/** * Returns the angle in radians between this vector and the vector * parameter; the return value is constrained to the range [0,PI]. * @param v1 the other vector * @return the angle in radians in the range [0,PI] */ public final float angle(Vector2f v1) { double vDot = this.dot(v1) / ( this.length()*v1.length() ); if( vDot < -1.0) vDot = -1.0; if( vDot > 1.0) vDot = 1.0; return((float) (Math.acos( vDot ))); }
final Rectangle startSrcRect = (Rectangle)this.srcRect.clone(); final Vector2f v = new Vector2f(dx, dy); final float sqdist_to_travel = v.lengthSquared(); v.normalize(); v.scale(20/mag); final Point2f cp = new Point2f(0, 0); // the current deltas
@Override public void run() { cp.add(v); //Utils.log2("advanced by x,y = " + cp.x + ", " + cp.y); int x, y; if (v.lengthSquared() >= sqdist_to_travel) { // set target position x = startSrcRect.x + dx; y = startSrcRect.y + dy; // quit animation cancelAnimation(sf[0]); } else { // set position x = startSrcRect.x + (int)(cp.x); y = startSrcRect.y + (int)(cp.y); } setSrcRect(x, y, startSrcRect.width, startSrcRect.height); display.repaintAll2(); } }, 0, 50, TimeUnit.MILLISECONDS);
blurShader.setParameter("dir", new Vector2f(0, 0));
public class Bullet { public static float VELOCITY; private Vector2f position; public Bullet(float x, float y, float velocity) { position = new Vector2f(x, y); VELOCITY = velocity; } public void update(float delta, boolean vertical) { if(vertical) { y += VELOCITY * delta; } else { x += VELOCITY * delta; } } }
public void set(Vector2f start, Vector2f end) { super.pointsDirty = true; if (this.start == null) { this.start = new Vector2f(); } this.start.set(start); if (this.end == null) { this.end = new Vector2f(); } this.end.set(end); vec = new Vector2f(end); vec.sub(start); lenSquared = vec.lengthSquared(); }
Loader loader = new Loader(); GuiTexture texture = new GuiTexture(loader.loadTexture("some/file/here.png", new Vector2f(0, 0), new Vector2f(1, 1)); List<GuiTexture> guis = new ArrayList<GuiTexture>(); guis.add(texture); GuiRenderer renderer = new GuiRenderer(loader); while(Frame is open) { renderer.render(guis); } renderer.cleanUp();
Vector2f returnCode = new Vector2f(0, 0); returnCode.x = (Math.abs(left) - right) * aWidth; returnCode.y = (Math.abs(top) - bottom) * aHeight; int temp = 0; if(returnCode.x > 0){ //Hits left temp = 2; }else{ //Hits right temp = 4; } if(returnCode.y > 0){ //Hits top if(returnCode.y > Math.abs(returnCode.x)){ temp = 1; } }else{ //Hits bottom if(returnCode.y < -Math.abs(returnCode.x)){ temp = 3; } } return temp;
allTextureCoords.add(new Vector2f(Float.valueOf(line.split(" ")[1]),Float.valueOf(line.split(" ")[2]))); f.addVertex(new Vertex(allVertices.get(Integer.valueOf(valueArray[0]) - 1), allNormals.get(Integer.valueOf(valueArray[2]) - 1), allTextureCoords.get(Integer.valueOf(valueArray[1]) - 1))); else f.addVertex(new Vertex(allVertices.get(Integer.valueOf(valueArray[0]) - 1), allNormals.get(Integer.valueOf(valueArray[2]) - 1), new Vector2f(0, 0)));
allTextureCoords.add(new Vector2f(Float.valueOf(line.split(" ")[1]),Float.valueOf(line.split(" ")[2]))); f.addVertex(new Vertex(allVertices.get(Integer.valueOf(valueArray[0]) - 1), allNormals.get(Integer.valueOf(valueArray[2]) - 1), allTextureCoords.get(Integer.valueOf(valueArray[1]) - 1))); else f.addVertex(new Vertex(allVertices.get(Integer.valueOf(valueArray[0]) - 1), allNormals.get(Integer.valueOf(valueArray[2]) - 1), new Vector2f(0, 0)));
public Vector2f cursorPosition=new Vector2f(100,100); public Node shootables=new Node();