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Example 16 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class SoftBodyTest method create.

@Override
public void create() {
    super.create();
    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);
    float x0 = -2f, y0 = 6f, z0 = -2f;
    float x1 = 8f, y1 = 6f, z1 = 8f;
    Vector3 patch00 = new Vector3(x0, y0, z0);
    Vector3 patch10 = new Vector3(x1, y1, z0);
    Vector3 patch01 = new Vector3(x0, y0, z1);
    Vector3 patch11 = new Vector3(x1, y1, z1);
    softBody = btSoftBodyHelpers.CreatePatch(worldInfo, patch00, patch10, patch01, patch11, 15, 15, 15, false);
    softBody.takeOwnership();
    softBody.setTotalMass(100f);
    ((btSoftRigidDynamicsWorld) (world.collisionWorld)).addSoftBody(softBody);
    final int vertCount = softBody.getNodeCount();
    final int faceCount = softBody.getFaceCount();
    mesh = new Mesh(false, vertCount, faceCount * 3, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
    final int vertSize = mesh.getVertexSize() / 4;
    mesh.getVerticesBuffer().position(0);
    mesh.getVerticesBuffer().limit(vertCount * vertSize);
    mesh.getIndicesBuffer().position(0);
    mesh.getIndicesBuffer().limit(faceCount * 3);
    softBody.getVertices(mesh.getVerticesBuffer(), vertCount, mesh.getVertexSize(), 0);
    softBody.getIndices(mesh.getIndicesBuffer(), faceCount);
    final float[] verts = new float[vertCount * vertSize];
    final int uvOffset = mesh.getVertexAttribute(Usage.TextureCoordinates).offset / 4;
    final int normalOffset = mesh.getVertexAttribute(Usage.Normal).offset / 4;
    mesh.getVertices(verts);
    for (int i = 0; i < vertCount; i++) {
        verts[i * vertSize + normalOffset] = 0f;
        verts[i * vertSize + normalOffset + 1] = 1f;
        verts[i * vertSize + normalOffset + 2] = 0f;
        verts[i * vertSize + uvOffset] = (verts[i * vertSize] - x0) / (x1 - x0);
        verts[i * vertSize + uvOffset + 1] = (verts[i * vertSize + 2] - z0) / (z1 - z0);
    }
    mesh.setVertices(verts);
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    builder.part(new MeshPart("", mesh, 0, mesh.getNumIndices(), GL20.GL_TRIANGLES), new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f), IntAttribute.createCullFace(0)));
    model = builder.end();
    instance = new ModelInstance(model);
    world.add(new BulletEntity(instance, null));
}
Also used : com.badlogic.gdx.physics.bullet.softbody.btSoftRigidDynamicsWorld(com.badlogic.gdx.physics.bullet.softbody.btSoftRigidDynamicsWorld) Mesh(com.badlogic.gdx.graphics.Mesh) Vector3(com.badlogic.gdx.math.Vector3) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPart(com.badlogic.gdx.graphics.g3d.model.MeshPart) Texture(com.badlogic.gdx.graphics.Texture) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute)

Example 17 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class Animation3DTest method create.

@Override
public void create() {
    super.create();
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    lights.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -.4f, -.4f, -.4f));
    lights.shadowMap = shadowLight;
    inputController.rotateLeftKey = inputController.rotateRightKey = inputController.forwardKey = inputController.backwardKey = 0;
    cam.position.set(25, 25, 25);
    cam.lookAt(0, 0, 0);
    cam.update();
    modelsWindow.setVisible(false);
    assets.load("data/g3d/skydome.g3db", Model.class);
    assets.load("data/g3d/concrete.png", Texture.class);
    assets.load("data/tree.png", Texture.class);
    assets.load("data/g3d/ship.obj", Model.class);
    loading = true;
    trForward.translation.set(0, 0, 8f);
    trBackward.translation.set(0, 0, -8f);
    trLeft.rotation.setFromAxis(Vector3.Y, 90);
    trRight.rotation.setFromAxis(Vector3.Y, -90);
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    builder.node().id = "floor";
    MeshPartBuilder part = builder.part("floor", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("concrete"));
    ((MeshBuilder) part).ensureRectangles(1600);
    for (float x = -200f; x < 200f; x += 10f) {
        for (float z = -200f; z < 200f; z += 10f) {
            part.rect(x, 0, z + 10f, x + 10f, 0, z + 10f, x + 10f, 0, z, x, 0, z, 0, 1, 0);
        }
    }
    builder.node().id = "tree";
    part = builder.part("tree", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("tree"));
    part.rect(0f, 0f, -10f, 10f, 0f, -10f, 10f, 10f, -10f, 0f, 10f, -10f, 0, 0, 1f);
    part.setUVRange(1, 0, 0, 1);
    part.rect(10f, 0f, -10f, 0f, 0f, -10f, 0f, 10f, -10f, 10f, 10f, -10f, 0, 0, -1f);
    floorModel = builder.end();
    shadowBatch = new ModelBatch(new DepthShaderProvider());
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) MeshBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshBuilder) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) DepthShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)

Example 18 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class BaseG3dTest method createAxes.

