use of com.badlogic.gdx.graphics.g3d.ModelInstance 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.ModelInstance 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));
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance 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);
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance 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.ModelInstance in project libgdx by libgdx.
the class Basic3DSceneTest method render.
@Override
public void render() {
if (loading && assets.update())
doneLoading();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
for (ModelInstance instance : instances) modelBatch.render(instance, lights);
if (space != null)
modelBatch.render(space);
modelBatch.end();
}
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