/** Construct a world object. * @param gravity the world gravity vector. * @param doSleep improve performance by not simulating inactive bodies. */ public World (Vector2 gravity, boolean doSleep) { addr = newWorld(gravity.x, gravity.y, doSleep); contacts.ensureCapacity(contactAddrs.length); freeContacts.ensureCapacity(contactAddrs.length); for (int i = 0; i < contactAddrs.length; i++) freeContacts.add(new Contact(this, 0)); }
/** @return all bodies currently in the simulation */ public void getBodies (Array<Body> bodies) { bodies.clear(); bodies.ensureCapacity(this.bodies.size); for (Iterator<Body> iter = this.bodies.values(); iter.hasNext();) { bodies.add(iter.next()); } }
public void add (TextureRegion... regions) { this.regions.ensureCapacity(regions.length); for (TextureRegion region : regions) { this.regions.add(new AspectTextureRegion(region)); } }
public void add (TextureRegion... regions) { this.regions.ensureCapacity(regions.length); for (TextureRegion region : regions) { this.regions.add(new AspectTextureRegion(region)); } }
/** @return all joints currently in the simulation */ public void getJoints (Array<Joint> joints) { joints.clear(); joints.ensureCapacity(this.joints.size); for (Iterator<Joint> iter = this.joints.values(); iter.hasNext();) { joints.add(iter.next()); } }
/** @param fixtures an Array in which to place all fixtures currently in the simulation */ public void getFixtures (Array<com.badlogic.gdx.physics.box2d.Fixture> fixtures) { fixtures.clear(); fixtures.ensureCapacity(this.fixtures.size); for (Iterator<Fixture> iter = this.fixtures.values(); iter.hasNext();) { fixtures.add(iter.next()); } }
/** @param bodies an Array in which to place all bodies currently in the simulation */ public void getBodies (Array<Body> bodies) { bodies.clear(); bodies.ensureCapacity(this.bodies.size); for (Iterator<Body> iter = this.bodies.values(); iter.hasNext();) { bodies.add(iter.next()); } }
/** @param fixtures an Array in which to place all fixtures currently in the simulation */ public void getFixtures (Array<Fixture> fixtures) { fixtures.clear(); fixtures.ensureCapacity(this.fixtures.size); for (Iterator<Fixture> iter = this.fixtures.values(); iter.hasNext();) { fixtures.add(iter.next()); } }
/** @param joints an Array in which to place all joints currently in the simulation */ public void getJoints (Array<Joint> joints) { joints.clear(); joints.ensureCapacity(this.joints.size); for (Iterator<Joint> iter = this.joints.values(); iter.hasNext();) { joints.add(iter.next()); } }
private Array<ModelNode> parseNodes (ModelData model, JsonValue json) { JsonValue nodes = json.get("nodes"); if (nodes != null) { model.nodes.ensureCapacity(nodes.size); for (JsonValue node = nodes.child; node != null; node = node.next) { model.nodes.add(parseNodesRecursively(node)); } } return model.nodes; }
public RegionInfluencer (RegionInfluencer regionInfluencer) { this(regionInfluencer.regions.size); regions.ensureCapacity(regionInfluencer.regions.size); for (int i = 0; i < regionInfluencer.regions.size; ++i) { regions.add(new AspectTextureRegion((AspectTextureRegion)regionInfluencer.regions.get(i))); } }
public RegionInfluencer (RegionInfluencer regionInfluencer) { this(regionInfluencer.regions.size); regions.ensureCapacity(regionInfluencer.regions.size); for (int i = 0; i < regionInfluencer.regions.size; ++i) { regions.add(new AspectTextureRegion((AspectTextureRegion)regionInfluencer.regions.get(i))); } }
private Array<ModelNode> parseNodes (ModelData model, JsonValue json) { JsonValue nodes = json.get("nodes"); if (nodes != null) { model.nodes.ensureCapacity(nodes.size); for (JsonValue node = nodes.child; node != null; node = node.next) { model.nodes.add(parseNodesRecursively(node)); } } return model.nodes; }
/** Returns the list of {@link Contact} instances produced by the last call to {@link #step(float, int, int)}. Note that the * returned list will have O(1) access times when using indexing. contacts are created and destroyed in the middle of a time * step. Use {@link ContactListener} to avoid missing contacts * @return the contact list */ public Array<Contact> getContactList () { int numContacts = getContactCount(); if (numContacts > contactAddrs.length) { int newSize = 2 * numContacts; contactAddrs = new long[newSize]; contacts.ensureCapacity(newSize); freeContacts.ensureCapacity(newSize); } if (numContacts > freeContacts.size) { int freeConts = freeContacts.size; for (int i = 0; i < numContacts - freeConts; i++) freeContacts.add(new Contact(this, 0)); } jniGetContactList(addr, contactAddrs); contacts.clear(); for (int i = 0; i < numContacts; i++) { Contact contact = freeContacts.get(i); contact.addr = contactAddrs[i]; contacts.add(contact); } return contacts; }
glyphs.ensureCapacity(end - start); xAdvances.ensureCapacity(end - start + 1);
glyphs.ensureCapacity(end - start); xAdvances.ensureCapacity(end - start + 1);
public BSpline set (final T[] controlPoints, final int degree, final boolean continuous) { if (tmp == null) tmp = controlPoints[0].cpy(); if (tmp2 == null) tmp2 = controlPoints[0].cpy(); if (tmp3 == null) tmp3 = controlPoints[0].cpy(); this.controlPoints = controlPoints; this.degree = degree; this.continuous = continuous; this.spanCount = continuous ? controlPoints.length : controlPoints.length - degree; if (knots == null) knots = new Array<T>(spanCount); else { knots.clear(); knots.ensureCapacity(spanCount); } for (int i = 0; i < spanCount; i++) knots.add(calculate(controlPoints[0].cpy(), continuous ? i : (int)(i + 0.5f * degree), 0f, controlPoints, degree, continuous, tmp)); return this; }
public BSpline set (final T[] controlPoints, final int degree, final boolean continuous) { if (tmp == null) tmp = controlPoints[0].cpy(); if (tmp2 == null) tmp2 = controlPoints[0].cpy(); if (tmp3 == null) tmp3 = controlPoints[0].cpy(); this.controlPoints = controlPoints; this.degree = degree; this.continuous = continuous; this.spanCount = continuous ? controlPoints.length : controlPoints.length - degree; if (knots == null) knots = new Array<T>(spanCount); else { knots.clear(); knots.ensureCapacity(spanCount); } for (int i = 0; i < spanCount; i++) knots.add(calculate(controlPoints[0].cpy(), continuous ? i : (int)(i + 0.5f * degree), 0f, controlPoints, degree, continuous, tmp)); return this; }
nodeAnim.translation.ensureCapacity(nanim.translation.size); for (ModelNodeKeyframe<Vector3> kf : nanim.translation) { if (kf.keytime > animation.duration) animation.duration = kf.keytime; nodeAnim.rotation.ensureCapacity(nanim.rotation.size); for (ModelNodeKeyframe<Quaternion> kf : nanim.rotation) { if (kf.keytime > animation.duration) animation.duration = kf.keytime; nodeAnim.scaling.ensureCapacity(nanim.scaling.size); for (ModelNodeKeyframe<Vector3> kf : nanim.scaling) { if (kf.keytime > animation.duration) animation.duration = kf.keytime;
if (meshes != null) { model.meshes.ensureCapacity(meshes.size); for (JsonValue mesh = meshes.child; mesh != null; mesh = mesh.next) { ModelMesh jsonMesh = new ModelMesh();