本文整理了Java中com.badlogic.gdx.math.Matrix4.translate()
方法的一些代码示例,展示了Matrix4.translate()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Matrix4.translate()
方法的具体详情如下:
包路径:com.badlogic.gdx.math.Matrix4
类名称:Matrix4
方法名:translate
[英]Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x glTranslate/glRotate/glScale.
[中]将该矩阵乘以一个平移矩阵。OpenGL ES'1也使用了后期复制。x glTranslate/glRotate/glScale。
代码示例来源:origin: libgdx/libgdx
/** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
* glTranslate/glRotate/glScale
* @param translation
* @return This matrix for the purpose of chaining methods together. */
public Matrix4 translate (Vector3 translation) {
return translate(translation.x, translation.y, translation.z);
}
代码示例来源:origin: libgdx/libgdx
/** Multiplies the current transformation matrix by a translation matrix. */
public void translate (float x, float y, float z) {
transformMatrix.translate(x, y, z);
matrixDirty = true;
}
代码示例来源:origin: libgdx/libgdx
/** Multiplies the current transformation matrix by a translation matrix. */
public void translate (float x, float y, float z) {
transformMatrix.translate(x, y, z);
matrixDirty = true;
}
代码示例来源:origin: libgdx/libgdx
/** Postmultiplies the current transformation with a translation matrix represented by the given translation. */
public void translate (Vector3 translation) {
this.transform.translate(translation);
}
代码示例来源:origin: libgdx/libgdx
/** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
* glTranslate/glRotate/glScale
* @param translation
* @return This matrix for the purpose of chaining methods together. */
public Matrix4 translate (Vector3 translation) {
return translate(translation.x, translation.y, translation.z);
}
代码示例来源:origin: libgdx/libgdx
/** Postmultiplies the current transformation with a translation matrix represented by the given translation. */
public void translate (Vector3 translation) {
this.transform.translate(translation);
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
movingBox.transform.val[Matrix4.M03] = movingBox.transform.val[Matrix4.M13] = movingBox.transform.val[Matrix4.M23] = 0f;
movingBox.transform.rotate(Vector3.Y, Gdx.graphics.getDeltaTime() * 45f);
movingBox.transform.translate(-5f, 1f, 0f);
movingBox.body.setWorldTransform(movingBox.transform);
super.render();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
angle = angle + Gdx.graphics.getDeltaTime() * 360f / 5f;
kinematicBox3.transform.idt().rotate(Vector3.Y, 360f - 2f * angle).translate(position3);
if (angle >= 360f) {
angle = 0;
kinematicBox = (kinematicBox == kinematicBox1) ? kinematicBox2 : kinematicBox1;
position = (position == position1) ? position2 : position1;
}
kinematicBox.transform.idt().rotate(Vector3.Y, angle).translate(position);
// This makes bullet call btMotionState#getWorldTransform once:
kinematicBox.body.setActivationState(Collision.ACTIVE_TAG);
super.render();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_LEQUAL);
Gdx.gl.glCullFace(GL20.GL_BACK);
modelView.translate(10f, 0, 10f).rotate(0, 1f, 0, 2f * Gdx.graphics.getDeltaTime()).translate(-10f, 0, -10f);
cameraController.update();
textureArray.bind();
shaderProgram.begin();
shaderProgram.setUniformi("u_textureArray", 0);
shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined);
shaderProgram.setUniformMatrix("u_modelView", modelView);
terrain.render(shaderProgram, GL20.GL_TRIANGLES);
shaderProgram.end();
}
代码示例来源:origin: libgdx/libgdx
if (val != null && val.size >= 3) transform.translate(val.getFloat(0), val.getFloat(1), val.getFloat(2));
代码示例来源:origin: libgdx/libgdx
if (val != null && val.size >= 3) transform.translate(val.getFloat(0), val.getFloat(1), val.getFloat(2));
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
* glTranslate/glRotate/glScale
* @param translation
* @return This matrix for the purpose of chaining methods together. */
public Matrix4 translate (Vector3 translation) {
return translate(translation.x, translation.y, translation.z);
}
代码示例来源:origin: com.harium.keel/core
protected void computeTranslationValues(double[] translation) {
float x = (float) translation[0];
float y = (float) translation[1];
float z = (float) translation[2];
matrix.translate(x, y, z);
}
代码示例来源:origin: jsjolund/GdxDemo3D
/** Multiplies the current transformation matrix by a translation matrix. */
public void translate(float x, float y, float z) {
transformMatrix.translate(x, y, z);
matrixDirty = true;
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Multiplies the current transformation matrix by a translation matrix. */
public void translate (float x, float y, float z) {
transformMatrix.translate(x, y, z);
matrixDirty = true;
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Postmultiplies the current transformation with a translation matrix represented by the given translation. */
public void translate (Vector3 translation) {
this.transform.translate(translation);
}
代码示例来源:origin: libgdx/libgdx
| Usage.ColorPacked, solidMaterial);
mpb.setUVRange(1f, 1f, 0f, 0f);
mpb.sphere(new Matrix4().translate(5, 0, 10).rotate(Vector3.Z, 45).scale(1, 2, 1), 1f, 1f, 1f, 12, 16);
代码示例来源:origin: mbrlabs/Mundus
@Override
public void begin(Camera camera, RenderContext context) {
this.context = context;
context.begin();
program.begin();
set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined);
transform.idt();
transform.translate(camera.position);
set(UNIFORM_TRANS_MATRIX, transform);
}
代码示例来源:origin: LonamiWebs/Klooni1010
public void draw(final Batch batch) {
batch.setTransformMatrix(batch.getTransformMatrix().translate(pos.x, pos.y, 0));
for (int i = 0; i < cellCount; ++i)
for (int j = 0; j < cellCount; ++j)
cells[i][j].draw(batch);
for (int i = effects.size; i-- != 0; ) {
effects.get(i).draw(batch);
if (effects.get(i).isDone())
effects.removeIndex(i);
}
batch.setTransformMatrix(batch.getTransformMatrix().translate(-pos.x, -pos.y, 0));
}
代码示例来源:origin: langurmonkey/gaiasky
public void setToLocalTransform(Matrix4 localTransform, boolean forceUpdate) {
if (forceUpdate) {
float[] trnsltn = translation.valuesf(valuesf);
localTransform.idt().translate(trnsltn[0], trnsltn[1], trnsltn[2]).scl((float) size).mul(coordinateSystem);
} else {
localTransform.set(this.localTransform);
}
// Apply transformations
if (transformations != null)
for (ITransform tc : transformations)
tc.apply(localTransform);
}
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