/** @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()); } }
@Override public void dispose () { doneFreeType(address); for(ByteBuffer buffer: fontData.values()) { if (BufferUtils.isUnsafeByteBuffer(buffer)) BufferUtils.disposeUnsafeByteBuffer(buffer); } }
@Override public void dispose () { doneFreeType(address); for(ByteBuffer buffer: fontData.values()) { if (BufferUtils.isUnsafeByteBuffer(buffer)) BufferUtils.disposeUnsafeByteBuffer(buffer); } }
public static void dispose () { for (ScreenTransition t : transitions.values()) { t.dispose(); } } }
/** @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()); } }
/** @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()); } }
public static void dispose () { for (BitmapFont f : fontCache.values()) { f.dispose(); } fontCache.clear(); }
public static void dispose () { // finally, delete cached shared still models if (cachedStillModels != null) { for (StillModel m : cachedStillModels.values()) { m.dispose(); } cachedStillModels.clear(); } if (cachedMaterials != null) { cachedMaterials.clear(); } }
@Override public void dispose () { doneFreeType(address); for(ByteBuffer buffer: fontData.values()) { if (BufferUtils.isUnsafeByteBuffer(buffer)) BufferUtils.disposeUnsafeByteBuffer(buffer); } }
public void update(float deltaTime) { // Update AI time GdxAI.getTimepiece().update(deltaTime); // Dispatch delayed messages MessageManager.getInstance().update(); // Update Bullet simulation // On default fixedTimeStep = 1/60, small objects (the stick) will fall through // the ground (the ground has relatively big triangles). dynamicsWorld.stepSimulation(deltaTime, 10, 1f / 240f); for (GameObject object : objectsById.values()) { if (object != null) { object.update(deltaTime); } } }
private void updateModelCache(Bits visibleLayers) { dynamicModels.clear(); modelCache.begin(); for (GameObject obj : objectsById.values()) { if (obj instanceof GameModelBody) { GameModelBody model = (GameModelBody) obj; if (model.mass == 0) { // All bodies with mass of zero are static so cache them if visible if (model.visibleOnLayers.intersects(visibleLayers)) { modelCache.add(model.modelInstance); } } else { // Dynamic bodies are checked for visibility in render method dynamicModels.add(model); } } else if (obj instanceof Billboard) { // TODO: If more billboards than selection marker are ever used, handle them here dynamicModels.add((Billboard) obj); } else if (obj instanceof GameModel) { // TODO: If non-static models without bodies are ever used, handle them here GameModel model = (GameModel) obj; if (model.visibleOnLayers.intersects(visibleLayers)) { modelCache.add(model.modelInstance); } } } modelCache.end(); modelCacheDirty = false; }