本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader类的典型用法代码示例。如果您正苦于以下问题:Java G3dModelLoader类的具体用法?Java G3dModelLoader怎么用?Java G3dModelLoader使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
G3dModelLoader类属于com.badlogic.gdx.graphics.g3d.loader包,在下文中一共展示了G3dModelLoader类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: SimulationRunner
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
public SimulationRunner() {
logger.info("Loading models");
ModelBuilder builder = new ModelBuilder();
models.put("box", builder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(new Color(0.8f, 0f, 0f, 0f))),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal));
G3dModelLoader loader = new G3dModelLoader(new JsonReader());
models.put("hub", loader.loadModel(Gdx.files.internal("data/hubreal.g3dj")));
models.put("rim", loader.loadModel(Gdx.files.internal("data/rimreal.g3dj")));
models.put("spoke", loader.loadModel(Gdx.files.internal("data/spoke.g3dj")));
Bullet.init();
logger.info("Initialized Bullet");
}
示例2: create
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
@Override
public void create () {
super.create();
ModelLoader g3djLoader = new G3dModelLoader(new JsonReader());
model = g3djLoader.loadModel(Gdx.files.internal("data/g3d/btscene1.g3dj"));
disposables.add(model);
importer = new MyImporter((btDynamicsWorld)world.collisionWorld);
importer.loadFile(Gdx.files.internal("data/g3d/btscene1.bullet"));
camera.position.set(10f, 15f, 20f);
camera.up.set(0, 1, 0);
camera.lookAt(-10, 8, 0);
camera.update();
}
示例3: AssetManager
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
/** Creates a new AssetManager with all default loaders. */
public AssetManager (FileHandleResolver resolver) {
setLoader(BitmapFont.class, new BitmapFontLoader(resolver));
setLoader(Music.class, new MusicLoader(resolver));
setLoader(Pixmap.class, new PixmapLoader(resolver));
setLoader(Sound.class, new SoundLoader(resolver));
setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver));
setLoader(Texture.class, new TextureLoader(resolver));
setLoader(Skin.class, new SkinLoader(resolver));
setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver));
setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver));
setLoader(I18NBundle.class, new I18NBundleLoader(resolver));
setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver));
setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver));
setLoader(Model.class, ".obj", new ObjLoader(resolver));
executor = new AsyncExecutor(1);
}
示例4: createMeshes
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
private void createMeshes() {
ModelBuilder mb = new ModelBuilder();
cubeModel = mb.createBox(1, 1, 1, new Material(),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates);
cubeMesh = cubeModel.meshes.first();
G3dModelLoader modelLoader = new G3dModelLoader(new UBJsonReader());
quadModel = modelLoader.loadModel(Gdx.files.internal("models/quad.g3db"));
quadMesh = quadModel.meshes.first();
}
示例5: onInitialize
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
@Override
protected void onInitialize() {
this.levelEnv = new LevelEnv();
this.camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.near = 0.1f;
camera.position.set(5, 5, 5);
camera.lookAt(0.1f, 0.1f, 0.1f);
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));
this.modelBatch = new ModelBatch();
//this.voxelBatch = new VoxelBatch(new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED)));
ModelLoader g3djLoader = new G3dModelLoader(new UBJsonReader());
model = g3djLoader.loadModel(ForgE.files.internal("raw/models/test.g3db"));
modelInstance = new ModelInstance(model);
modelInstance.calculateBoundingBox(bounds);
camera.position.set(1, 1, 1).nor().scl(bounds.getDimensions(tmpV1).len() * 1.75f + bounds.getCenter(tmpV2).len());
camera.up.set(0, 1, 0);
camera.lookAt(0, 0, 0);
camera.far = 50f + bounds.getDimensions(tmpV1).len() * 3.0f;
camera.update(true);
}
示例6: ModelManager
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
public ModelManager() {