private void createAxes() {
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();
    MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
    builder.setColor(Color.LIGHT_GRAY);
    for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
        builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
        builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
    }
    builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
    builder.setColor(Color.RED);
    builder.line(0, 0, 0, 100, 0, 0);
    builder.setColor(Color.GREEN);
    builder.line(0, 0, 0, 0, 100, 0);
    builder.setColor(Color.BLUE);
    builder.line(0, 0, 0, 0, 0, 100);
    axesModel = modelBuilder.end();
    axesInstance = new ModelInstance(axesModel);
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)

Example 19 with Material

use of com.badlogic.gdx.graphics.g3d.Material 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);
}
Also used : com.badlogic.gdx.physics.bullet.collision.btBoxShape(com.badlogic.gdx.physics.bullet.collision.btBoxShape) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) StringBuilder(com.badlogic.gdx.utils.StringBuilder) Node(com.badlogic.gdx.graphics.g3d.model.Node) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture) com.badlogic.gdx.physics.bullet.collision.btCollisionShape(com.badlogic.gdx.physics.bullet.collision.btCollisionShape) BoundingBox(com.badlogic.gdx.math.collision.BoundingBox) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) Camera(com.badlogic.gdx.graphics.Camera) com.badlogic.gdx.physics.bullet.collision.btCollisionObject(com.badlogic.gdx.physics.bullet.collision.btCollisionObject) TextureAttribute(com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute) AssetManager(com.badlogic.gdx.assets.AssetManager) Material(com.badlogic.gdx.graphics.g3d.Material) Vector3(com.badlogic.gdx.math.Vector3) ShapeRenderer(com.badlogic.gdx.graphics.glutils.ShapeRenderer) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) Model(com.badlogic.gdx.graphics.g3d.Model) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 20 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class ConstraintsTest method create.

@Override
public void create() {
    super.create();
    final Model barModel = modelBuilder.createBox(10f, 1f, 1f, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)), Usage.Position | Usage.Normal);
    disposables.add(barModel);
    // mass = 0: static body
    world.addConstructor("bar", new BulletConstructor(barModel, 0f));
    // 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);
    BulletEntity bar = world.add("bar", 0f, 7f, 0f);
    bar.setColor(0.75f + 0.25f * (float) Math.random(), 0.75f + 0.25f * (float) Math.random(), 0.75f + 0.25f * (float) Math.random(), 1f);
    BulletEntity box1 = world.add("box", -4.5f, 6f, 0f);
    box1.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
    btPoint2PointConstraint constraint = new btPoint2PointConstraint((btRigidBody) bar.body, (btRigidBody) box1.body, tmpV1.set(-5, -0.5f, -0.5f), tmpV2.set(-0.5f, 0.5f, -0.5f));
    ((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
    constraints.add(constraint);
    BulletEntity box2 = null;
    for (int i = 0; i < 10; i++) {
        if (i % 2 == 0) {
            box2 = world.add("box", -3.5f + (float) i, 6f, 0f);
            box2.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
            constraint = new btPoint2PointConstraint((btRigidBody) box1.body, (btRigidBody) box2.body, tmpV1.set(0.5f, -0.5f, 0.5f), tmpV2.set(-0.5f, -0.5f, 0.5f));
        } else {
            box1 = world.add("box", -3.5f + (float) i, 6f, 0f);
            box1.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
            constraint = new btPoint2PointConstraint((btRigidBody) box2.body, (btRigidBody) box1.body, tmpV1.set(0.5f, 0.5f, -0.5f), tmpV2.set(-0.5f, 0.5f, -0.5f));
        }
        ((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
        constraints.add(constraint);
    }
    constraint = new btPoint2PointConstraint((btRigidBody) bar.body, (btRigidBody) box1.body, tmpV1.set(5f, -0.5f, -0.5f), tmpV2.set(0.5f, 0.5f, -0.5f));
    ((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
    constraints.add(constraint);
}
Also used : com.badlogic.gdx.physics.bullet.dynamics.btRigidBody(com.badlogic.gdx.physics.bullet.dynamics.btRigidBody) com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld(com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld) com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint(com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint) Model(com.badlogic.gdx.graphics.g3d.Model) Material(com.badlogic.gdx.graphics.g3d.Material) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) com.badlogic.gdx.physics.bullet.dynamics.btTypedConstraint(com.badlogic.gdx.physics.bullet.dynamics.btTypedConstraint) com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint(com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint)

Aggregations

Material (com.badlogic.gdx.graphics.g3d.Material)32 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)17 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)17 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)16 Model (com.badlogic.gdx.graphics.g3d.Model)15 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)12 Environment (com.badlogic.gdx.graphics.g3d.Environment)12 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)12 Texture (com.badlogic.gdx.graphics.Texture)10 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)10 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)7 Renderable (com.badlogic.gdx.graphics.g3d.Renderable)6 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)6 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)5 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)4 TextureAttribute (com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute)4 DirectionalShadowLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight)4 DefaultShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider)4 com.badlogic.gdx.physics.bullet.collision.btBoxShape (com.badlogic.gdx.physics.bullet.collision.btBoxShape)4 com.badlogic.gdx.physics.bullet.collision.btSphereShape (com.badlogic.gdx.physics.bullet.collision.btSphereShape)4