use of com.badlogic.gdx.assets.AssetManager in project Entitas-Java by Rubentxu.
the class Examples method create.
@Override
public void create() {
engine = new ExamplesEngine();
entitas = new Entitas();
preferencesManager.LOG_LEVEL = LogManager.LOG_DEBUG;
AssetManager assetsManager = new AssetManager(new TestFileHandleResolver());
engine.addManager(new AssetsManagerGDX(assetsManager, preferencesManager));
engine.addManager(new PhysicsManagerGDX(new Vector2(0, -9.8f)));
engine.addManager(new GUIManagerGDX(new ScreenViewport(), new BitmapFont(), engine));
engine.addManager(new SceneManagerGDX(engine, entitas));
engine.addManager(new LogManagerGDX(preferencesManager));
engine.addManager(new InputManagerGDX(entitas, engine));
engine.addManager(preferencesManager);
game = new ExamplesGame(engine, new EventBusGDX(new MBassador()));
game.init();
game.pushState(new PlatformExampleState(engine, entitas));
}
use of com.badlogic.gdx.assets.AssetManager in project Entitas-Java by Rubentxu.
the class MatchOne method create.
@Override
public void create() {
AssetManager assetsManager = new AssetManager(new TestFileHandleResolver());
BasePreferencesManager preferencesManager = new BasePreferencesManager();
MatchOneEngine engine = new MatchOneEngine();
engine.addManager(new BaseAssetsManager(assetsManager, preferencesManager));
// new Collections(new CollectionsFactory() {
// @Override
// public <T> List<T> createList(Class<T> clazz) {
// if (clazz.equals(Integer.class))
// return (List<T>) new IntArrayList();
// else
// return new ObjectArrayList();
// }
//
// @Override
// public <T> Set createSet(Class<T> clazz) {
// if (clazz.equals(Integer.class))
// return new IntArraySet();
// else
// return new ObjectOpenHashSet();
// }
//
// @Override
// public <K, V> Map createMap(Class<K> keyClazz, Class<V> valueClazz) {
// return new Object2ObjectArrayMap();
// }
//
//
// });
new EntitasCollections(new CollectionsFactories() {
});
MBassador bus = new MBassador(new IPublicationErrorHandler() {
@Override
public void handleError(PublicationError error) {
Gdx.app.error("EBUS ERROR: ", error.toString());
}
});
game = new MatchOneGame(engine, new EGEventBus(bus));
game.init();
game.pushState(new MatchOneState(engine));
}
use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.
the class BaseG3dTest method create.
@Override
public void create() {
if (assets == null)
assets = new AssetManager();
modelBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 1000f;
cam.update();
createAxes();
Gdx.input.setInputProcessor(inputController = new CameraInputController(cam));
}
use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.
the class Basic3DSceneTest method create.
@Override
public void create() {
modelBatch = new ModelBatch();
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 7f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
assets = new AssetManager();
assets.load("data/g3d/invaders.g3dj", Model.class);
loading = true;
}
use of com.badlogic.gdx.assets.AssetManager in project libgdx by libgdx.
the class OcclusionCullingTest method create.
