use of com.badlogic.gdx.graphics.g3d.Model 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.Model 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;
}
use of com.badlogic.gdx.graphics.g3d.Model in project libgdx by libgdx.
the class Basic3DSceneTest method doneLoading.
private void doneLoading() {
Model model = assets.get("data/g3d/invaders.g3dj", Model.class);
for (int i = 0; i < model.nodes.size; i++) {
String id = model.nodes.get(i).id;
ModelInstance instance = new ModelInstance(model, id);
Node node = instance.getNode(id);
instance.transform.set(node.globalTransform);
node.translation.set(0, 0, 0);
node.scale.set(1, 1, 1);
node.rotation.idt();
instance.calculateTransforms();
if (id.equals("space")) {
space = instance;
continue;
}
instances.add(instance);
if (id.equals("ship"))
ship = instance;
else if (id.startsWith("block"))
blocks.add(instance);
else if (id.startsWith("invader"))
invaders.add(instance);
}
loading = false;
}
use of com.badlogic.gdx.graphics.g3d.Model 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);
}
use of com.badlogic.gdx.graphics.g3d.Model 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);
}
Aggregations