Java tutorial
/* * * The MIT License (MIT) * * Copyright (c) <2015> <Andreas Modahl> * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ package org.ams.prettypaint; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.utils.Array; /** * Convenience class for aligning the textures of many {@link TexturePolygon}s. */ public class TextureAligner { public static final int ORIGIN_CENTER = 1; private final Vector2 extraTranslation = new Vector2(); public void alignTextures(Array<TexturePolygon> polygonTextures) { alignTextures(polygonTextures, true); } /** * Align the given textures so that they can seamlessly overlap. * * @param texturePolygons the textures to align. * @param textureAlwaysUpright whether to set the textures upright when calling {@link #alignTextures(Array)}. * If you set this value false the textures may not look aligned because they can have different angles. */ public void alignTextures(Array<TexturePolygon> texturePolygons, boolean textureAlwaysUpright) { if (texturePolygons.size == 0) return; Vector2 origin = getOrigin(texturePolygons, ORIGIN_CENTER); origin.add(extraTranslation); for (TexturePolygon texturePolygon : texturePolygons) { if (textureAlwaysUpright) texturePolygon.setTextureUprightForCurrentAngle(); texturePolygon.alignTexture(origin); } } /** * Align the given textures so that they can seamlessly overlap. * * @param texturePolygons the textures to align. * @param textureAngleRad the angle to rotate the textures before aligning them. */ public void alignTextures(Array<TexturePolygon> texturePolygons, float textureAngleRad) { if (texturePolygons.size == 0) return; Vector2 origin = getOrigin(texturePolygons, ORIGIN_CENTER); origin.add(extraTranslation); for (TexturePolygon texturePolygon : texturePolygons) { texturePolygon.setTextureAngle(textureAngleRad - texturePolygon.getAngle()); texturePolygon.alignTexture(origin); } } private Vector2 getOrigin(Array<TexturePolygon> texturePolygons, int origin) { Rectangle boundingRectangle = new Rectangle(); boolean initialized = false; for (TexturePolygon texturePolygon : texturePolygons) { if (!initialized) { initialized = true; boundingRectangle.set(texturePolygon.getBoundingRectangle()); } else boundingRectangle.merge(texturePolygon.getBoundingRectangle()); } Vector2 v = boundingRectangle.getCenter(new Vector2()); v.scl(texturePolygons.first().getTextureScale()); TextureRegion firstRegion = texturePolygons.first().getTextureRegion(); float firstTextureScale = texturePolygons.first().getTextureScale(); v.add(firstRegion.getRegionWidth() * firstTextureScale * 0.5f, firstRegion.getRegionHeight() * firstTextureScale * 0.5f); return v; } // TODO Comment public Vector2 getExtraTranslation() { return extraTranslation; } // TODO Comment public void setExtraTranslation(Vector2 extraTranslation) { this.extraTranslation.set(extraTranslation); } // TODO Comment public void setExtraTranslation(float x, float y) { this.extraTranslation.set(x, y); } }