use of com.badlogic.gdx.graphics.g3d.ModelBatch in project libgdx by libgdx.
the class Benchmark3DTest method randomizeLights.
protected void randomizeLights() {
int pointLights = MathUtils.random(5);
int directionalLights = MathUtils.random(5);
DefaultShader.Config config = new Config();
config.numDirectionalLights = directionalLights;
config.numPointLights = pointLights;
config.numSpotLights = 0;
modelBatch.dispose();
modelBatch = new ModelBatch(new DefaultShaderProvider(config));
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
for (int i = 0; i < pointLights; i++) {
environment.add(new PointLight().set(randomColor(), randomPosition(), MathUtils.random(10f)));
}
for (int i = 0; i < directionalLights; i++) {
environment.add(new DirectionalLight().set(randomColor(), randomPosition()));
}
}
use of com.badlogic.gdx.graphics.g3d.ModelBatch in project libgdx by libgdx.
the class ProjectTest method create.
@Override
public void create() {
ObjLoader objLoader = new ObjLoader();
sphere = objLoader.loadModel(Gdx.files.internal("data/sphere.obj"));
sphere.materials.get(0).set(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE));
cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.far = 200;
Random rand = new Random();
for (int i = 0; i < instances.length; i++) {
instances[i] = new ModelInstance(sphere, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * -100 - 3);
}
batch = new SpriteBatch();
font = new BitmapFont();
logo = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
modelBatch = new ModelBatch();
}
use of com.badlogic.gdx.graphics.g3d.ModelBatch in project nhglib by VoidZombie.
the class GraphicsSystem method begin.
@Override
protected void begin() {
super.begin();
if (physicsSystem == null) {
physicsSystem = entities.getEntitySystem(PhysicsSystem.class);
}
if (cameraSystem == null) {
cameraSystem = entities.getEntitySystem(CameraSystem.class);
}
if (physicsSystem.isPhysicsInitialized()) {
if (debugDrawer == null) {
debugDrawer = new DebugDrawer();
debugDrawer.setDebugMode(btIDebugDraw.DebugDrawModes.DBG_MAX_DEBUG_DRAW_MODE);
}
physicsSystem.setDebugDrawer(debugDrawer);
}
cameras = cameraSystem.cameras;
for (int i = 0; i < cameras.size - modelBatches.size; i++) {
modelBatches.add(new ModelBatch(shaderProvider));
dynamicCaches.add(new ModelCache());
staticCaches.add(new ModelCache());
}
for (int i = 0; i < cameras.size; i++) {
Camera camera = cameras.get(i);
ModelCache dynamicCache = dynamicCaches.get(i);
dynamicCache.begin(camera);
}
}
use of com.badlogic.gdx.graphics.g3d.ModelBatch 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.ModelBatch 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);
}
}
}
}
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