List of usage examples for com.badlogic.gdx.graphics.g3d.utils ModelBuilder ModelBuilder
ModelBuilder
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 w w w . j av a 2 s .co m*/ // 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.badlogic.gdx.tests.ViewportTest3.java
License:Apache License
public void create() { modelBatch = new ModelBatch(); modelBuilder = new ModelBuilder(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.3f, 0.3f, 0.3f, 1.f)); shadowLight = new DirectionalLight(); shadowLight.set(0.8f, 0.8f, 0.8f, -0.5f, -1f, 0.7f); environment.add(shadowLight);//from ww w. ja v a 2s. c om modelBatch = new ModelBatch(); camera = new PerspectiveCamera(); camera.fieldOfView = 67; camera.near = 0.1f; camera.far = 300f; camera.position.set(0, 0, 100); camera.lookAt(0, 0, 0); viewports = ViewportTest1.getViewports(camera); viewport = viewports.first(); names = ViewportTest1.getViewportNames(); name = names.first(); ModelBuilder modelBuilder = new ModelBuilder(); Model boxModel = modelBuilder.createBox(50f, 50f, 50f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal); boxInstance = new ModelInstance(boxModel); boxInstance.transform.rotate(1, 0, 0, 30); boxInstance.transform.rotate(0, 1, 0, 30); Gdx.input.setInputProcessor(new InputAdapter() { public boolean keyDown(int keycode) { if (keycode == Input.Keys.SPACE) { int index = (viewports.indexOf(viewport, true) + 1) % viewports.size; name = names.get(index); viewport = viewports.get(index); resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } return false; } }); }
From source file:com.barconr.games.marblegame.Maze3Drenderer.java
License:Apache License
public Maze3Drenderer() { modelBatch = new ModelBatch(); instances = new ArrayList<ModelInstance>(); modelBuilder = new ModelBuilder(); createModels(Assets.mazemap);//from w w w . j a va 2 s.c o m cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); float mapPixelWidth = layerWidth * CUBE_SIZE; float mapPixelHeight = layerHeight * CUBE_SIZE; cam.position.set((float) Gdx.graphics.getWidth() / 2, (float) Gdx.graphics.getHeight() / 2, 100f); cam.lookAt((float) Gdx.graphics.getWidth() / 2, (float) Gdx.graphics.getHeight() / 2, 0); cam.near = 0.1f; cam.far = 150f; cam.update(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f)); }
From source file:com.bladecoder.engine.util.Utils3D.java
License:Apache License
public static void createFloor() { ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin();/* w ww. j av a2 s . c o m*/ MeshPartBuilder mpb = modelBuilder.part("parts", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.ColorUnpacked, new Material(ColorAttribute.createDiffuse(Color.WHITE))); mpb.setColor(1f, 1f, 1f, 1f); // mpb.box(0, -0.1f, 0, 10, .2f, 10); mpb.rect(-10, 0, -10, -10, 0, 10, 10, 0, 10, 10, 0, -10, 0, 1, 0); floorModel = modelBuilder.end(); floorInstance = new ModelInstance(floorModel); // TODO Set only when FBO is active floorInstance.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); }
From source file:com.bladecoder.engine.util.Utils3D.java
License:Apache License
private static void createAxes() { ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin();//w w w .ja v a2 s. c o m MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material()); builder.setColor(Color.LIGHT_GRAY); for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) { builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX); builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t); } builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material()); builder.setColor(Color.RED); builder.line(0, 0, 0, 10, 0, 0); builder.setColor(Color.GREEN); builder.line(0, 0, 0, 0, 10, 0); builder.setColor(Color.BLUE); builder.line(0, 0, 0, 0, 0, 10); axesModel = modelBuilder.end(); axesInstance = new ModelInstance(axesModel); }
From source file:com.github.fauu.helix.editor.displayable.TileHighlightDisplayable.java
License:Open Source License
public TileHighlightDisplayable() { ModelBuilder modelBuilder = new ModelBuilder(); Model model = modelBuilder.createRect(0, 0, Z_OFFSET, 1, 0, Z_OFFSET, 1, 1, Z_OFFSET, 0, 1, Z_OFFSET, 0, 0, 1, GL20.GL_TRIANGLES,/*from ww w . j a v a 2 s .c o m*/ new Material(new ColorAttribute(ColorAttribute.createDiffuse(color)), new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)), VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates); instance = new ModelInstance(model); }
From source file:com.github.fauu.helix.editor.displayable.TilePermissionsGridDisplayable.java
License:Open Source License
