Class FocusHit
java.lang.Object
gaiasky.scene.entity.FocusHit
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidaddHitBillboardSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) Billboard sets have a hardcoded screen size.voidaddHitCoordinateCelestial(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitCoordinateCluster(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitCoordinateElementsSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitCoordinateModel(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) If we render the model, we set up a sphere at the object's position with its radius and check for intersections with the rayvoidaddHitCoordinateParticleSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitCoordinateStar(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitRayCelestial(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitRayCluster(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitRayElementsSet(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitRayModel(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) voidaddHitRayParticleSet(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) protected booleancheckClickDistance(int screenX, int screenY, com.badlogic.gdx.math.Vector3 pos, NaturalCamera camera, float viewportWidth, double pixelSize)
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Constructor Details
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FocusHit
public FocusHit()
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Method Details
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checkClickDistance
protected boolean checkClickDistance(int screenX, int screenY, com.badlogic.gdx.math.Vector3 pos, NaturalCamera camera, float viewportWidth, double pixelSize) -
addHitCoordinateCelestial
public void addHitCoordinateCelestial(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitRayCelestial
public void addHitRayCelestial(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitCoordinateModel
public void addHitCoordinateModel(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) If we render the model, we set up a sphere at the object's position with its radius and check for intersections with the ray -
addHitRayModel
public void addHitRayModel(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitCoordinateStar
public void addHitCoordinateStar(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitCoordinateParticleSet
public void addHitCoordinateParticleSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitRayParticleSet
public void addHitRayParticleSet(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitCoordinateCluster
public void addHitCoordinateCluster(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitRayCluster
public void addHitRayCluster(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitBillboardSet
public void addHitBillboardSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) Billboard sets have a hardcoded screen size.- Parameters:
view- The focus view.screenX- The screen X coordinate.screenY- The screen Y coordinate.w- The screen width.h- The screen height.pixelDist- The minimum pixel distance to consider as hit.camera- The camera.hits- The list of hit objects.
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addHitCoordinateElementsSet
public void addHitCoordinateElementsSet(FocusView view, int screenX, int screenY, int w, int h, int pixelDist, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits) -
addHitRayElementsSet
public void addHitRayElementsSet(FocusView view, Vector3D p0, Vector3D p1, NaturalCamera camera, com.badlogic.gdx.utils.Array<com.badlogic.ashley.core.Entity> hits)
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