org.lwjglb.engine.Utils.listIntToArray()方法的使用及代码示例

x33g5p2x  于2022-02-01 转载在 其他  
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本文整理了Java中org.lwjglb.engine.Utils.listIntToArray()方法的一些代码示例,展示了Utils.listIntToArray()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。Utils.listIntToArray()方法的具体详情如下:
包路径:org.lwjglb.engine.Utils
类名称:Utils
方法名:listIntToArray

Utils.listIntToArray介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
    List<Vector3f> normList, List<Face> facesList, int instances) {
  List<Integer> indices = new ArrayList();
  // Create position array in the order it has been declared
  float[] posArr = new float[posList.size() * 3];
  int i = 0;
  for (Vector3f pos : posList) {
    posArr[i * 3] = pos.x;
    posArr[i * 3 + 1] = pos.y;
    posArr[i * 3 + 2] = pos.z;
    i++;
  }
  float[] textCoordArr = new float[posList.size() * 2];
  float[] normArr = new float[posList.size() * 3];
  for (Face face : facesList) {
    IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
    for (IdxGroup indValue : faceVertexIndices) {
      processFaceVertex(indValue, textCoordList, normList,
          indices, textCoordArr, normArr);
    }
  }
  int[] indicesArr = Utils.listIntToArray(indices);
  Mesh mesh;
  if (instances > 1) {
    mesh = new InstancedMesh(posArr, textCoordArr, normArr, indicesArr, instances);
  } else {
    mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
  }
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) {
  List<Float> vertices = new ArrayList<>();
  List<Float> textures = new ArrayList<>();
  List<Float> normals = new ArrayList<>();
  List<Integer> indices = new ArrayList<>();
  List<Integer> boneIds = new ArrayList<>();
  List<Float> weights = new ArrayList<>();
  processVertices(aiMesh, vertices);
  processNormals(aiMesh, normals);
  processTextCoords(aiMesh, textures);
  processIndices(aiMesh, indices);
  processBones(aiMesh, boneList, boneIds, weights);
  Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
      Utils.listToArray(normals), Utils.listIntToArray(indices),
      Utils.listIntToArray(boneIds), Utils.listToArray(weights));
  Material material;
  int materialIdx = aiMesh.mMaterialIndex();
  if (materialIdx >= 0 && materialIdx < materials.size()) {
    material = materials.get(materialIdx);
  } else {
    material = new Material();
  }
  mesh.setMaterial(material);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) {
  List<Float> vertices = new ArrayList<>();
  List<Float> textures = new ArrayList<>();
  List<Float> normals = new ArrayList<>();
  List<Integer> indices = new ArrayList<>();
  List<Integer> boneIds = new ArrayList<>();
  List<Float> weights = new ArrayList<>();
  processVertices(aiMesh, vertices);
  processNormals(aiMesh, normals);
  processTextCoords(aiMesh, textures);
  processIndices(aiMesh, indices);
  processBones(aiMesh, boneList, boneIds, weights);
  Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
      Utils.listToArray(normals), Utils.listIntToArray(indices),
      Utils.listIntToArray(boneIds), Utils.listToArray(weights));
  Material material;
  int materialIdx = aiMesh.mMaterialIndex();
  if (materialIdx >= 0 && materialIdx < materials.size()) {
    material = materials.get(materialIdx);
  } else {
    material = new Material();
  }
  mesh.setMaterial(material);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
  List<Float> vertices = new ArrayList<>();
  List<Float> textures = new ArrayList<>();
  List<Float> normals = new ArrayList<>();
  List<Integer> indices = new ArrayList();
  processVertices(aiMesh, vertices);
  processNormals(aiMesh, normals);
  processTextCoords(aiMesh, textures);
  processIndices(aiMesh, indices);
  Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
      Utils.listToArray(normals), Utils.listIntToArray(indices));
  Material material;
  int materialIdx = aiMesh.mMaterialIndex();
  if (materialIdx >= 0 && materialIdx < materials.size()) {
    material = materials.get(materialIdx);
  } else {
    material = new Material();
  }
  mesh.setMaterial(material);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
  List<Float> vertices = new ArrayList<>();
  List<Float> textures = new ArrayList<>();
  List<Float> normals = new ArrayList<>();
  List<Integer> indices = new ArrayList();
  processVertices(aiMesh, vertices);
  processNormals(aiMesh, normals);
  processTextCoords(aiMesh, textures);
  processIndices(aiMesh, indices);
  Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
      Utils.listToArray(normals), Utils.listIntToArray(indices));
  Material material;
  int materialIdx = aiMesh.mMaterialIndex();
  if (materialIdx >= 0 && materialIdx < materials.size()) {
    material = materials.get(materialIdx);
  } else {
    material = new Material();
  }
  mesh.setMaterial(material);
  return mesh;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
  List<Float> vertices = new ArrayList<>();
  List<Float> textures = new ArrayList<>();
  List<Float> normals = new ArrayList<>();
  List<Integer> indices = new ArrayList();
  processVertices(aiMesh, vertices);
  processNormals(aiMesh, normals);
  processTextCoords(aiMesh, textures);
  processIndices(aiMesh, indices);
  Mesh mesh = new Mesh(Utils.listToArray(vertices),
      Utils.listToArray(textures),
      Utils.listToArray(normals),
      Utils.listIntToArray(indices)
  );
  Material material;
  int materialIdx = aiMesh.mMaterialIndex();
  if (materialIdx >= 0 && materialIdx < materials.size()) {
    material = materials.get(materialIdx);
  } else {
    material = new Material();
  }
  mesh.setMaterial(material);
  return mesh;
}

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