Example usage for com.badlogic.gdx.graphics.g3d.utils MeshPartBuilder vertex

List of usage examples for com.badlogic.gdx.graphics.g3d.utils MeshPartBuilder vertex

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.utils MeshPartBuilder vertex.

Prototype

public short vertex(final VertexInfo info);

Source Link

Document

Add a vertex, returns the index.

Usage

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;//from  w  w w .java  2  s. c o  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();
}

From source file:com.mbrlabs.mundus.editor.utils.UsefulMeshs.java

License:Apache License

public static Model torus(Material mat, float width, float height, int divisionsU, int divisionsV) {

    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();// w  w w  .  j  a v  a 2  s .  c  o m
    MeshPartBuilder builder = modelBuilder.part("torus", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position,
            mat);
    // builder.setColor(Color.LIGHT_GRAY);

    MeshPartBuilder.VertexInfo curr1 = v0.set(null, null, null, null);
    curr1.hasUV = curr1.hasNormal = false;
    curr1.hasPosition = true;

    MeshPartBuilder.VertexInfo curr2 = v1.set(null, null, null, null);
    curr2.hasUV = curr2.hasNormal = false;
    curr2.hasPosition = true;
    short i1, i2, i3 = 0, i4 = 0;

    int i, j, k;
    double s, t, twopi;
    twopi = 2 * Math.PI;

    for (i = 0; i < divisionsV; i++) {
        for (j = 0; j <= divisionsU; j++) {
            for (k = 1; k >= 0; k--) {
                s = (i + k) % divisionsV + 0.5;
                t = j % divisionsU;

                curr1.position.set(
                        (float) ((width + height * Math.cos(s * twopi / divisionsV))
                                * Math.cos(t * twopi / divisionsU)),
                        (float) ((width + height * Math.cos(s * twopi / divisionsV))
                                * Math.sin(t * twopi / divisionsU)),
                        (float) (height * Math.sin(s * twopi / divisionsV)));
                k--;
                s = (i + k) % divisionsV + 0.5;
                curr2.position.set(
                        (float) ((width + height * Math.cos(s * twopi / divisionsV))
                                * Math.cos(t * twopi / divisionsU)),
                        (float) ((width + height * Math.cos(s * twopi / divisionsV))
                                * Math.sin(t * twopi / divisionsU)),
                        (float) (height * Math.sin(s * twopi / divisionsV)));
                // curr2.uv.set((float) s, 0);
                i1 = builder.vertex(curr1);
                i2 = builder.vertex(curr2);
                builder.rect(i4, i2, i1, i3);
                i4 = i2;
                i3 = i1;
            }
        }
    }

    return modelBuilder.end();
}