@Override
public void create() {
Gdx.input.setOnscreenKeyboardVisible(true);
super.create();
GLProfiler.enable();
StringBuilder sb = new StringBuilder();
sb.append("Swipe for next test\n");
sb.append("Long press to toggle debug mode\n");
sb.append("Ctrl+drag to rotate\n");
sb.append("Scroll to zoom\n");
sb.append("Tap to spawn dynamic entity, press\n");
sb.append("'0' to spawn ").append(KEY_SPAWN_OCCLUDEE_AMOUNT).append(" static entities\n");
sb.append("'1' to set normal/disabled/occlusion-culling\n");
sb.append("'2' to change camera\n");
sb.append("'3' to toggle camera movement\n");
sb.append("'4' to cycle occlusion buffer sizes\n");
sb.append("'5' to toggle occlusion buffer image\n");
sb.append("'6' to toggle shadows\n");
instructions = sb.toString();
AssetManager assets = new AssetManager();
disposables.add(assets);
for (String modelName : OCCLUDEE_PATHS_DYNAMIC) assets.load(modelName, Model.class);
assets.load(DEFAULT_TEX_PATH, Texture.class);
Camera shadowCamera = ((DirectionalShadowLight) light).getCamera();
shadowCamera.viewportWidth = shadowCamera.viewportHeight = 120;
// User controlled camera
overviewCam = camera;
overviewCam.position.set(overviewCam.direction).nor().scl(-100);
overviewCam.lookAt(Vector3.Zero);
overviewCam.far = camera.far *= 2;
overviewCam.update(true);
// Animated frustum camera model
frustumCam = new PerspectiveCamera(FRUSTUM_CAMERA_FOV, camera.viewportWidth, camera.viewportHeight);
frustumCam.far = FRUSTUM_CAMERA_FAR;
frustumCam.update(true);
final Model frustumModel = FrustumCullingTest.createFrustumModel(frustumCam.frustum.planePoints);
frustumModel.materials.first().set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
disposables.add(frustumModel);
frustumInstance = new ModelInstance(frustumModel);
spriteBatch = new SpriteBatch();
disposables.add(spriteBatch);
shapeRenderer = new ShapeRenderer();
disposables.add(shapeRenderer);
oclBuffer = new OcclusionBuffer(OCL_BUFFER_EXTENTS[0], OCL_BUFFER_EXTENTS[0]);
disposables.add(oclBuffer);
occlusionCuller = new OcclusionCuller() {
@Override
public boolean isOccluder(btCollisionObject object) {
return (object.getCollisionFlags() & CF_OCCLUDER_OBJECT) != 0;
}
@Override
public void onObjectVisible(btCollisionObject object) {
visibleEntities.add(world.entities.get(object.getUserValue()));
}
};
disposables.add(occlusionCuller);
// Add occluder walls
final Model occluderModel = modelBuilder.createBox(OCCLUDER_DIM.x, OCCLUDER_DIM.y, OCCLUDER_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
disposables.add(occluderModel);
world.addConstructor("wall", new BulletConstructor(occluderModel, 0, new btBoxShape(tmpV1.set(OCCLUDER_DIM).scl(0.5f))));
float y = OCCLUDER_DIM.y * 0.5f;
addOccluder("wall", 0, tmpV1.set(20, y, 0));
addOccluder("wall", -60, tmpV1.set(10, y, 20));
addOccluder("wall", 60, tmpV1.set(10, y, -20));
addOccluder("wall", 0, tmpV1.set(-20, y, 0));
addOccluder("wall", 60, tmpV1.set(-10, y, 20));
addOccluder("wall", -60, tmpV1.set(-10, y, -20));
// Add ground
final Model groundModel = modelBuilder.createBox(GROUND_DIM.x, GROUND_DIM.y, GROUND_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
btCollisionShape groundShape = new btBoxShape(tmpV1.set(GROUND_DIM).scl(0.5f));
world.addConstructor("big_ground", new BulletConstructor(groundModel, 0, groundShape));
BulletEntity e = world.add("big_ground", 0, -GROUND_DIM.y * 0.5f, 0f);
e.body.setFriction(1f);
e.setColor(Color.FOREST);
// Occludee entity constructors. Scale models uniformly and set a default diffuse texture.
BoundingBox bb = new BoundingBox();
assets.finishLoadingAsset(DEFAULT_TEX_PATH);
TextureAttribute defaultTexture = new TextureAttribute(TextureAttribute.Diffuse, assets.get(DEFAULT_TEX_PATH, Texture.class));
for (int i = 0; i < OCCLUDEE_PATHS_DYNAMIC.length; i++) {
String modelPath = OCCLUDEE_PATHS_DYNAMIC[i];
OCCLUDEE_PATHS_STATIC[i] = "static" + modelPath;
assets.finishLoadingAsset(modelPath);
Model model = assets.get(modelPath, Model.class);
if (!model.materials.first().has(TextureAttribute.Diffuse))
model.materials.first().set(defaultTexture);
Vector3 dim = model.calculateBoundingBox(bb).getDimensions(tmpV1);
float scaleFactor = OCCLUDEE_MAX_EXTENT / Math.max(dim.x, Math.max(dim.y, dim.z));
for (Node node : model.nodes) node.scale.scl(scaleFactor);
btCollisionShape shape = new btBoxShape(dim.scl(scaleFactor * 0.5f));
world.addConstructor(modelPath, new BulletConstructor(model, 1, shape));
world.addConstructor(OCCLUDEE_PATHS_STATIC[i], new BulletConstructor(model, 0, shape));
}
// Add occludees
for (int i = 0; i < STARTING_OCCLUDEE_AMOUNT; i++) addRandomOccludee(false);
}
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