public void draw(final Renderer renderer, final UIComponent comp, final int height, final double xOffset, final double yOffset) { final long curr = System.currentTimeMillis(); if (curr - _lastBlink > _blinkInterval) { _lastBlink = curr; _show = !_show; comp.fireComponentDirty(); } if (!_show) { return; } final Vector3 v = Vector3.fetchTempInstance(); v.set(getPosX() + xOffset, getPosY() + yOffset, 0); final Transform t = Transform.fetchTempInstance(); t.set(comp.getWorldTransform()); t.applyForwardVector(v); t.translate(v); Vector3.releaseTempInstance(v); _strip.setWorldTransform(t); Transform.releaseTempInstance(t); _strip.setWorldScale(1, _strip.getWorldScale().getY() * height, 0); _strip.render(renderer); }
public void draw(final Renderer renderer, final UIComponent comp, final int height, final double xOffset, final double yOffset) { final long curr = System.currentTimeMillis(); if (curr - _lastBlink > _blinkInterval) { _lastBlink = curr; _show = !_show; comp.fireComponentDirty(); } if (!_show) { return; } final Vector3 v = Vector3.fetchTempInstance(); v.set(getPosX() + xOffset, getPosY() + yOffset, 0); final Transform t = Transform.fetchTempInstance(); t.set(comp.getWorldTransform()); t.applyForwardVector(v); t.translate(v); Vector3.releaseTempInstance(v); _strip.setWorldTransform(t); Transform.releaseTempInstance(t); _strip.setWorldScale(1, _strip.getWorldScale().getY() * height, 0); _strip.render(renderer); }
/** * Update our local joint transforms so that they reflect the skeleton in bind pose. */ public void setToBindPose() { final Transform temp = Transform.fetchTempInstance(); // go through our local transforms for (int i = 0; i < _localTransforms.length; i++) { // Set us to the bind pose _localTransforms[i].set(_skeleton.getJoints()[i].getInverseBindPose()); // then invert. _localTransforms[i].invert(_localTransforms[i]); // At this point we are in model space, so we need to remove our parent's transform (if we have one.) final short parentIndex = _skeleton.getJoints()[i].getParentIndex(); if (parentIndex != Joint.NO_PARENT) { // We remove the parent's transform simply by multiplying by its inverse bind pose. Done! :) _skeleton.getJoints()[parentIndex].getInverseBindPose().multiply(_localTransforms[i], temp); _localTransforms[i].set(temp); } } Transform.releaseTempInstance(temp); updateTransforms(); }
/** * Update our local joint transforms so that they reflect the skeleton in bind pose. */ public void setToBindPose() { final Transform temp = Transform.fetchTempInstance(); // go through our local transforms for (int i = 0; i < _localTransforms.length; i++) { // Set us to the bind pose _localTransforms[i].set(_skeleton.getJoints()[i].getInverseBindPose()); // then invert. _localTransforms[i].invert(_localTransforms[i]); // At this point we are in model space, so we need to remove our parent's transform (if we have one.) final short parentIndex = _skeleton.getJoints()[i].getParentIndex(); if (parentIndex != Joint.NO_PARENT) { // We remove the parent's transform simply by multiplying by its inverse bind pose. Done! :) _skeleton.getJoints()[parentIndex].getInverseBindPose().multiply(_localTransforms[i], temp); _localTransforms[i].set(temp); } } Transform.releaseTempInstance(temp); updateTransforms(); }
temp.getHomogeneousMatrix(_matrixPalette[index]); Transform.releaseTempInstance(temp); firePoseUpdated();
temp.getHomogeneousMatrix(_matrixPalette[index]); Transform.releaseTempInstance(temp); firePoseUpdated();
Vector3.releaseTempInstance(v); _uiText.setWorldTransform(t); Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t); } else { _parent.getWorldTransform().multiply(_localTransform, _worldTransform);
Transform.releaseTempInstance(t); } else { _parent.getWorldTransform().multiply(_localTransform, _worldTransform);
Vector3.releaseTempInstance(v); _uiText.setWorldTransform(t); Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t);
@Override public void draw(final Renderer renderer, final UIComponent comp) { final float oldA = _color.getAlpha(); if (oldA == 0) { // no need to draw. return; } _color.setAlpha(oldA * UIComponent.getCurrentOpacity()); SolidBackdrop._standin.setDefaultColor(_color); final Vector3 v = Vector3.fetchTempInstance(); final Insets margin = comp.getMargin() != null ? comp.getMargin() : Insets.EMPTY; final Insets border = comp.getBorder() != null ? comp.getBorder() : Insets.EMPTY; v.set(margin.getLeft() + border.getLeft(), margin.getBottom() + border.getBottom(), 0); final Transform t = Transform.fetchTempInstance(); t.set(comp.getWorldTransform()); t.applyForwardVector(v); t.translate(v); Vector3.releaseTempInstance(v); SolidBackdrop._standin.setWorldTransform(t); Transform.releaseTempInstance(t); final float width = UIBackdrop.getBackdropWidth(comp); final float height = UIBackdrop.getBackdropHeight(comp); SolidBackdrop._standin.resize(width, height); SolidBackdrop._standin.render(renderer); _color.setAlpha(oldA); }
@Override public void draw(final Renderer renderer, final UIComponent comp) { final float oldA = _color.getAlpha(); if (oldA == 0) { // no need to draw. return; } _color.setAlpha(oldA * UIComponent.getCurrentOpacity()); SolidBackdrop._standin.setDefaultColor(_color); final Vector3 v = Vector3.fetchTempInstance(); v.set(comp.getMargin().getLeft() + comp.getBorder().getLeft(), comp.getMargin().getBottom() + comp.getBorder().getBottom(), 0); final Transform t = Transform.fetchTempInstance(); t.set(comp.getWorldTransform()); t.applyForwardVector(v); t.translate(v); Vector3.releaseTempInstance(v); SolidBackdrop._standin.setWorldTransform(t); Transform.releaseTempInstance(t); final float width = UIBackdrop.getBackdropWidth(comp); final float height = UIBackdrop.getBackdropHeight(comp); SolidBackdrop._standin.resize(width, height); SolidBackdrop._standin.render(renderer); _color.setAlpha(oldA); }
Transform.releaseTempInstance(store); Vector3.releaseTempInstance(point); if (!inOrtho) {
Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t);
Transform.releaseTempInstance(t);
Transform.releaseTempInstance(store); Vector3.releaseTempInstance(point); renderer.renderBuckets();