public TilePermissionsGridDisplayable(Tile[][] tiles, TextureAtlas atlas) { this.atlas = atlas; MeshBuilder meshBuilder = new MeshBuilder(); meshBuilder.begin(VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates, GL20.GL_TRIANGLES);//from w w w .j a v a 2s.c om for (int y = 0; y < tiles.length; y++) { for (int x = 0; x < tiles[y].length; x++) { // TODO: Cache regions meshBuilder.setUVRange(atlas.findRegion(tiles[y][x].getPermissions().name())); meshBuilder.rect(x, y, 0, x + 1, y, 0, x + 1, y + 1, 0, x, y + 1, 0, 0, 0, 1); } } Mesh mesh = meshBuilder.end(); ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin(); TextureAttribute diffuse = TextureAttribute.createDiffuse(atlas.getTextures().first()); modelBuilder.part("grid", mesh, GL20.GL_TRIANGLES, new Material(diffuse)); instance = new ModelInstance(modelBuilder.end()); instance.transform.translate(0, 0, Z_OFFSET); }
From source file:com.github.fauu.helix.game.Game.java
License:Open Source License
@Override public void create() { camera = new Camera(new Vector3(32, 32, 0)); cameraInputController = new CameraInputController(camera); // Gdx.input.setInputProcessor(cameraInputController); assets = new AssetManager(); assets.setLoader(GeometrySet.class, new GeometrySetLoader(new InternalFileHandleResolver())); assets.setLoader(MapRegion.class, new MapRegionLoader(new InternalFileHandleResolver())); assets.load("assets/mapregions/0.hmr", MapRegion.class); assets.finishLoading();/* w w w.j a v a 2s . co m*/ mapRegion = assets.get("assets/mapregions/0.hmr", MapRegion.class); spriteBatch = new SpriteBatch(); renderer = new Renderer(); player = new Player(new Vector2(8, 17), new Texture(Gdx.files.internal("assets/sprites/player.png"))); camera.move(player.getRealPosition()); final ModelBuilder modelBuilder = new ModelBuilder(); waterTexture = new Texture("assets/textures/water.png"); final MeshPartBuilder.VertexInfo corner00 = new MeshPartBuilder.VertexInfo(); corner00.hasPosition = true; corner00.hasNormal = true; corner00.hasUV = true; corner00.setPos(0, 0, 0); corner00.setNor(0, 1, 0); corner00.setUV(0, 0); final MeshPartBuilder.VertexInfo corner10 = new MeshPartBuilder.VertexInfo(); corner10.hasPosition = true; corner10.hasNormal = true; corner10.hasUV = true; corner10.setPos(4, 0, 0); corner10.setNor(0, 1, 0); corner10.setUV(0, 1); final MeshPartBuilder.VertexInfo corner11 = new MeshPartBuilder.VertexInfo(); corner11.hasPosition = true; corner11.hasNormal = true; corner11.hasUV = true; corner11.setPos(4, 0, 14); corner11.setNor(0, 1, 0); corner11.setUV(1, 1); final MeshPartBuilder.VertexInfo corner01 = new MeshPartBuilder.VertexInfo(); corner01.hasPosition = true; corner01.hasNormal = true; corner01.hasUV = true; corner01.setPos(0, 0, 14); corner01.setNor(0, 1, 0); corner01.setUV(1, 0); modelBuilder.begin(); modelBuilder.node(); MeshPartBuilder meshPartBuilder = modelBuilder.part("water1", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates, new Material(TextureAttribute.createDiffuse(waterTexture), ColorAttribute.createDiffuse(Color.WHITE), new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA))); meshPartBuilder.rect(corner00, corner10, corner11, corner01); waterModel = modelBuilder.end(); waterModelInstance = new ModelInstance(waterModel); WaterData waterData = new WaterData(); waterData.waveAmplitude = 0.02f; waterData.waveAngle = 0; waterData.waveFrequency = 0.5f; waterModelInstance.userData = waterData; // waterModelInstance.userData = new float[2]; // ((float[]) waterModelInstance.userData)[0] = 0; // waveAngle // ((float[]) waterModelInstance.userData)[1] = 0.1f; // waveAmplitude waterModelInstance.transform.translate(8, -0.1f, 19).rotate(0, 1, 0, -90).scale(1, 1, -1); // ((float[]) waterModelInstance.userData)[2] = 8; // startX // ((float[]) waterModelInstance.userData)[3] = 7; // sizeX // ((float[]) waterModelInstance.userData)[4] = 19; // startZ // ((float[]) waterModelInstance.userData)[5] = 5; // sizeZ }
From source file:com.mbrlabs.mundus.commons.skybox.Skybox.java
License:Apache License
private Model createModel() { ModelBuilder modelBuilder = new ModelBuilder(); Model model = modelBuilder.createBox(1, 1, 1, new Material(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap)), VertexAttributes.Usage.Position); return model; }
From source file:com.mbrlabs.mundus.commons.terrain.Terrain.java
License:Apache License
public void init() { final int numVertices = this.vertexResolution * vertexResolution; final int numIndices = (this.vertexResolution - 1) * (vertexResolution - 1) * 6; mesh = new Mesh(true, numVertices, numIndices, attribs); this.vertices = new float[numVertices * stride]; mesh.setIndices(buildIndices());//from w w w .j a v a 2 s . c o m buildVertices(); mesh.setVertices(vertices); MeshPart meshPart = new MeshPart(null, mesh, 0, numIndices, GL20.GL_TRIANGLES); meshPart.update(); ModelBuilder mb = new ModelBuilder(); mb.begin(); mb.part(meshPart, material); model = mb.end(); modelInstance = new ModelInstance(model); modelInstance.transform = transform; }