List of usage examples for com.badlogic.gdx.graphics Mesh setVertices
public Mesh setVertices(float[] vertices)
From source file:airfoil.Airfoil.java
License:Open Source License
/** * @return GL_LINES// ww w . j a v a 2s.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.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 ww w. j a v a2 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. ja v a 2s . 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.bitfire.postprocessing.utils.FullscreenQuad.java
License:Apache License
private Mesh createFullscreenQuad() { // vertex coord verts[X1] = -1;/*from w w w.j av a 2 s. c o m*/ verts[Y1] = -1; verts[X2] = 1; verts[Y2] = -1; verts[X3] = 1; verts[Y3] = 1; verts[X4] = -1; verts[Y4] = 1; // tex coords verts[U1] = 0f; verts[V1] = 0f; verts[U2] = 1f; verts[V2] = 0f; verts[U3] = 1f; verts[V3] = 1f; verts[U4] = 0f; verts[V4] = 1f; Mesh tmpMesh = new Mesh(VertexDataType.VertexArray, true, 4, 0, new VertexAttribute(Usage.Position, 2, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); tmpMesh.setVertices(verts); return tmpMesh; }
From source file:com.box2dLight.box2dLight.LightMap.java
License:Apache License
private Mesh createLightMapMesh() { // vertex coord verts[X1] = -1;// w w w.j ava 2 s. com verts[Y1] = -1; verts[Z1] = 0; verts[X2] = 1; verts[Y2] = -1; verts[Z2] = 0; verts[X3] = 1; verts[Y3] = 1; verts[Z3] = 0; verts[X4] = -1; verts[Y4] = 1; verts[Z4] = 0; // tex coords verts[U1] = 0f; verts[V1] = 0f; verts[U2] = 1f; verts[V2] = 0f; verts[U3] = 1f; verts[V3] = 1f; verts[U4] = 0f; verts[V4] = 1f; Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord")); tmpMesh.setVertices(verts); return tmpMesh; }
From source file:com.explatcreations.sft.graphics.MeshHelper.java
License:Open Source License
public static Mesh makeMesh() { final Mesh mesh = new Mesh(true, 4, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoords")); final float[] vertices = new float[] { -1f, -1f, 0, 0, 1, 1f, -1f, 0, 1, 1, 1f, 1f, 0, 1, 0, -1f, 1f, 0, 0, 0 };//from w ww . j a v a2s . com mesh.setVertices(vertices); return mesh; }
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); numSetTexCoords = 0;/*from ww w .j a v a 2s . c o m*/ vertexIdx = 0; numVertices = 0; return mesh; }
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 ww .j av a 2 s . 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;//from ww w . j a va 2 s .co m }
From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java
License:Open Source License
public static Mesh genSphereMesh(float radius, float hstep, float dstep) { float[] vertices = genSphereVertices(radius, hstep, dstep); Mesh mesh = new Mesh(true, vertices.length / 3, 0, new VertexAttribute(Usage.Position, 3, "a_position")); mesh.setVertices(vertices); return mesh;/* ww w . j a v a 2s .co m*/ }