Package com.badlogic.gdx.math

Examples of com.badlogic.gdx.math.Vector2


    dodistortion = barrelDistortion;

    vtint = new Vector3();
    tint = new Color();
    chromaticDispersion = new Vector2();

    setTime(0f);
    setTint(1.0f, 1.0f, 0.85f);
    setDistortion(0.3f);
    setZoom(1f);
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    public boolean justOut;
    private Vector2 mouse;
    Rectangle rectHotZone;

    public HotZone( Rectangle hotZone ) {
      mouse = new Vector2();
      rectHotZone = new Rectangle();
      setHotZone( hotZone );
      reset();
    }
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  @Override
  public void update (int screenWidth, int screenHeight, boolean centerCamera) {
    // Fit min size to the screen.
    float worldWidth = minWorldWidth;
    float worldHeight = minWorldHeight;
    Vector2 scaled = Scaling.fit.apply(worldWidth, worldHeight, screenWidth, screenHeight);

    // Extend in the short direction.
    int viewportWidth = Math.round(scaled.x);
    int viewportHeight = Math.round(scaled.y);
    if (viewportWidth < screenWidth) {
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    setCamera(camera);
  }

  @Override
  public void update (int screenWidth, int screenHeight, boolean centerCamera) {
    Vector2 scaled = scaling.apply(getWorldWidth(), getWorldHeight(), screenWidth, screenHeight);
    int viewportWidth = Math.round(scaled.x);
    int viewportHeight = Math.round(scaled.y);

    // Center.
    setScreenBounds((screenWidth - viewportWidth) / 2, (screenHeight - viewportHeight) / 2, viewportWidth, viewportHeight);
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    renderer = new ShapeRenderer();

    // next we create a SpriteBatch and a font
    batch = new SpriteBatch();

    lower = new Vector2();
    upper = new Vector2();

    // initialize vertices array
    for (int i = 0; i < vertices.length; i++)
      vertices[i] = new Vector2();

    this.drawBodies = drawBodies;
    this.drawJoints = drawJoints;
    this.drawAABBs = drawAABBs;
    this.drawInactiveBodies = drawInactiveBodies;
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  }

  private void drawSolidPolygon (Vector2[] vertices, int vertexCount, Color color, boolean closed) {
    renderer.setColor(color.r, color.g, color.b, color.a);
    for (int i = 0; i < vertexCount; i++) {
      Vector2 v = vertices[i];
      if (i == 0) {
        lv.set(v);
        f.set(v);
        continue;
      }
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    Body bodyA = joint.getBodyA();
    Body bodyB = joint.getBodyB();
    Transform xf1 = bodyA.getTransform();
    Transform xf2 = bodyB.getTransform();

    Vector2 x1 = xf1.getPosition();
    Vector2 x2 = xf2.getPosition();
    Vector2 p1 = joint.getAnchorA();
    Vector2 p2 = joint.getAnchorB();

    if (joint.getType() == JointType.DistanceJoint) {
      drawSegment(p1, p2, JOINT_COLOR);
    } else if (joint.getType() == JointType.PulleyJoint) {
      PulleyJoint pulley = (PulleyJoint)joint;
      Vector2 s1 = pulley.getGroundAnchorA();
      Vector2 s2 = pulley.getGroundAnchorB();
      drawSegment(s1, p1, JOINT_COLOR);
      drawSegment(s2, p2, JOINT_COLOR);
      drawSegment(s1, s2, JOINT_COLOR);
    } else if (joint.getType() == JointType.MouseJoint) {
      drawSegment(joint.getAnchorA(), joint.getAnchorB(), JOINT_COLOR);
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  }

  private void drawContact (Contact contact) {
    WorldManifold worldManifold = contact.getWorldManifold();
    if (worldManifold.getNumberOfContactPoints() == 0) return;
    Vector2 point = worldManifold.getPoints()[0];
    renderer.point(point.x, point.y, 0);
  }
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    private void triangle(Vector2 a, Vector2 b, Vector2 c) {
        Vector2[] e1 = {a, a, b};
        Vector2[] e2 = {b, c, c};
        for(int i = 0; i < 3; i++) {
            Vector2 from = e1[i];
            Vector2 to = e2[i];
            Edge<Vector2> edge = new Edge<Vector2>(from, to, from.dst(to));
            edges.add(edge);
        }
    }
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     * Gets the center of the rectangle.
     *
     * @return The center of the rectangle.
     */
    public Vector2 center() {
        return new Vector2(left() + w * .5f, bottom() + h * .5f);
    }
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