use of com.badlogic.gdx.math.Matrix4 in project bdx by GoranM.
the class GameObject method mesh.
public void mesh(Mesh mesh) {
String meshName = mesh.name();
if (// You're already set to the current mesh
mesh == this.mesh)
return;
JsonValue mOrigin = null;
JsonValue mDimNoScale = null;
ArrayList<Scene> sceneList = new ArrayList<Scene>(Bdx.scenes);
if (sceneList.indexOf(scene) >= 0)
Collections.swap(sceneList, sceneList.indexOf(scene), 0);
else
sceneList.add(0, scene);
for (Scene sce : sceneList) {
if (sce.meshes.containsKey(meshName)) {
mOrigin = sce.json.get("origins").get(meshName);
mDimNoScale = sce.json.get("dimensions").get(meshName);
break;
}
}
origin = mOrigin == null ? new Vector3f() : new Vector3f(mOrigin.asFloatArray());
dimensionsNoScale = mDimNoScale == null ? new Vector3f(1, 1, 1) : new Vector3f(mDimNoScale.asFloatArray());
Matrix4 trans;
if (modelInstance != null) {
trans = modelInstance.transform;
this.mesh.instances.remove(this);
} else
trans = new Matrix4();
this.mesh = mesh;
modelInstance = mesh.getInstance();
modelInstance.transform.set(trans);
}
use of com.badlogic.gdx.math.Matrix4 in project bdx by GoranM.
the class Scene method init.
public void init() {
requestedRestart = false;
requestedEnd = false;
paused = false;
visible = true;
if (shapeRenderer == null)
shapeRenderer = new ShapeRenderer();
drawCommands = new ArrayList<ArrayList<Object>>();
lastFrameBuffer = new RenderBuffer(null);
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0, 0, 0, 1));
environment.set(new PointLightsAttribute());
environment.set(new SpotLightsAttribute());
environment.set(new DirectionalLightsAttribute());
screenShaders = new ArrayList<ScreenShader>();
defaultMaterial = new Material("__BDX_DEFAULT");
defaultMaterial.set(new ColorAttribute(ColorAttribute.AmbientLight, 1, 1, 1, 1));
defaultMaterial.set(new ColorAttribute(ColorAttribute.Diffuse, 1, 1, 1, 1));
defaultMaterial.set(new BlendingAttribute());
defaultMaterial.set(new BDXColorAttribute(BDXColorAttribute.Tint, 0, 0, 0));
defaultMesh = new Mesh(new ModelBuilder().createBox(1.0f, 1.0f, 1.0f, defaultMaterial, Usage.Position | Usage.Normal | Usage.TextureCoordinates), this);
meshes = new HashMap<String, Mesh>();
textures = new HashMap<String, Texture>();
materials = new HashMap<String, Material>();
modelToFrame = new HashMap<>();
materials.put(defaultMaterial.id, defaultMaterial);
BroadphaseInterface broadphase = new DbvtBroadphase();
DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
toBeAdded = new ArrayList<GameObject>();
toBeRemoved = new ArrayList<GameObject>();
objects = new LinkedListNamed<GameObject>();
lights = new LinkedListNamed<Light>();
templates = new HashMap<String, GameObject>();
json = new JsonReader().parse(scene);
name = json.get("name").asString();
world = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
world.setDebugDrawer(new Bullet.DebugDrawer(json.get("physviz").asBoolean()));
gravity(new Vector3f(0, 0, -json.get("gravity").asFloat()));
float[] ac = json.get("ambientColor").asFloatArray();
ambientLight(new Color(ac[0], ac[1], ac[2], 1));
if (!clearColorDefaultSet) {
float[] cc = json.get("clearColor").asFloatArray();
Bdx.display.clearColor.set(cc[0], cc[1], cc[2], 0);
clearColorDefaultSet = true;
}
if (json.get("framerateProfile").asBoolean()) {
Bdx.profiler.init();
}
