List of usage examples for com.badlogic.gdx.graphics.g3d.utils MeshPartBuilder vertex
public short vertex(final VertexInfo info);
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(); }