List of usage examples for com.badlogic.gdx.graphics Mesh Mesh
public Mesh(boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes)
From source file:airfoil.Airfoil.java
License:Open Source License
/** * @return GL_LINES//from w w w .j a v a2 s . c o m */ public Mesh getMesh(Geometry geometry) { final AirfoilVertices af = this.getModelVertices(geometry); final float[] points; if (af.hasSection() && Geometry.TB3 == geometry) points = af.getSectionMeshLines(); else points = af.getModelMeshLines(); final int count = (points.length / geometry.dimension.number); final Mesh mesh = new Mesh(true, count, 0, VertexAttribute.Position()); mesh.setVertices(points); return mesh; }
From source file:com.badlogic.gdx.tests.dragome.examples.HelloTriangle.java
License:Apache License
@Override public void create() { String vertexShader = "attribute vec4 vPosition; \n" + "void main() \n" + "{ \n" + " gl_Position = vPosition; \n" + "} \n"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "void main() \n" + "{ \n" + " gl_FragColor = vec4 ( 1.0, 1.0, 1.0, 1.0 );\n" + "}"; shader = new ShaderProgram(vertexShader, fragmentShader); mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "vPosition")); float[] vertices = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; mesh.setVertices(vertices);/*from www . j a v a2 s .co m*/ }
From source file:com.badlogic.gdx.tests.g3d.HeightField.java
public HeightField(boolean isStatic, int width, int height, boolean smooth, VertexAttributes attributes) { this.posPos = attributes.getOffset(Usage.Position, -1); this.norPos = attributes.getOffset(Usage.Normal, -1); this.uvPos = attributes.getOffset(Usage.TextureCoordinates, -1); this.colPos = attributes.getOffset(Usage.ColorUnpacked, -1); smooth = smooth || (norPos < 0); // cant have sharp edges without normals this.width = width; this.height = height; this.smooth = smooth; this.data = new float[width * height]; this.stride = attributes.vertexSize / 4; final int numVertices = smooth ? width * height : (width - 1) * (height - 1) * 4; final int numIndices = (width - 1) * (height - 1) * 6; this.mesh = new Mesh(isStatic, numVertices, numIndices, attributes); this.vertices = new float[numVertices * stride]; setIndices();/*from w w w . j a v a 2 s . c om*/ }
From source file:com.badlogic.gdx.tests.lw.PongLW.java
License:Apache License
/** * This method sets up all the graphics related stuff like the Meshes, the camera and the Font *//*w w w . j ava2 s . co m*/ private void setupGraphics() { // // We first construct the paddle mesh which consists of // four 2D vertices forming a vertically elongated rectangle // constructed around the origin. We don't use colors, normals // texture coordinates or indices. Note that we use a fixed // point Mesh here. The paddle has dimensions (10, 60). // paddleMesh = new Mesh(true, 4, 0, new VertexAttribute(Usage.Position, 2, "a_position")); paddleMesh.setVertices(new float[] { -5, -30, 5, -30, 5, 30, -5, 30 }); // // We do the same for the ball which has dimensions (10,10) // ballMesh = new Mesh(true, 4, 0, new VertexAttribute(Usage.Position, 2, "a_position")); ballMesh.setVertices(new float[] { -5, -5, 5, -5, 5, 5, -5, 5 }); // // We construct a new font from a system font. We assume // Arial is installed on both the desktop and Android. // // font = Gdx.graphics.newFont("Arial", 30, FontStyle.Plain); score = "0 : 0"; spriteBatch = new SpriteBatch(); // // Finally we construct an {@link OrthographicCamera} which // will scale our scene to 480x320 pixels no matter what the // real screen dimensions. This will of course squish the scene // on devices like the Droid. The screen center will be at (0,0) // so that's the reference frame for our scene. // camera = new OrthographicCamera(480, 320); }
From source file:com.badlogic.gdx.tests.MyFirstTriangle.java
License:Apache License
@Override public void create() { if (mesh == null) { mesh = new Mesh(true, 3, 3, new VertexAttribute(Usage.Position, 3, "a_position")); mesh.setVertices(new float[] { -0.5f, -0.5f, 0, 0.5f, -0.5f, 0, 0, 0.5f, 0 }); mesh.setIndices(new short[] { 0, 1, 2 }); }/*w w w. j a va2 s .c o m*/ }
From source file:com.cyphercove.dayinspace.shared.FullScreenFader.java
License:Apache License
public FullScreenFader(float fadeTime, boolean startOn, float startingAlpha, Color color) { this.fadeTime = fadeTime; on = startOn;// ww w . jav a 2 s .c om alpha = startingAlpha; mesh = new Mesh(true, 4, 0, new VertexAttribute(Usage.Position, 3, "a_position")); mesh.setVertices(vertices); this.color = color; createShader(); }
From source file:com.cyphercove.lwptools.core.FullScreenFader.java
License:Apache License
public FullScreenFader(float delay, float fadeTime, Color color) { this.delay = delay; this.fadeTime = fadeTime; mesh = new Mesh(true, 4, 0, new VertexAttribute(Usage.Position, 3, "a_position")); mesh.setVertices(vertices);// w w w .j ava 2 s . c o m this.color = color; }
From source file:com.dgzt.core.shape.Shape.java
License:Open Source License
/** * Create mesh. The test files can override this method. * /*w w w .j a v a 2s. c om*/ * @param isStatic - Is static. * @param verticesNum - The number of vertices. * @param maxIndices - The max indices. * @param vattribs - The attributes. */ protected Mesh getMesh(final boolean isStatic, final int verticesNum, final int maxIndices, final VertexAttribute... vAttribs) { return new Mesh(isStatic, verticesNum, maxIndices, vAttribs); }
From source file:com.gemserk.commons.gdx.graphics.Gdx2dMeshBuilder.java
License:Apache License
public Mesh build() { Mesh mesh = new Mesh(true, numVertices, 0, vertexAttributes); float realData[] = new float[numVertices * vertexSize]; System.arraycopy(vertices, 0, realData, 0, realData.length); mesh.setVertices(realData);/*from w w w. j av a 2 s . c o m*/ numSetTexCoords = 0; vertexIdx = 0; numVertices = 0; return mesh; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh genIcosahedronMesh(float x, float z) { Mesh mesh = new Mesh(true, 12, 60, new VertexAttribute(Usage.Position, 3, "a_position")); mesh.setVertices(genIcosahedronVertices(x, z)); mesh.setIndices(genIcosahedronIndicies()); return mesh;//w w w . j a v a2s . c o m }