List of usage examples for com.badlogic.gdx.graphics Mesh setIndices
public Mesh setIndices(short[] indices)
From source file:com.badlogic.gdx.tests.gles2.Shapes.java
License:Apache License
public static Mesh genCube() { Mesh mesh = new Mesh(true, 24, 36, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.Normal, 3, "a_normal"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texcoords")); float[] cubeVerts = { -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, }; float[] cubeNormals = { 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; float[] cubeTex = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, };/*from w w w.j a va 2 s . co m*/ float[] vertices = new float[24 * 8]; int pIdx = 0; int nIdx = 0; int tIdx = 0; for (int i = 0; i < vertices.length;) { vertices[i++] = cubeVerts[pIdx++]; vertices[i++] = cubeVerts[pIdx++]; vertices[i++] = cubeVerts[pIdx++]; vertices[i++] = cubeNormals[nIdx++]; vertices[i++] = cubeNormals[nIdx++]; vertices[i++] = cubeNormals[nIdx++]; vertices[i++] = cubeTex[tIdx++]; vertices[i++] = cubeTex[tIdx++]; } short[] indices = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; mesh.setVertices(vertices); mesh.setIndices(indices); return mesh; }
From source file:com.badlogic.invaders.simulation.Simulation.java
License:Apache License
private void populate() { ObjLoader objLoader = new ObjLoader(); shipModel = objLoader.loadModel(Gdx.files.internal("data/ship.obj")); invaderModel = objLoader.loadModel(Gdx.files.internal("data/invader.obj")); blockModel = objLoader.loadModel(Gdx.files.internal("data/block.obj")); shotModel = objLoader.loadModel(Gdx.files.internal("data/shot.obj")); final Texture shipTexture = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture invaderTexture = new Texture(Gdx.files.internal("data/invader.png"), Format.RGB565, true); invaderTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); shipModel.materials.get(0).set(TextureAttribute.createDiffuse(shipTexture)); invaderModel.materials.get(0).set(TextureAttribute.createDiffuse(invaderTexture)); ((ColorAttribute) blockModel.materials.get(0).get(ColorAttribute.Diffuse)).color.set(0, 0, 1, 0.5f); blockModel.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); shotModel.materials.get(0).set(ColorAttribute.createDiffuse(1, 1, 0, 1f)); final Texture explosionTexture = new Texture(Gdx.files.internal("data/explode.png"), Format.RGBA4444, true); explosionTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Mesh explosionMesh = new Mesh(true, 4 * 16, 6 * 16, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = new float[4 * 16 * (3 + 2)]; short[] indices = new short[6 * 16]; int idx = 0;/*from ww w. j av a 2 s. co m*/ int index = 0; for (int row = 0; row < 4; row++) { for (int column = 0; column < 4; column++) { vertices[idx++] = 1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0 + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; vertices[idx++] = 1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; final int t = (4 * row + column) * 4; indices[index++] = (short) (t); indices[index++] = (short) (t + 1); indices[index++] = (short) (t + 2); indices[index++] = (short) (t); indices[index++] = (short) (t + 2); indices[index++] = (short) (t + 3); } } explosionMesh.setVertices(vertices); explosionMesh.setIndices(indices); explosionModel = ModelBuilder.createFromMesh(explosionMesh, GL20.GL_TRIANGLES, new Material(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA), TextureAttribute.createDiffuse(explosionTexture))); ship = new Ship(shipModel); ship.transform.rotate(0, 1, 0, 180); for (int row = 0; row < 4; row++) { for (int column = 0; column < 8; column++) { Invader invader = new Invader(invaderModel, -PLAYFIELD_MAX_X / 2 + column * 2f, 0, PLAYFIELD_MIN_Z + row * 2f); invaders.add(invader); } } for (int shield = 0; shield < 3; shield++) { blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -2)); blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 0, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -2)); } }
