List of usage examples for com.badlogic.gdx.math Vector2 set
public Vector2 set(float x, float y)
From source file:halive.shootinoutside.util.VectorUtils.java
public static Vector2 getUnitVector(Vector2 v) { Vector2 uv = new Vector2(); double vx = v.x / (Math.sqrt(Math.pow(v.x, 2.0D) + Math.pow(v.y, 2.0D))); double vy = v.y / (Math.sqrt(Math.pow(v.x, 2.0D) + Math.pow(v.y, 2.0D))); uv.set((float) vx, (float) vy); return uv;//from w w w .j a va2 s. com }
From source file:io.piotrjastrzebski.dungen.Utils.java
License:Apache License
public static Vector2 pointInEllipse(float width, float height, Vector2 out) { float t = (float) (MathUtils.random() * Math.PI * 2); float u = MathUtils.random() + MathUtils.random(); float r = (u > 1) ? (2 - u) : u; out.set(width * r * MathUtils.cos(t) / 2, height * r * MathUtils.sin(t) / 2); return out;// ww w . ja v a2s. c om }
From source file:jordanlw.gdxGame.Game.java
License:Open Source License
private void handleInput(Vector2 clickRelativePlayer, Vector2 mousePressedPosition, Vector2 distanceToMouse, Vector2 bulletVector) {//from w w w .j a v a 2 s .c o m Player player = getLocalPlayer(); Integer movementSpeed = 250; Vector2 deltaPosition = new Vector2(0, 0); if (Gdx.input.isKeyPressed(Input.Keys.W)) { deltaPosition.y += movementSpeed; movementThisFrame = true; } if (Gdx.input.isKeyPressed(Input.Keys.S)) { deltaPosition.y -= movementSpeed; movementThisFrame = true; } if (Gdx.input.isKeyPressed(Input.Keys.A)) { deltaPosition.x -= movementSpeed; movementThisFrame = true; } if (Gdx.input.isKeyPressed(Input.Keys.D)) { deltaPosition.x += movementSpeed; movementThisFrame = true; } deltaPosition = deltaPosition.nor().scl(movementSpeed * Gdx.graphics.getDeltaTime()); player.position.setPosition(player.position.getPosition(new Vector2()).add(deltaPosition)); if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) mousePressedPosition.set(Gdx.input.getX(), camera.viewportHeight - Gdx.input.getY()); clickRelativePlayer.set(mousePressedPosition.x - player.position.x, -(mousePressedPosition.y - player.position.y)); distanceToMouse.x = (float) Math.sqrt( clickRelativePlayer.x * clickRelativePlayer.x + clickRelativePlayer.y * clickRelativePlayer.y); bulletVector.x = ((windowSize.x + windowSize.y) * clickRelativePlayer.x) + player.position.x; bulletVector.y = ((windowSize.x + windowSize.y) * -clickRelativePlayer.y) + player.position.y; }
From source file:net.dermetfan.gdx.scenes.scene2d.ui.ScrollPaneSnapAction.java
License:Apache License
/** @param slot is set to the Slot closest to the target with the visual scroll amount * @return true if a slot was found */ public boolean findClosestSlot(Vector2 slot) { float targetX = this.targetX.get(pane) + pane.getVisualScrollX(), targetY = this.targetY.get(pane) + pane.getVisualScrollY(); float closestDistance = Float.POSITIVE_INFINITY; boolean found = false; for (int i = 1; i < slots.size; i += 2) { float slotX = slots.get(i - 1), slotY = slots.get(i); float distance = Vector2.dst2(targetX, targetY, slotX, slotY); if (distance <= closestDistance) { closestDistance = distance;/*from w w w.j a v a 2 s .c o m*/ slot.set(slotX, slotY); found = true; } } return found; }
From source file:net.dermetfan.utils.libgdx.box2d.Box2DUtils.java
License:Apache License
/** @see #size(Shape) */ public static Vector2 size(Shape shape, Vector2 output) { if (shape.getType() == Type.Circle) // no call to #vertices(Shape) for performance return output.set(shape.getRadius() * 2, shape.getRadius() * 2); else if (cache.containsKey(shape)) return output.set(cache.get(shape).width, cache.get(shape).height); return output.set(width(shape), height(shape)); }
From source file:net.dermetfan.utils.libgdx.box2d.Box2DUtils.java
License:Apache License
