use of com.badlogic.gdx.math.Vector3 in project bdx by GoranM.
the class GameObject method join.
public void join(HashMap<Mesh, ArrayList<Matrix4f>> map) {
// Collect transformed vertex arrays for each material & calculate number of indices
int VERT_STRIDE = Bdx.VERT_STRIDE;
HashMap<Material, ArrayList<float[]>> tvaMap = new HashMap<Material, ArrayList<float[]>>();
HashMap<Material, Integer> lenMap = new HashMap<Material, Integer>();
Mesh m;
Node node;
Material mat;
MeshPart meshPart;
float[] va, tva;
int numIndices, numVertices, offset, j, len;
Vector3f p = new Vector3f();
Vector3f s = new Vector3f();
Matrix3f o = new Matrix3f();
Vector3f vP = new Vector3f();
Vector3f nP = new Vector3f();
Vector3f vPT = new Vector3f();
Vector3f nPT = new Vector3f();
Vector3f pos = position();
Vector3f sca = scale();
Matrix3f oriInv = orientation().inverted();
for (Map.Entry<Mesh, ArrayList<Matrix4f>> e : map.entrySet()) {
m = e.getKey();
node = m.model.nodes.get(0);
for (Matrix4f t : e.getValue()) {
t.get(p);
p.sub(pos);
p = oriInv.mult(p.div(sca));
t.getRotationScale(o);
o = oriInv.mult(o);
s.set(t.m30, t.m31, t.m32);
if (s.length() == 0) {
s.set(1, 1, 1);
}
s = s.div(sca);
for (NodePart nodePart : node.parts) {
meshPart = nodePart.meshPart;
numIndices = meshPart.size;
numVertices = numIndices * VERT_STRIDE;
offset = meshPart.offset * VERT_STRIDE;
va = meshPart.mesh.getVertices(offset, numVertices, new float[numVertices]);
tva = new float[numVertices];
j = 0;
for (int i = 0; i < numIndices; i++) {
vP.set(va[j], va[j + 1], va[j + 2]);
nP.set(va[j + 3], va[j + 4], va[j + 5]);
vPT.set(o.mult(vP.mul(s)));
vPT.add(p);
nPT.set(o.mult(vP.plus(nP)));
nPT.sub(o.mult(vP));
tva[j] = vPT.x;
tva[j + 1] = vPT.y;
tva[j + 2] = vPT.z;
tva[j + 3] = nPT.x;
tva[j + 4] = nPT.y;
tva[j + 5] = nPT.z;
tva[j + 6] = va[j + 6];
tva[j + 7] = va[j + 7];
j += VERT_STRIDE;
}
mat = m.materials.get(nodePart.material.id);
ArrayList<float[]> l;
if (tvaMap.containsKey(mat)) {
l = tvaMap.get(mat);
len = lenMap.get(mat);
} else {
l = new ArrayList<float[]>();
tvaMap.put(mat, l);
len = 0;
}
l.add(tva);
lenMap.put(mat, len + tva.length);
}
}
}
// Build a unique model out of meshparts for each material
ModelBuilder builder = new ModelBuilder();
builder.begin();
short idx = 0;
MeshPartBuilder mpb;
for (Map.Entry<Material, ArrayList<float[]>> e : tvaMap.entrySet()) {
mat = e.getKey();
len = lenMap.get(mat);
tva = new float[len];
j = 0;
for (float[] verts : e.getValue()) {
numVertices = verts.length;
for (int i = 0; i < numVertices; i++) {
tva[i + j] = verts[i];
}
j += numVertices;
}
mpb = builder.part(mat.name(), GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates, mat);
mpb.vertex(tva);
try {
for (short i = 0; i < len / VERT_STRIDE; i++) {
mpb.index(idx);
idx += 1;
}
} catch (Error error) {
throw new RuntimeException("MODEL ERROR: Models with more than 32767 vertices are not supported. Decrease the number of objects to join.");
}
}
Model finishedModel = builder.end();
// Update mesh
mesh(new Mesh(finishedModel, scene));
// Update dimensionsNoScale and origin
com.badlogic.gdx.graphics.Mesh mesh = finishedModel.meshes.first();
BoundingBox bbox = mesh.calculateBoundingBox();
Vector3 dimensions = bbox.getDimensions(new Vector3());
Vector3 center = bbox.getCenter(new Vector3());
dimensionsNoScale = new Vector3f(dimensions.x, dimensions.y, dimensions.z);
origin = new Vector3f(center.x, center.y, center.z);
// Update body
updateBody();
if (json.get("mesh_name").asString() == null) {
visible = json.get("visible").asBoolean();
}
}
use of com.badlogic.gdx.math.Vector3 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.Vector3 in project libgdx by libgdx.
the class OcclusionCullingTest method addRandomOccludee.
/** Adds an occludee entity of random type at a random place on the ground.
*
* @param dynamic If true, entity body will be dynamic (mass > 0)
* @return The added entity */
private BulletEntity addRandomOccludee(boolean dynamic) {
// Add occludee to world
BulletEntity entity = world.add(getRandomOccludeeType(dynamic), 0, 0, 0);
entity.setColor(Color.WHITE);
// Random rotation
float rotationY = rng.nextFloat() * 360f;
// Random ground position
Vector3 position = tmpV1;
int maxDstX = (int) (GROUND_DIM.x * 0.49f);
position.x = rng.nextInt(maxDstX) * ((rng.nextBoolean()) ? 1 : -1);
position.z = rng.nextInt(maxDstX) * ((rng.nextBoolean()) ? 1 : -1);
position.y = entity.boundingBox.getDimensions(tmpV2).y * 0.5f;
entity.modelInstance.transform.setToRotation(Vector3.Y, rotationY).setTranslation(position);
entity.body.setWorldTransform(entity.modelInstance.transform);
return entity;
}
use of com.badlogic.gdx.math.Vector3 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.math.Vector3 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);
}
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