float[] fc = json.get("clearColor").asFloatArray();
fogColor = new Color(fc[0], fc[1], fc[2], 1);
fog(json.get("mistOn").asBoolean());
fogRange(json.get("mistStart").asFloat(), json.get("mistDepth").asFloat());
for (JsonValue mat : json.get("materials")) {
String texName = mat.get("texture").asString();
boolean hasAlpha = mat.get("alpha_blend").asString().equals("ALPHA");
float opacity = hasAlpha ? mat.get("opacity").asFloat() : 1;
Material material = new Material(mat.name);
float[] c = mat.get("color").asFloatArray();
material.set(ColorAttribute.createDiffuse(c[0], c[1], c[2], opacity));
float[] s = mat.get("spec_color").asFloatArray();
material.set(ColorAttribute.createSpecular(s[0], s[1], s[2], 1));
material.set(FloatAttribute.createShininess(mat.get("shininess").asFloat()));
material.set(new BDXColorAttribute(BDXColorAttribute.Tint, 0, 0, 0));
IntAttribute shadeless = (IntAttribute) new BDXIntAttribute();
if (mat.get("shadeless").asBoolean())
shadeless.value = 1;
material.set(shadeless);
float emitStrength = mat.get("emit").asFloat();
material.set(new BDXColorAttribute(BDXColorAttribute.Emit, emitStrength, emitStrength, emitStrength));
if (mat.get("backface_culling").asBoolean())
material.set(new IntAttribute(IntAttribute.CullFace, GL20.GL_BACK));
else
material.set(new IntAttribute(IntAttribute.CullFace, GL20.GL_NONE));
if (texName != null) {
Texture texture = textures.get(texName);
if (texture == null) {
texture = new Texture(Gdx.files.internal("bdx/textures/" + texName));
textures.put(texName, texture);
}
texture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
material.texture(texture);
}
material.set(new DepthTestAttribute());
if (hasAlpha) {
BlendingAttribute ba = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
ba.opacity = opacity;
material.set(ba);
// Discard pixels that fail this alpha test (sub-1% alpha)
material.set(FloatAttribute.createAlphaTest(0.01f));
// Turn on back-to-front sorting for alpha-enabled objects by default
material.backToFrontSorting(true);
} else {
BlendingAttribute ba = new BlendingAttribute();
ba.blended = false;
material.set(ba);
}
materials.put(mat.name, material);
}
for (JsonValue model : json.get("models")) {
meshes.put(model.name, new Mesh(createModel(model), this, model.name));
}
HashMap<String, JsonValue> fonts = new HashMap<>();
for (JsonValue fontj : json.get("fonts")) {
String font = fontj.asString();
fonts.put(font, new JsonReader().parse(Gdx.files.internal("bdx/fonts/" + font + ".fntx")));
}
FAnim.loadActions(json.get("actions"));
for (JsonValue gobj : json.get("objects")) {
GameObject g = instantiator.newObject(gobj);
g.json = gobj;
g.name = gobj.name;
g.scene = this;
g.props = new HashMap<String, JsonValue>();
for (JsonValue prop : gobj.get("properties")) {
g.props.put(prop.name, prop);
}
String meshName = gobj.get("mesh_name").asString();
if (meshName != null) {
g.visibleNoChildren(gobj.get("visible").asBoolean());
g.mesh(meshName);
} else {
g.visibleNoChildren(false);
g.mesh(defaultMesh);
}
com.badlogic.gdx.graphics.Mesh mesh = g.modelInstance.model.meshes.first();
float[] trans = gobj.get("transform").asFloatArray();
JsonValue origin = json.get("origins").get(meshName);
JsonValue dimensions = json.get("dimensions").get(meshName);
g.origin = origin == null ? new Vector3f() : new Vector3f(origin.asFloatArray());
