List of usage examples for com.badlogic.gdx.graphics.g3d Renderable Renderable
Renderable
From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java
@Override public void create() { environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .2f, .2f, .2f, 2f)); // environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0f, -0.5f, -0.5f)); sl = new PointLight().setPosition(-5, 10, -6).setColor(1, 1, 1, 1).setIntensity(150); // sl2 = new PointLight().setPosition(0, 7, 5).setColor(0.3f, 0.8f, 0.3f, 1) // .setIntensity(20); ////from ww w.ja v a 2s .c om // sl3 = new PointLight().setPosition(0, 9, 6).setColor(0.3f, 0.3f, 0.8f, 1) // .setIntensity(20); environment.add(sl); // environment.add(sl2); // environment.add(sl3); cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); cam.position.set(-10, 3, 10f); cam.lookAt(-3, 0, 0); cam.near = 1f; cam.far = 100f; cam.update(); cameraController = new CameraInputController(cam); cameraController.autoUpdate = false; cameraController.forwardTarget = false; cameraController.translateTarget = false; Gdx.input.setInputProcessor(new InputMultiplexer(cameraController)); time = TimeUtils.millis(); viewport = new ScreenViewport(cam); guiViewport = new ScreenViewport(); DefaultShaderProvider defaultShaderProvider = new DefaultShaderProvider(); modelBatch = new ModelBatch(defaultShaderProvider); ModelBuilder modelBuilder = new ModelBuilder(); model1 = gear(modelBuilder, 1.0f, 4.0f, 1.0f, 20, 0.7f, Color.RED); gear1 = new ModelInstance(model1); model2 = gear(modelBuilder, 0.5f, 2.0f, 2.0f, 10, 0.7f, Color.GREEN); gear2 = new ModelInstance(model2); model3 = gear(modelBuilder, 1.3f, 2.0f, 1.5f, 10, 0.7f, Color.BLUE); gear3 = new ModelInstance(model3); font = new BitmapFont(); batch = new SpriteBatch(); lightModel = modelBuilder.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position); lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable()); }
From source file:com.github.fauu.helix.core.MapRegion.java
License:Open Source License
public void create(Vector2 size, Tile[] tiles, Array<Object> objects, TextureAtlas textureAtlas, GeometrySet geometrySet) {/*w ww . ja v a 2 s.co m*/ this.size = size; this.textureAtlas = textureAtlas; this.geometrySet = geometrySet; this.objects = objects; if (tiles != null) { this.tiles = tiles; } else { final int tilesLength = (int) (size.x * size.y); tiles = new Tile[tilesLength]; for (int i = 0; i < tilesLength; i++) { final Tile.Builder tileBuilder = new Tile.Builder(); final int tileX = i % (int) size.x; final int tileY = (int) Math.floor(i / (tilesLength / size.y)); tiles[i] = tileBuilder.setNo(i).setPosition(new Vector2(tileX, tileY)).setElevation(0) .setTextureId(0).setGeometryId(0).setFacing(Direction.SOUTH).build(); } } this.tiles = tiles; mesh = new MapRegionMesh(tiles, geometrySet, textureAtlas); renderable = new Renderable(); renderable.mesh = mesh; renderable.material = new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE), new TextureAttribute(TextureAttribute.Diffuse, textureAtlas.getTextures().first())); renderable.meshPartOffset = 0; renderable.meshPartSize = mesh.getNumVertices(); renderable.primitiveType = GL20.GL_TRIANGLES; renderable.worldTransform.idt(); }