use of com.badlogic.gdx.graphics.g3d.utils.ModelBuilder in project libgdx by libgdx.
the class TextureRegion3DTest method create.
@Override
public void create() {
Gdx.gl.glClearColor(0.2f, 0.3f, 1.0f, 0.f);
atlas = new TextureAtlas(Gdx.files.internal("data/testpack"));
regions = atlas.getRegions();
modelBatch = new ModelBatch(new DefaultShaderProvider());
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
final Material material = new Material(ColorAttribute.createDiffuse(1f, 1f, 1f, 1f), new TextureAttribute(TextureAttribute.Diffuse));
model = modelBuilder.createBox(5f, 5f, 5f, material, Usage.Position | Usage.Normal | Usage.TextureCoordinates);
instance = new ModelInstance(model);
attribute = instance.materials.get(0).get(TextureAttribute.class, TextureAttribute.Diffuse);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
use of com.badlogic.gdx.graphics.g3d.utils.ModelBuilder in project libgdx by libgdx.
the class Basic3DTest method create.
@Override
public void create() {
modelBatch = new ModelBatch(new DefaultShaderProvider());
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 30f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal);
instance = new ModelInstance(model);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
use of com.badlogic.gdx.graphics.g3d.utils.ModelBuilder in project libgdx by libgdx.
the class LightsTest method create.
@Override
public void create() {
super.create();
environment.clear();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.0f));
environment.add(dirLight = new DirectionalLight().set(0.8f, 0.2f, 0.2f, -1f, -2f, -0.5f));
environment.add(pointLight = new PointLight().set(0.2f, 0.8f, 0.2f, 0f, 0f, 0f, 100f));
ModelBuilder mb = new ModelBuilder();
lightModel = mb.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position);
lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable());
}
use of com.badlogic.gdx.graphics.g3d.utils.ModelBuilder in project libgdx by libgdx.
the class MeshBuilderTest method create.
@Override
public void create() {
super.create();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
modelsWindow.setVisible(false);
Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
Material material = new Material(TextureAttribute.createDiffuse(texture));
MeshBuilder meshBuilder = new MeshBuilder();
meshBuilder.begin(Usage.Position | Usage.Normal | Usage.ColorPacked | Usage.TextureCoordinates, GL20.GL_TRIANGLES);
meshBuilder.box(1f, 1f, 1f);
Mesh mesh = new Mesh(true, meshBuilder.getNumVertices(), meshBuilder.getNumIndices(), meshBuilder.getAttributes());
mesh = meshBuilder.end(mesh);
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
modelBuilder.manage(texture);
modelBuilder.node().id = "box";
MeshPartBuilder mpb = modelBuilder.part("box", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
mpb.setColor(Color.RED);
mpb.box(1f, 1f, 1f);
modelBuilder.node().id = "sphere";
mpb = modelBuilder.part("sphere", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
mpb.sphere(2f, 2f, 2f, 10, 5);
modelBuilder.node().id = "cone";
mpb = modelBuilder.part("cone", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
mpb.setVertexTransform(new Matrix4().rotate(Vector3.X, -45f));
mpb.cone(2f, 3f, 1f, 8);
modelBuilder.node().id = "cylinder";
mpb = modelBuilder.part("cylinder", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
mpb.setUVRange(1f, 1f, 0f, 0f);
mpb.cylinder(2f, 4f, 3f, 15);
modelBuilder.node().id = "mesh";
mpb = modelBuilder.part("mesh", GL20.GL_TRIANGLES, mesh.getVertexAttributes(), material);
Matrix4 transform = new Matrix4();
mpb.setVertexTransform(transform.setToTranslation(0, 2, 0));
mpb.addMesh(mesh);
mpb.setColor(Color.BLUE);
mpb.setVertexTransform(transform.setToTranslation(1, 1, 0));
mpb.addMesh(mesh);
mpb.setColor(null);
mpb.setVertexTransform(transform.setToTranslation(-1, 1, 0).rotate(Vector3.X, 45));
mpb.addMesh(mesh);
mpb.setVertexTransform(transform.setToTranslation(0, 1, 1));
mpb.setUVRange(0.75f, 0.75f, 0.25f, 0.25f);
mpb.addMesh(mesh);
model = modelBuilder.end();
instances.add(new ModelInstance(model, new Matrix4().trn(0f, 0f, 0f), "mesh", true));
instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, -5f), "box", true));
instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, -5f), "sphere", true));
instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, 5f), "cone", true));
instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, 5f), "cylinder", true));
}
use of com.badlogic.gdx.graphics.g3d.utils.ModelBuilder in project bdx by GoranM.
the class Scene method createModel.
public Model createModel(JsonValue model) {
ModelBuilder builder = new ModelBuilder();
builder.begin();
short idx = 0;
for (JsonValue mat : model) {
Material m = materials.get(mat.name);
if (mat.name.equals(defaultMaterial.id))
m = new Material(m);
MeshPartBuilder mpb = builder.part(model.name, GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates, m);
float[] verts = mat.asFloatArray();
mpb.vertex(verts);
int len = verts.length / Bdx.VERT_STRIDE;
try {
for (short i = 0; i < len; ++i) {
mpb.index(idx);
idx += 1;
}
} catch (Error e) {
throw new RuntimeException("MODEL ERROR: Models with more than 32767 vertices are not supported. " + model.name + " has " + Integer.toString(len) + " vertices.");
}
}
return builder.end();
}
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