From source file:com.hajnar.GravityShip.GameObjects.Terrain.java
License:Apache License
public void generateMeshes() { ArrayList<Fixture> terrainFixtures = objectBody.getFixtureList(); Vector2 boxVertex = new Vector2(); meshes = new ArrayList<Mesh>(); boundingBoxes = new ArrayList<BoundingBox>(); EarClippingTriangulator ear = new EarClippingTriangulator(); for (Fixture terrainFixture : terrainFixtures) { PolygonShape shape = (PolygonShape) terrainFixture.getShape(); boxVertex = new Vector2(); int vc = shape.getVertexCount(); ArrayList<Vector2> boxVertices = new ArrayList<Vector2>(); ArrayList<Vector2> triaBoxVertices = new ArrayList<Vector2>(); for (int i = 0; i < vc; i++) { shape.getVertex(i, boxVertex); boxVertex = objectBody.getWorldPoint(boxVertex).mul(Helper.BOX_TO_WORLD); boxVertices.add(boxVertex.cpy()); }/*from w w w . java 2s . co m*/ triaBoxVertices = (ArrayList<Vector2>) ear.computeTriangles(boxVertices); float[] meshVertices = new float[triaBoxVertices.size() * 4]; short[] meshIndices = new short[triaBoxVertices.size()]; for (int i = 0; i < triaBoxVertices.size(); i++) { meshVertices[i * 4] = triaBoxVertices.get(i).x; meshVertices[i * 4 + 1] = triaBoxVertices.get(i).y; meshVertices[i * 4 + 2] = triaBoxVertices.get(i).x * TEXTURE_SCALE; meshVertices[i * 4 + 3] = triaBoxVertices.get(i).y * TEXTURE_SCALE; meshIndices[i] = (short) i; } Mesh mesh = new Mesh(true, triaBoxVertices.size(), triaBoxVertices.size(), new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0")); mesh.setVertices(meshVertices); mesh.setIndices(meshIndices); meshes.add(mesh); boundingBoxes.add(mesh.calculateBoundingBox()); } }
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;/* ww w . j av a 2 s .co m*/ }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh genCuboid(float x, float y, float z) { Mesh mesh = new Mesh(true, 24, 36, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.Normal, 3, "a_normal"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = genCubeVertices(x, y, z); short[] indices = genCubeIndices(); mesh.setVertices(vertices);/*from w w w . ja va 2 s . c om*/ mesh.setIndices(indices); return mesh; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh genCuboid(float x, float y, float z, float offsetx, float offsety, float offsetz) { Mesh mesh = new Mesh(true, 24, 36, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.Normal, 3, "a_normal"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = genCubeVertices(x, y, z, offsetx, offsety, offsetz); short[] indices = genCubeIndices(); mesh.setVertices(vertices);/*from ww w . j a v a 2s. com*/ mesh.setIndices(indices); return mesh; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh merge(final TempMesh[] tmpMeshes) { final int vertCount = tmpMeshes[0].vertexNum * tmpMeshes.length; final int idxCount = tmpMeshes[0].indiceNum * tmpMeshes.length; final int vertexSize = tmpMeshes[0].vertexSize; final float vertices[] = new float[vertCount * vertexSize]; final short indices[] = new short[idxCount]; int voffset = 0; int ioffset = 0; for (int i = 0; i < tmpMeshes.length; i++) { final TempMesh tmpMesh = tmpMeshes[i]; final int vsize = tmpMesh.vertexNum * vertexSize; final