List of usage examples for com.badlogic.gdx.graphics.g3d.utils MeshPartBuilder index
public void index(final short value);
From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java
private static Model gear(ModelBuilder builder, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth, Color color) { // Ported from https://github.com/jeffboody/gears2/blob/master/project/jni/gear.c by xpenatan int i;// w w w . jav a 2s .co m float r0, r1, r2, dz; float angle, da; float u, v, len; float[] ar = new float[4]; VertexInfo vertTmp1 = new VertexInfo(); r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; dz = 0.5f * width; builder.begin(); MeshPartBuilder part = null; // draw front face // GL_TRIANGLE_STRIP part = builder.part("gear", GL20.GL_TRIANGLE_STRIP, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); da = 2.0f * (float) Math.PI / teeth / 4.0f; for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gear_angle(i, teeth, ar); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), dz))); } part.index(part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(0.0f), r0 * (float) Math.sin(0.0f), dz))); part.index(part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(0.0f), r1 * (float) Math.sin(0.0f), dz))); // draw front sides of teeth // GL_TRIANGLES part = builder.part("gear", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); for (i = 0; i < teeth; i++) { gear_angle(i, teeth, ar); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), dz))); } // draw back face // GL_TRIANGLE_STRIP part = builder.part("gear", GL20.GL_TRIANGLE_STRIP, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); for (i = 0; i < teeth; i++) { gear_angle(i, teeth, ar); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), -dz))); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), -dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), -dz))); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), -dz))); } part.index(part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(0.0f), r1 * (float) Math.sin(0.0f), -dz))); part.index(part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(0.0f), r0 * (float) Math.sin(0.0f), -dz))); // draw back sides of teeth // GL_TRIANGLES part = builder.part("gear", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); for (i = 0; i < teeth; i++) { gear_angle(i, teeth, ar); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), -dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), -dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), -dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), -dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), -dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), -dz))); } // draw outward faces of teeth // GL_TRIANGLE_STRIP // repeated vertices are necessary to achieve flat shading in ES2 part = builder.part("gear", GL20.GL_TRIANGLE_STRIP, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); for (i = 0; i < teeth; i++) { gear_angle(i, teeth, ar); vertTmp1.hasNormal = false; if (i > 0) { part.index(part .vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), dz))); part.index(part .vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), -dz))); } u = r2 * (float) Math.cos(ar[1]) - r1 * (float) Math.cos(ar[0]); v = r2 * (float) Math.sin(ar[1]) - r1 * (float) Math.sin(ar[0]); len = (float) Math.sqrt(u * u + v * v); u /= len; v /= len; vertTmp1.setNor(v, -u, 0.0f); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[0]), r1 * (float) Math.sin(ar[0]), -dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), -dz))); vertTmp1.setNor((float) Math.cos(ar[0]), (float) Math.sin(ar[0]), 0.0f); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[1]), r2 * (float) Math.sin(ar[1]), -dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), -dz))); u = r1 * (float) Math.cos(ar[3]) - r2 * (float) Math.cos(ar[2]); v = r1 * (float) Math.sin(ar[3]) - r2 * (float) Math.sin(ar[2]); vertTmp1.setNor(v, -u, 0.0f); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), dz))); part.index( part.vertex(vertTmp1.setPos(r2 * (float) Math.cos(ar[2]), r2 * (float) Math.sin(ar[2]), -dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), -dz))); vertTmp1.setNor((float) Math.cos(ar[0]), (float) Math.sin(ar[0]), 0.0f); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), dz))); part.index( part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(ar[3]), r1 * (float) Math.sin(ar[3]), -dz))); } vertTmp1.hasNormal = false; part.index(part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(0.0f), r1 * (float) Math.sin(0.0f), dz))); part.index(part.vertex(vertTmp1.setPos(r1 * (float) Math.cos(0.0f), r1 * (float) Math.sin(0.0f), -dz))); // draw inside radius cylinder // GL_TRIANGLE_STRIP part = builder.part("gear", GL20.GL_TRIANGLE_STRIP, Usage.Position | Usage.Normal, new Material(ColorAttribute.createDiffuse(color))); for (i = 0; i < teeth; i++) { gear_angle(i, teeth, ar); vertTmp1.setNor(-(float) Math.cos(ar[0]), -(float) Math.sin(ar[0]), 0.0f); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), -dz))); part.index( part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(ar[0]), r0 * (float) Math.sin(ar[0]), dz))); } vertTmp1.setNor(-(float) Math.cos(0.0f), -(float) Math.sin(0.0f), 0.0f); part.index(part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(0.0f), r0 * (float) Math.sin(0.0f), -dz))); part.index(part.vertex(vertTmp1.setPos(r0 * (float) Math.cos(0.0f), r0 * (float) Math.sin(0.0f), dz))); return builder.end(); }