/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (float[] vertices) { return computeTriangles(vertices, 0, vertices.length); }
/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (FloatArray vertices) { return computeTriangles(vertices.items, 0, vertices.size); }
/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (FloatArray vertices) { return computeTriangles(vertices.items, 0, vertices.size); }
/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (float[] vertices) { return computeTriangles(vertices, 0, vertices.length); }
vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
if(verts.length > 0) { parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {
if(verts.length > 0) { parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {
/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (float[] vertices) { return computeTriangles(vertices, 0, vertices.length); }
/** @see #computeTriangles(float[], int, int) */ public ShortArray computeTriangles (FloatArray vertices) { return computeTriangles(vertices.items, 0, vertices.size); }
private void computeTriangles(float[] vertices) { triangles = triangulator.computeTriangles(vertices); }
@Override public void fillTriangle(float x1, float y1, float x2, float y2, float x3, float y3) { triangleVertices[0] = x1; triangleVertices[1] = y1; triangleVertices[2] = x2; triangleVertices[3] = y2; triangleVertices[4] = x3; triangleVertices[5] = y3; fillPolygon(triangleVertices, triangulator.computeTriangles(triangleVertices).items); }
vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
ShortArray arrRes = ear.computeTriangles(vertices);
public static void splitPolygon(PolygonFixtureDefModel object) { object.vertices.clear(); final FloatArray vertices = new FloatArray(); for (Vector2 v : object.polygon) { vertices.add(v.x); vertices.add(v.y); } ShortArray temp = earClippingTriangulator.computeTriangles(vertices); for (int i = 0; i < temp.size; i += 3) { Vector2[] vv = new Vector2[3]; vv[0] = new Vector2(vertices.get(2 * temp.get(i)), vertices.get(2 * temp.get(i) + 1)); vv[1] = new Vector2(vertices.get(2 * temp.get(i + 1)), vertices.get(2 * temp.get(i + 1) + 1)); vv[2] = new Vector2(vertices.get(2 * temp.get(i + 2)), vertices.get(2 * temp.get(i + 2) + 1)); if (Mathutils.isClockwise(vv[0], vv[1], vv[2])) { Vector2 vt = vv[0]; vv[0] = vv[2]; vv[2] = vt; } object.vertices.add(vv); } }
if(verts.length > 0) { parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {
ShortArray temp = earClippingTriangulator.computeTriangles(vertices); for (int i = 0; i < temp.size; i += 3) { render.setColor(focus ? FocusColor : POLYGON);