/** @return the relative position of the given Shape to its Body * @param rotation the rotation of the body in radians */ public static Vector2 positionRelative(Shape shape, float rotation, Vector2 output) { if (cache.containsKey(shape)) { ShapeCache sc = cache.get(shape); return rotate(output.set(sc.maxX - sc.width / 2, sc.maxY - sc.height / 2), rotation); // faster }/* w ww .ja v a 2s .c o m*/ return rotate(output.set(maxX(shape) - width(shape) / 2, maxY(shape) - height(shape) / 2), rotation); }
From source file:net.dermetfan.utils.libgdx.math.GeometryUtils.java
License:Apache License
/** rotates {@code point} by {@code radians} around [0:0] (local rotation) * @param point the point to rotate/* www.j a v a2s. c o m*/ * @param radians the rotation * @return the given {@code point} rotated by {@code radians} */ public static Vector2 rotate(Vector2 point, float radians) { float xx = point.x, xy = point.y, yx = point.x, yy = point.y; xx = xx * cos(radians) - xy * sin(radians); yy = yx * sin(radians) + yy * cos(radians); return point.set(xx, yy); }
From source file:net.onedaybeard.keyflection.demo.DemoUI.java
License:Apache License
@Override public void render() { Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClearColor(background.r, background.g, background.b, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); if (Gdx.input.isTouched()) { Vector2 stageCoords = Vector2.tmp; stage.screenToStageCoordinates(stageCoords.set(Gdx.input.getX(), Gdx.input.getY())); Actor actor = stage.hit(stageCoords.x, stageCoords.y, true); if (actor instanceof Image) ((Image) actor).setColor((float) Math.random(), (float) Math.random(), (float) Math.random(), 0.5f + 0.5f * (float) Math.random()); }/*from w ww. j a v a 2s . c o m*/ Array<Actor> actors = stage.getActors(); int len = actors.size; if (rotateSprites) { for (int i = 0; i < len; i++) actors.get(i).rotate(Gdx.graphics.getDeltaTime() * 10); } scale += vScale * Gdx.graphics.getDeltaTime(); if (scale > 1) { scale = 1; vScale = -vScale; } if (scale < 0.5f) { scale = 0.5f; vScale = -vScale; } len = images.size; for (int i = 0; i < len; i++) { Image img = images.get(i); if (rotateSprites) img.rotate(-40 * Gdx.graphics.getDeltaTime()); else img.setRotation(0); if (scaleSprites) { img.setScale(scale); } else { img.setScale(1); } img.invalidate(); } stage.draw(); renderer.begin(ShapeType.Point); renderer.setColor(1, 0, 0, 1); len = actors.size; for (int i = 0; i < len; i++) { Group group = (Group) actors.get(i); renderer.point(group.getX() + group.getOriginX(), group.getY() + group.getOriginY(), 0); } renderer.end(); if (drawHud) { fps.setText("fps: " + Gdx.graphics.getFramesPerSecond() + ", actors " + images.size + ", groups " + actors.size); ui.draw(); } }
From source file:net.zzorn.minild37.utils.SimplexGradientNoise.java
License:Open Source License
/** * 2D simplex noise with derivatives./*from w w w . ja v a 2 s .c o m*/ * If the last two arguments are not null, the analytic derivative * (the 2D gradient of the scalar noise field) is also calculated. */ public static final double sdnoise2(final double x, final double y, final Vector2 dnoise) { double n0, n1, n2; /* Noise contributions from the three simplex corners */ double t0, t1, t2, x1, x2, y1, y2; double t20, t40, t21, t41, t22, t42; double temp0, temp1, temp2, noise; double ga0x, ga0y, ga1x, ga1y, ga2x, ga2y; /* Skew the input space to determine which simplex cell we're in */ double s = (x + y) * F2; /* Hairy factor for 2D */ double xs = x + s; double ys = y + s; int ii, i = fastFloor(xs); int jj, j = fastFloor(ys); double t = (i + j) * G2; double X0 = i - t; /* Unskew the cell origin back to (x,y) space */ double Y0 = j - t; double x0 = x - X0; /* The x,y distances from the cell origin */ double y0 = y - Y0; /* For the 2D case, the simplex shape is an equilateral triangle. * Determine which simplex we are in. */ int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */ if (x0 > y0) { i1 = 1; j1 = 0; } /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */ else { i1 = 0; j1 = 1; } /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */ /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and * a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where * c = (3-sqrt(3))/6 */ x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */ y1 = y0 - j1 + G2; x2 = x0 - 1.0 + 2.0 * G2; /* Offsets for last corner in (x,y) unskewed coords */ y2 = y0 - 1.0 + 2.0 * G2; /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ ii = i & 0xFF; jj = j & 0xFF; /* Calculate the contribution from the three corners */ t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 < 0.0) { t40 = t20 = t0 = n0 = ga0x = ga0y = 0.0; /* No influence */ } else { int h = perm[(ii + perm[jj]) & 0xFF] & 7; ga0x = grad2lut[h][0]; ga0y = grad2lut[h][1]; t20 = t0 * t0; t40 = t20 * t20; n0 = t40 * (ga0x * x0 + ga0y * y0); } t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 < 0.0) t21 = t41 = t1 = n1 = ga1x = ga1y = 0.0; /* No influence */ else { int h = perm[(ii + i1 + perm[(jj + j1) & 0xFF]) & 0xFF] & 7; ga1x = grad2lut[h][0]; ga1y = grad2lut[h][1]; t21 = t1 * t1; t41 = t21 * t21; n1 = t41 * (ga1x * x1 + ga1y * y1); } t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 < 0.0) t42 = t22 = t2 = n2 = ga2x = ga2y = 0.0; /* No influence */ else { int h = perm[(ii + 1 + perm[(jj + 1) & 0xFF]) & 0xFF] & 7; ga2x = grad2lut[h][0]; ga2y = grad2lut[h][1]; t22 = t2 * t2; t42 = t22 * t22; n2 = t42 * (ga2x * x2 + ga2y * y2); } /* Add contributions from each corner to get the final noise value. * The result is scaled to return values in the interval [-1,1]. */ noise = 40.0 * (n0 + n1 + n2); /* Compute derivative, if requested by supplying a non-null pointer for the last argument */ if (dnoise != null) { /* A straight, unoptimised calculation would be like: * dx = -8.0 * t20 * t0 * x0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gx0; * dy = -8.0 * t20 * t0 * y0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gy0; * dx += -8.0 * t21 * t1 * x1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gx1; * dy += -8.0 * t21 * t1 * y1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gy1; * dx += -8.0 * t22 * t2 * x2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gx2; * dy += -8.0 * t22 * t2 * y2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gy2; */ temp0 = t20 * t0 * (ga0x * x0 + ga0y * y0); double dx = temp0 * x0; double dy = temp0 * y0; temp1 = t21 * t1 * (ga1x * x1 + ga1y * y1); dx += temp1 * x1; dy += temp1 * y1; temp2 = t22 * t2 * (ga2x * x2 + ga2y * y2); dx += temp2 * x2; dy += temp2 * y2; dx *= -8.0; dy *= -8.0; dx += t40 * ga0x + t41 * ga1x + t42 * ga2x; dy += t40 * ga0y + t41 * ga1y + t42 * ga2y; dx *= 40.0; /* Scale derivative to match the noise scaling */ dy *= 40.0; dnoise.set((float) dx, (float) dy); } return noise; }
From source file:org.ams.core.CoordinateHelper.java
License:Open Source License
public static Vector2 getScreenCoordinates(OrthographicCamera camera, float cameraX, float cameraY, float zoom, Vector2 result) { float mouseXRelativeToScreenCenter = cameraX - camera.position.x; float mouseYRelativeToScreenCenter = cameraY - camera.position.y; mouseXRelativeToScreenCenter /= zoom; mouseYRelativeToScreenCenter /= zoom; mouseXRelativeToScreenCenter = mouseXRelativeToScreenCenter * 2 / camera.viewportWidth; mouseYRelativeToScreenCenter = mouseYRelativeToScreenCenter * 2 / camera.viewportHeight; float screenX = mouseXRelativeToScreenCenter * (Gdx.graphics.getWidth() / 2) + (float) Gdx.graphics.getWidth() / 2; float screenY = mouseYRelativeToScreenCenter * (Gdx.graphics.getHeight() / 2) + (float) Gdx.graphics.getHeight() / 2; result.set(screenX, screenY); return result; }