List of usage examples for com.badlogic.gdx.graphics.g3d.model MeshPart MeshPart
public MeshPart()
From source file:com.mygdx.game.simulation.Simulation.java
License:Apache License
private void populate() { ObjLoader objLoader = new ObjLoader(); for (int i = 0; i < MAX_SHIPS; i++) { shipModels[i] = objLoader.loadModel(Gdx.files.internal("data/ship.obj")); }/*from w w w. j a v a2s . c o m*/ invaderModel = objLoader.loadModel(Gdx.files.internal("data/invader.obj")); blockModel = objLoader.loadModel(Gdx.files.internal("data/block.obj")); shotModel = objLoader.loadModel(Gdx.files.internal("data/shot.obj")); final Texture shipTexture = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture shipTexture2 = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture2.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture invaderTexture = new Texture(Gdx.files.internal("data/invader.png"), Format.RGB565, true); invaderTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); for (int i = 0; i < MAX_SHIPS; i++) { shipModels[i].materials.get(0).set(TextureAttribute.createDiffuse(shipTexture)); } invaderModel.materials.get(0).set(TextureAttribute.createDiffuse(invaderTexture)); ((ColorAttribute) blockModel.materials.get(0).get(ColorAttribute.Diffuse)).color.set(0, 0, 1, 0.5f); blockModel.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); shotModel.materials.get(0).set(ColorAttribute.createDiffuse(1, 1, 0, 1f)); final Texture explosionTexture = new Texture(Gdx.files.internal("data/explode.png"), Format.RGBA4444, true); explosionTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Mesh explosionMesh = new Mesh(true, 4 * 16, 6 * 16, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = new float[4 * 16 * (3 + 2)]; short[] indices = new short[6 * 16]; int idx = 0; int index = 0; for (int row = 0; row < 4; row++) { for (int column = 0; column < 4; column++) { vertices[idx++] = 1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0 + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; vertices[idx++] = 1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; final int t = (4 * row + column) * 4; indices[index++] = (short) (t); indices[index++] = (short) (t + 1); indices[index++] = (short) (t + 2); indices[index++] = (short) (t); indices[index++] = (short) (t + 2); indices[index++] = (short) (t + 3); } } explosionMesh.setVertices(vertices); explosionMesh.setIndices(indices); Material explosionMeshMaterial = new Material( new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA), TextureAttribute.createDiffuse(explosionTexture)); explosionModel = new Model(); MeshPart meshPart = new MeshPart(); meshPart.id = "part1"; meshPart.offset = 0; meshPart.size = explosionMesh.getNumIndices(); meshPart.primitiveType = GL20.GL_TRIANGLES; meshPart.mesh = explosionMesh; NodePart partMaterial = new NodePart(); partMaterial.material = explosionMeshMaterial; partMaterial.meshPart = meshPart; Node node = new Node(); node.id = "node1"; node.parts.add(partMaterial); explosionModel.meshes.add(explosionMesh); explosionModel.materials.add(explosionMeshMaterial); explosionModel.nodes.add(node); explosionModel.meshParts.add(meshPart); explosionModel.manageDisposable(explosionMesh); for (int i = 0; i < MAX_SHIPS; i++) { ships[i] = new Ship(shipModels[i]); ships[i].transform.rotate(1, 0, 0, 180); } for (int row = 0; row < 4; row++) { for (int column = 0; column < 8; column++) { Invader invader = new Invader(invaderModel, -PLAYFIELD_MAX_X / 2 + column * 2f, 0, PLAYFIELD_MIN_Z + row * 2f); invaders.add(invader); } } for (int shield = 0; shield < 3; shield++) { blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -2)); blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 0, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -2)); } }
From source file:gaia.cu9.ari.gaiaorbit.util.g3d.MeshBuilder2.java
License:Apache License
/** Starts a new MeshPart. The mesh part is not usable until end() is called */ public MeshPart part(final String id, int primitiveType) { if (this.attributes == null) throw new RuntimeException("Call begin() first"); endpart();// w w w . j a v a2 s. c o m part = new MeshPart(); part.id = id; this.primitiveType = part.primitiveType = primitiveType; parts.add(part); setColor(null); return part; }
From source file:gaia.cu9.ari.gaiaorbit.util.g3d.ModelBuilder2.java
License:Apache License
/** Adds the specified mesh part to the current node. The Mesh will be managed by the model and disposed when the model is * disposed. The resources the Material might contain are not managed, use {@link #manage(Disposable)} to add those to the * model.// ww w . ja va 2 s . c o m * @return The added MeshPart. */ public MeshPart part(final String id, final Mesh mesh, int primitiveType, int offset, int size, final Material material) { final MeshPart meshPart = new MeshPart(); meshPart.id = id; meshPart.primitiveType = primitiveType; meshPart.mesh = mesh; meshPart.offset = offset; meshPart.size = size; part(meshPart, material); return meshPart; }
From source file:gaia.cu9.ari.gaiaorbit.util.g3d.ModelBuilder2.java
License:Apache License
@Deprecated public static Model createFromMesh(final Mesh mesh, int indexOffset, int vertexCount, int primitiveType, final Material material) { Model result = new Model(); MeshPart meshPart = new MeshPart(); meshPart.id = "part1"; meshPart.offset = indexOffset;/* w ww . j a v a2 s .c o m*/ meshPart.size = vertexCount; meshPart.primitiveType = primitiveType; meshPart.mesh = mesh; NodePart partMaterial = new NodePart(); partMaterial.material = material; partMaterial.meshPart = meshPart; Node node = new Node(); node.id = "node1"; node.parts.add(partMaterial); result.meshes.add(mesh); result.materials.add(material); result.nodes.add(node); result.meshParts.add(meshPart); result.manageDisposable(mesh); return result; }
From source file:mobi.shad.s3lib.gfx.g3d.simpleobject.ObjectMesh.java
License:Apache License
/** * @return// ww w . j a v a2 s.c o m */ public Model getModel(final Mesh mesh, int indexOffset, int vertexCount, int primitiveType, final Material material) { Model result = new Model(); MeshPart meshPart = new MeshPart(); meshPart.id = "part1"; meshPart.indexOffset = indexOffset; meshPart.numVertices = vertexCount; meshPart.primitiveType = primitiveType; meshPart.mesh = mesh; NodePart partMaterial = new NodePart(); partMaterial.material = material; partMaterial.meshPart = meshPart; Node node = new Node(); node.id = "node1"; node.parts.add(partMaterial); result.meshes.add(mesh); result.materials.add(material); result.nodes.add(node); result.meshParts.add(meshPart); result.manageDisposable(mesh); return result; }
From source file:mobi.shad.s3lib.main.S3Mesh.java
License:Apache License
/** * @return/* w w w . j a v a 2 s.co m*/ */ public Model getModel(final Mesh mesh, int indexOffset, int vertexCount, int primitiveType, final Material material) { Model result = new Model(); MeshPart meshPart = new MeshPart(); meshPart.id = "part1"; meshPart.indexOffset = indexOffset; meshPart.numVertices = vertexCount; meshPart.primitiveType = primitiveType; meshPart.mesh = mesh; NodePart partMaterial = new NodePart(); partMaterial.material = material; partMaterial.meshPart = meshPart; Node node = new Node(); node.id = "node1"; node.parts.add(partMaterial); result.meshes.add(mesh); result.materials.add(material); result.nodes.add(node); result.meshParts.add(meshPart); result.manageDisposable(mesh); return result; }