g.dimensionsNoScale = dimensions == null ? new Vector3f(1, 1, 1) : new Vector3f(dimensions.asFloatArray());
JsonValue physics = gobj.get("physics");
g.currBodyType = GameObject.BodyType.valueOf(physics.get("body_type").asString());
g.currBoundsType = GameObject.BoundsType.valueOf(physics.get("bounds_type").asString());
g.body = Bullet.makeBody(mesh, trans, g.origin, g.currBodyType, g.currBoundsType, physics);
g.body.setUserPointer(g);
g.scale(getGLMatrixScale(trans));
String type = gobj.get("type").asString();
if (type.equals("FONT")) {
Text t = (Text) g;
t.font = fonts.get(gobj.get("font").asString());
t.text(gobj.get("text").asString());
t.capacity = t.text().length();
String align = gobj.get("alignment").asString();
if (align.equals("RIGHT"))
t.alignment(Text.Alignment.RIGHT);
else if (align.equals("CENTER"))
t.alignment(Text.Alignment.CENTER);
else
t.alignment(Text.Alignment.LEFT);
} else if (type.equals("LAMP")) {
JsonValue settings = gobj.get("lamp");
Light l = (Light) g;
if (settings.getString("type").equals("SUN"))
l.type = Light.Type.SUN;
else if (settings.getString("type").equals("SPOT"))
l.type = Light.Type.SPOT;
else
// POINT lamps; HEMI and AREA aren't supported, so they're turned into POINTs
l.type = Light.Type.POINT;
l.energy(settings.getFloat("energy"));
float[] c = settings.get("color").asFloatArray();
l.color(new Color(c[0], c[1], c[2], c[3]));
if (l.type.equals(Light.Type.SPOT)) {
l.spotSize(settings.getFloat("spot_size"));
}
} else if (type.equals("CAMERA")) {
Camera c = (Camera) g;
float[] projection = gobj.get("camera").get("projection").asFloatArray();
Vector2f resolution = new Vector2f(json.get("resolution").asFloatArray());
if (gobj.get("camera").get("type").asString().equals("PERSP")) {
c.initData(Camera.Type.PERSPECTIVE);
c.size(resolution);
c.resolution(resolution);
c.projection(new Matrix4f(projection));
c.fov(c.fov());
} else {
c.initData(Camera.Type.ORTHOGRAPHIC);
c.size(resolution);
c.resolution(resolution);
c.zoom(2 / projection[0]);
}
Matrix4 pm = new Matrix4(projection);
pm.inv();
Vector3 vec = new Vector3(0, 0, -1);
vec.prj(pm);
c.near(-vec.z);
vec.set(0, 0, 1);
vec.prj(pm);
c.far(-vec.z);
}
templates.put(g.name, g);
}
hookParentChild();
cameras = new ArrayListNamed<Camera>();
addInstances();
camera = (Camera) objects.get(json.get("cameras").asStringArray()[0]);
String frameType = json.get("frame_type").asString();
Viewport.Type viewportType;
if (frameType.equals("LETTERBOX")) {
viewportType = Viewport.Type.LETTERBOX;
} else if (frameType.equals("EXTEND")) {
viewportType = Viewport.Type.EXTEND;
} else {
// "SCALE"
viewportType = Viewport.Type.SCALE;
}
viewport = new Viewport(this, viewportType);
for (GameObject g : sortByPriority(new ArrayList<GameObject>(objects))) {
initGameObject(g);
}
valid = true;
}
use of com.badlogic.gdx.math.Matrix4 in project bdx by GoranM.
the class Mesh method vertTransform.
public void vertTransform(int materialSlot, Matrix4f matrix) {
Matrix4f m = matrix;
float[] vals = { m.m00, m.m10, m.m20, m.m30, m.m01, m.m11, m.m21, m.m31, m.m02, m.m12, m.m22, m.m32, m.m03, m.m13, m.m23, m.m33 };
model.meshes.first().transform(new Matrix4(vals), model.meshParts.get(materialSlot).offset, model.meshParts.get(materialSlot).size);
}
use of com.badlogic.gdx.math.Matrix4 in project nhglib by VoidZombie.
the class TiledForwardShader method init.
