ja v a2 s . co m m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
@Override public void postTranslate(float cx, float cy) { Matrix4 m = new Matrix4(); m.translate(cx, cy, 0);/*from www . j ava 2 s .co m*/ m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
@Override public void preRotate(float angle) { Matrix4 m = new Matrix4(); m.rotate(0, 0, 1, angle);/*from w w w . j av a2s .c o m*/ m.mul(this.matrix4); set(m); }
From source file:CB_UI_Base.graphics.GL_Matrix.java
License:Open Source License
@Override public void preRotate(Float angle, Float px, Float py) { // ## native android ## // const SkScalar oneMinusCosV = 1 - cosV; ///* ww w. ja v a 2 s. c om*/ // fMat[kMScaleX] = cosV; // fMat[kMSkewX] = -sinV; // fMat[kMTransX] = sdot(sinV, py, oneMinusCosV, px); // // fMat[kMSkewY] = sinV; // fMat[kMScaleY] = cosV; // fMat[kMTransY] = sdot(-sinV, px, oneMinusCosV, py); // // fMat[kMPersp0] = fMat[kMPersp1] = 0; // fMat[kMPersp2] = 1; Matrix4 m = new Matrix4(); m.rotate(0, 0, 1, angle); float oneMinusCosV = 1 - m.val[Matrix4.M00]; float sinV = m.val[Matrix4.M10]; m.val[Matrix4.M03] = sdot(sinV, py, oneMinusCosV, px); m.val[Matrix4.M13] = sdot(-sinV, px, oneMinusCosV, py); this.matrix4.mul(m); }