use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.
the class BillboardParticleBatch method allocRenderable.
protected Renderable allocRenderable() {
Renderable renderable = new Renderable();
renderable.meshPart.primitiveType = GL20.GL_TRIANGLES;
renderable.meshPart.offset = 0;
renderable.material = new Material(this.blendingAttribute, this.depthTestAttribute, TextureAttribute.createDiffuse(texture));
renderable.meshPart.mesh = new Mesh(false, MAX_VERTICES_PER_MESH, MAX_PARTICLES_PER_MESH * 6, currentAttributes);
renderable.meshPart.mesh.setIndices(indices);
renderable.shader = shader;
return renderable;
}
use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.
the class ViewportTest3 method create.
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);
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;
}
});
}
use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.
the class BasicBulletTest method create.
@Override
public void create() {
super.create();
instructions = "Swipe for next test";
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.f));
lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1f, -0.7f));
// Set up the camera
final float width = Gdx.graphics.getWidth();
final float height = Gdx.graphics.getHeight();
if (width > height)
camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
else
camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
camera.position.set(10f, 10f, 10f);
camera.lookAt(0, 0, 0);
camera.update();
// Create the model batch
modelBatch = new ModelBatch();
// Create some basic models
final Model groundModel = modelBuilder.createRect(20f, 0f, -20f, -20f, 0f, -20f, -20f, 0f, 20f, 20f, 0f, 20f, 0, 1, 0, new Material(ColorAttribute.createDiffuse(Color.BLUE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(16f)), Usage.Position | Usage.Normal);
models.add(groundModel);
final Model sphereModel = modelBuilder.createSphere(1f, 1f, 1f, 10, 10, new Material(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f)), Usage.Position | Usage.Normal);
models.add(sphereModel);
// Load the bullet library
// Normally use: Bullet.init();
BaseBulletTest.init();
// Create the bullet world
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
collisionWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
collisionWorld.setGravity(gravity);
// Create the shapes and body construction infos
btCollisionShape groundShape = new btBoxShape(tempVector.set(20, 0, 20));
shapes.add(groundShape);
btRigidBodyConstructionInfo groundInfo = new btRigidBodyConstructionInfo(0f, null, groundShape, Vector3.Zero);
bodyInfos.add(groundInfo);
btCollisionShape sphereShape = new btSphereShape(0.5f);
shapes.add(sphereShape);
sphereShape.calculateLocalInertia(1f, tempVector);
btRigidBodyConstructionInfo sphereInfo = new btRigidBodyConstructionInfo(1f, null, sphereShape, tempVector);
bodyInfos.add(sphereInfo);
// Create the ground
ModelInstance ground = new ModelInstance(groundModel);
instances.add(ground);
btDefaultMotionState groundMotionState = new btDefaultMotionState();
groundMotionState.setWorldTransform(ground.transform);
motionStates.add(groundMotionState);
btRigidBody groundBody = new btRigidBody(groundInfo);
groundBody.setMotionState(groundMotionState);
bodies.add(groundBody);
collisionWorld.addRigidBody(groundBody);
// Create the spheres
for (float x = -10f; x <= 10f; x += 2f) {
for (float y = 5f; y <= 15f; y += 2f) {
for (float z = 0f; z <= 0f; z += 2f) {
ModelInstance sphere = new ModelInstance(sphereModel);
instances.add(sphere);
sphere.transform.trn(x + 0.1f * MathUtils.random(), y + 0.1f * MathUtils.random(), z + 0.1f * MathUtils.random());
btDefaultMotionState sphereMotionState = new btDefaultMotionState();
sphereMotionState.setWorldTransform(sphere.transform);
motionStates.add(sphereMotionState);
btRigidBody sphereBody = new btRigidBody(sphereInfo);
sphereBody.setMotionState(sphereMotionState);
bodies.add(sphereBody);
collisionWorld.addRigidBody(sphereBody);
}
}
}
}
use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.
the class BasicShapesTest method create.
@Override
public void create() {
super.create();
final Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
disposables.add(texture);
final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1, 1, 1, 1), FloatAttribute.createShininess(8f));
final long attributes = Usage.Position | Usage.Normal | Usage.TextureCoordinates;
final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes);
disposables.add(sphere);
world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f)));
final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes);
disposables.add(cylinder);
world.addConstructor("cylinder", new BulletConstructor(cylinder, 10f, new btCylinderShape(tmpV1.set(2f, 3f, 2f))));
final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
disposables.add(capsule);
world.addConstructor("capsule", new BulletConstructor(capsule, 10f, new btCapsuleShape(2f, 2f)));
final Model box = modelBuilder.createBox(4f, 4f, 2f, material, attributes);
disposables.add(box);
world.addConstructor("box2", new BulletConstructor(box, 10f, new btBoxShape(tmpV1.set(2f, 2f, 1f))));
final Model cone = modelBuilder.createCone(4f, 6f, 4f, 16, material, attributes);
disposables.add(cone);
world.addConstructor("cone", new BulletConstructor(cone, 10f, new btConeShape(2f, 6f)));
// Create the entities
world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 1f);
world.add("sphere", 0, 5, 5);
world.add("cylinder", 5, 5, 0);
world.add("box2", 0, 5, 0);
world.add("capsule", 5, 5, 5);
world.add("cone", 10, 5, 0);
}
use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.
the class RayPickRagdollTest method createCapsuleModel.
protected Model createCapsuleModel(float radius, float height) {
final Model result = modelBuilder.createCapsule(radius, height + radius * 2f, 16, new Material(ColorAttribute.createDiffuse(Color.WHITE), ColorAttribute.createSpecular(Color.WHITE)), Usage.Position | Usage.Normal);
disposables.add(result);
return result;
}
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