@Override
public void init() {
super.init(shaderProgram, renderable);
idtMatrix = new Matrix4();
bones = new float[0];
lightsFrustum = new Array<>();
lightsToRender = new Array<>();
for (int i = 0; i < 100; i++) {
lightsFrustum.add(new IntArray());
}
color = new Color();
lightTexture = new Texture(64, 128, Pixmap.Format.RGBA8888);
lightTexture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
lightInfoTexture = new Texture(1, 128, Pixmap.Format.RGBA8888);
lightInfoTexture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
lightPixmap = new Pixmap(64, 128, Pixmap.Format.RGBA8888);
lightPixmap.setBlending(Pixmap.Blending.None);
lightInfoPixmap = new Pixmap(1, 128, Pixmap.Format.RGBA8888);
lightInfoPixmap.setBlending(Pixmap.Blending.None);
frustums = new SmallFrustums(10, 10);
}
use of com.badlogic.gdx.math.Matrix4 in project nhglib by VoidZombie.
the class NhgG3dModelLoader method parseNodesRecursively.
private ModelNode parseNodesRecursively(JsonValue json) {
ModelNode jsonNode = new ModelNode();
String id = json.getString("id", null);
if (id == null)
throw new GdxRuntimeException("Node id missing.");
jsonNode.id = id;
JsonValue translation = json.get("translation");
if (translation != null && translation.size != 3)
throw new GdxRuntimeException("Node translation incomplete");
jsonNode.translation = translation == null ? null : new Vector3(translation.getFloat(0), translation.getFloat(1), translation.getFloat(2));
JsonValue rotation = json.get("rotation");
if (rotation != null && rotation.size != 4)
throw new GdxRuntimeException("Node rotation incomplete");
jsonNode.rotation = rotation == null ? null : new Quaternion(rotation.getFloat(0), rotation.getFloat(1), rotation.getFloat(2), rotation.getFloat(3));
JsonValue scale = json.get("scale");
if (scale != null && scale.size != 3)
throw new GdxRuntimeException("Node scale incomplete");
jsonNode.scale = scale == null ? null : new Vector3(scale.getFloat(0), scale.getFloat(1), scale.getFloat(2));
String meshId = json.getString("mesh", null);
if (meshId != null)
jsonNode.meshId = meshId;
JsonValue materials = json.get("parts");
if (materials != null) {
jsonNode.parts = new ModelNodePart[materials.size];
int i = 0;
for (JsonValue material = materials.child; material != null; material = material.next, i++) {
ModelNodePart nodePart = new ModelNodePart();
String meshPartId = material.getString("meshpartid", null);
String materialId = material.getString("materialid", null);
if (meshPartId == null || materialId == null) {
throw new GdxRuntimeException("Node " + id + " part is missing meshPartId or materialId");
}
nodePart.materialId = materialId;
nodePart.meshPartId = meshPartId;
JsonValue bones = material.get("bones");
if (bones != null) {
nodePart.bones = new ArrayMap<String, Matrix4>(true, bones.size, String.class, Matrix4.class);
int j = 0;
for (JsonValue bone = bones.child; bone != null; bone = bone.next, j++) {
String nodeId = bone.getString("node", null);
if (nodeId == null)
throw new GdxRuntimeException("Bone node ID missing");
Matrix4 transform = new Matrix4();
JsonValue val = bone.get("translation");
if (val != null && val.size >= 3)
transform.translate(val.getFloat(0), val.getFloat(1), val.getFloat(2));
val = bone.get("rotation");
if (val != null && val.size >= 4)
transform.rotate(tempQ.set(val.getFloat(0), val.getFloat(1), val.getFloat(2), val.getFloat(3)));
val = bone.get("scale");
if (val != null && val.size >= 3)
transform.scale(val.getFloat(0), val.getFloat(1), val.getFloat(2));
nodePart.bones.put(nodeId, transform);
}
}
jsonNode.parts[i] = nodePart;
}
}
JsonValue children = json.get("children");
if (children != null) {
jsonNode.children = new ModelNode[children.size];
int i = 0;
for (JsonValue child = children.child; child != null; child = child.next, i++) {
jsonNode.children[i] = parseNodesRecursively(child);
}
}
return jsonNode;
}
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