int isize = tmpMesh.indiceNum; final float[] tempVerts = tmpMesh.vertices; final short[] tempIdxs = tmpMesh.indices; for (int j = 0; j < vsize; j++) { vertices[voffset + j] = tempVerts[j]; }//from w w w . ja va 2 s .co m for (int j = 0; j < isize; j++) { indices[ioffset + j] = (short) (tempIdxs[j] + (i * tmpMesh.vertexNum)); } voffset += vsize; ioffset += isize; } final Mesh result = new Mesh(true, vertCount, idxCount, tmpMeshes[0].attributes); result.setVertices(vertices); result.setIndices(indices); return result; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh insertLight(Mesh mesh, LightManager lights, boolean bakeStatics, Matrix4 model_matrix) { VertexAttributes attributes = mesh.getVertexAttributes(); final int vertCount = mesh.getNumVertices(); final int vertexSize = attributes.vertexSize / 4; VertexAttribute[] newAttributes = new VertexAttribute[attributes.size() + 1]; for (int i = 0; i < attributes.size(); i++) { newAttributes[i] = attributes.get(i); }/*from w w w . j a v a2s . com*/ newAttributes[attributes.size()] = new VertexAttribute(Usage.Generic, 3, "a_baked_light"); final int newVertexSize = vertexSize + 3; float[] verts = new float[vertexSize * vertCount]; mesh.getVertices(verts); short[] indices = new short[mesh.getNumIndices()]; mesh.getIndices(indices); float[] newVerts = new float[newVertexSize * vertCount]; int positionOffset = attributes.getOffset(Usage.Position); int normalOffset = attributes.getOffset(Usage.Normal); Matrix4 normal_matrix = new Matrix4(); normal_matrix.set(model_matrix); Vector3 position = new Vector3(); for (int i = 0; i < vertCount; i++) { int j = 0; for (; j < vertexSize; j++) { newVerts[(i * newVertexSize) + j] = verts[(i * vertexSize) + j]; } position.set(verts[(i * vertexSize) + positionOffset], verts[(i * vertexSize) + positionOffset + 1], verts[(i * vertexSize) + positionOffset + 2]).mul(model_matrix); Vector3 normal = new Vector3(verts[(i * vertexSize) + normalOffset], verts[(i * vertexSize) + normalOffset + 1], verts[(i * vertexSize) + normalOffset + 2]); normal.rot(normal_matrix).nor(); Color light_colour = lights.calculateLightAtPoint(position, normal, bakeStatics); newVerts[(i * newVertexSize) + j + 0] = light_colour.r; newVerts[(i * newVertexSize) + j + 1] = light_colour.g; newVerts[(i * newVertexSize) + j + 2] = light_colour.b; } Mesh newMesh = new Mesh(true, mesh.getNumVertices(), mesh.getNumIndices(), newAttributes); newMesh.setVertices(newVerts); newMesh.setIndices(indices); return newMesh; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh insertTangents(Mesh mesh) { VertexAttributes attributes = mesh.getVertexAttributes(); final int vertCount = mesh.getNumVertices(); final int vertexSize = attributes.vertexSize / 4; VertexAttribute[] newAttributes = new VertexAttribute[attributes.size() + 1]; for (int i = 0; i < attributes.size(); i++) { newAttributes[i] = attributes.get(i); }/* w ww . j av a2s . com*/ newAttributes[attributes.size()] = new VertexAttribute(Usage.Generic, 4, "a_tangent"); final int newVertexSize = vertexSize + 4; float[] verts = new float[vertexSize * vertCount]; mesh.getVertices(verts); short[] indices = new short[mesh.getNumIndices()]; mesh.getIndices(indices); float[] newVerts = new float[newVertexSize * vertCount]; int positionOffset = attributes.getOffset(Usage.Position); int normalOffset = attributes.getOffset(Usage.Normal); int textureOffset = attributes.getOffset(Usage.TextureCoordinates); int tangentOffset = 0; for (int i = 0; i < vertCount; i += 3) { int j = 0; for (; j < vertexSize; j++) { newVerts[(i * newVertexSize) + j] = verts[(i * vertexSize) + j]; newVerts[((i + 1) * newVertexSize) + j] = verts[((i + 1) * vertexSize) + j]; newVerts[((i + 2) * newVertexSize) + j] = verts[((i + 2) * vertexSize) + j]; } tangentOffset = j; } for (int i = 0; i < mesh.getNumIndices(); i += 3) { int i1 = indices[i]; int i2 = indices[i + 1]; int i3 = indices[i + 2]; Vector3 v1 = new Vector3(verts[(i1 * vertexSize) + positionOffset], verts[(i1 * vertexSize) + positionOffset] + 1, verts[(i1 * vertexSize) + positionOffset] + 2); Vector3 v2 = new Vector3(verts[(i2 * vertexSize) + positionOffset], verts[(i2 * vertexSize) + positionOffset] + 1, verts[(i2 * vertexSize) + positionOffset] + 2); Vector3 v3 = new Vector3(verts[(i3 * vertexSize) + positionOffset], verts[(i3 * vertexSize) + positionOffset] + 1, verts[(i3 * vertexSize) + positionOffset] + 2); float[] w1 = { verts[(i1 * vertexSize) + textureOffset], verts[(i1 * vertexSize) + textureOffset] + 1 }; float[] w2 = { verts[(i2 * vertexSize) + textureOffset], verts[(i2 * vertexSize) + textureOffset] + 1 }; float[] w3 = { verts[(i3 * vertexSize) + textureOffset], verts[(i3 * vertexSize) + textureOffset] + 1 }; float x1 = v2.x - v1.x; float x2 = v3.x - v1.x; float y1 = v2.y - v1.y; float y2 = v3.y - v1.y; float z1 = v2.z - v1.z; float z2 = v3.z - v1.z; float s1 = w2[0] - w1[0]; float s2 = w3[0] - w1[0]; float t1 = w2[1] - w1[1]; float t2 = w3[1] - w1[1]; float div = s1 * t2 - s2 * t1; float r = div == 0.0f ? 0.0f : 1.0f / div; Vector3 t = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r); Vector3 n = new Vector3(verts[(i1 * vertexSize) + normalOffset], verts[(i1 * vertexSize) + normalOffset] + 1, verts[(i1 * vertexSize) + normalOffset] + 2); //Vector3 tangent = t.cpy().sub(n).mul(n.tmp().dot(t)).nor(); Vector3 tangent = orthoNormalize(n, t); System.out.println(t2); Vector3 tan2 = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r); float handedness = (n.tmp().crs(t).dot(tan2) < 0.0f) ? -1.0f : 1.0f; Vector3 c1 = n.cpy().crs(0.0f, 0.0f, 1.0f); Vector3 c2 = n.cpy().crs(0.0f, 1.0f, 0.0f); if (c1.len2() > c2.len2()) { tangent = c1; } else { tangent = c2; } newVerts[(i1 * newVertexSize) + tangentOffset] = tangent.x; newVerts[(i1 * newVertexSize) + tangentOffset + 1] = tangent.y; newVerts[(i1 * newVertexSize) + tangentOffset + 2] = tangent.z; newVerts[(i1 * newVertexSize) + tangentOffset + 3] = handedness; newVerts[(i2 * newVertexSize) + tangentOffset] = tangent.x; newVerts[(i2 * newVertexSize) + tangentOffset + 1] = tangent.y; newVerts[(i2 * newVertexSize) + tangentOffset + 2] = tangent.z; newVerts[(i2 * newVertexSize) + tangentOffset + 3] = handedness; newVerts[(i3 * newVertexSize) + tangentOffset] = tangent.x; newVerts[(i3 * newVertexSize) + tangentOffset + 1] = tangent.y; newVerts[(i3 * newVertexSize) + tangentOffset + 2] = tangent.z; newVerts[(i3 * newVertexSize) + tangentOffset + 3] = handedness; } Mesh newMesh = new Mesh(true, mesh.getNumVertices(), mesh.getNumIndices(), newAttributes); newMesh.setVertices(newVerts); newMesh.setIndices(indices); return newMesh; }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh copyMesh(Mesh mesh) { VertexAttributes attributes = mesh.getVertexAttributes(); final int vertCount = mesh.getNumVertices(); final int vertexSize = attributes.vertexSize / 4; float[] verts = new float[vertexSize * vertCount]; mesh.getVertices(verts);/* ww w. j a va2 s . com*/ short[] indices = new short[mesh.getNumIndices()]; mesh.getIndices(indices); Mesh newMesh = new Mesh(true, mesh.getNumVertices(), mesh.getNumIndices(), attributes); newMesh.setVertices(verts); newMesh.setIndices(indices); return newMesh; }