G3dModelLoader modelLoader = new G3dModelLoader(new UBJsonReader());
this.robotModel = modelLoader.loadModel(Gdx.files.getFileHandle("models/bot.g3db", Files.FileType.Internal));
//TextureAttribute attr = (TextureAttribute) robotModel.materials.first().get(TextureAttribute.Diffuse);
//attr.textureDescription.minFilter = Texture.TextureFilter.Nearest;
//attr.textureDescription.magFilter = Texture.TextureFilter.Nearest;
this.ledModel = modelLoader.loadModel(Gdx.files.getFileHandle("models/led.g3db", Files.FileType.Internal));
}
示例7: AssetRepository
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
private AssetRepository() {
repository = new HashMap<String, Object>();
jsonReader = new UBJsonReader();
modelLoader = new G3dModelLoader(jsonReader);
}
示例8: create
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
@Override
public void create () {
pbrShader=new PBRShader();
pbrShader.init();
pbrSadherTexture=new PBRSadherTexture();
pbrSadherTexture.init();
materials.put("Generic", null);
materials.put("Rough Rock", createMaterial("roughrockface4"));
materials.put("Bricks", createMaterial("mybricks3"));
materials.put("Rusted Iron", createMaterial("rustediron-streaks"));
materials.put("Carved Stone", createMaterial("carvedlimestoneground1"));
materials.put("Grass", createMaterial("grass1"));
materials.put("Floor", createMaterial("cavefloor1"));
matNames = new ArrayList<String>(materials.keySet());
actMaterial=matNames.indexOf("Generic");
modelBatch = new ModelBatch();
spriteBatch=new SpriteBatch();
float w=Gdx.graphics.getWidth();
float h=Gdx.graphics.getHeight();
float scale=w/1600;
cam=new PerspectiveCamera(30,w, h);
cam.position.set(12,14,0);
cam.lookAt(0,2,0);
cam.up.set(0,1,0);
cam.update();
camController = new CameraInputController(cam);
font = new BitmapFont(Gdx.files.internal("font/my_font.fnt"),
Gdx.files.internal("font/my_font.png"), false);
skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
CreateStage(w, h, scale);
G3dModelLoader loader = new G3dModelLoader(new UBJsonReader());
obj=createRenderableFromMesh(loader.loadModel(Gdx.files.internal("Mesh/teapot.g3db")).meshParts.get(0).mesh,
new Material(ColorAttribute.createDiffuse(Color.BLUE)), pbrShader, null);
obj.worldTransform.scl(5);
}
示例9: create
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader; //导入依赖的package包/类
@Override
public void create() {
logger.info("Setting up camera");
camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// camera.position.set(40f, 30f, 40f);
camera.position.set(45f, 29f, 73f);
// camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// camera.position.set(4f, 3f, 4f);
camera.lookAt(0, 2f, 0);
camera.near = 1f;
camera.far = 500f;
camera.update();
cameraInputController = new CameraInputController(camera);
Gdx.input.setInputProcessor(cameraInputController);
// Gdx.input.setInputProcessor(new InputMultiplexer(cameraController, this, new GestureDetector(this)));
logger.info("Loading models");
models = new HashMap<>();
ModelBuilder builder = new ModelBuilder();
models.put("box", builder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(new Color(0.8f, 0f, 0f, 0f))),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal));
G3dModelLoader loader = new G3dModelLoader(new JsonReader());
models.put("hub", loader.loadModel(Gdx.files.internal("data/hubreal.g3dj")));
models.put("rim", loader.loadModel(Gdx.files.internal("data/rimreal.g3dj")));
models.put("spoke", loader.loadModel(Gdx.files.internal("data/spoke.g3dj")));
logger.info("Let there be light");
batch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.6f, 0.6f, 0.6f, 1f));
environment.add(new DirectionalLight().set(0.3f, 0.3f, 0.3f, -5f, -3f, -1f));
environment.add(new DirectionalLight().set(0.2f, 0.2f, 0.2f, 5f, 8f, 0f));
environment.add(new DirectionalLight().set(0.7f, 0.7f, 0.7f, -3f, -2f, -5f));
logger.info("Initializing Bullet");
Bullet.init();
logger.info("Creating simulation");
// create world & stuff?
spokeAngles = new SpokeAngles();
// spokeAngles.create2l2t();
// spokeAngles.createCrowFoot();
// spokeAngles.createNx(3);
// spokeAngles.createPer3mutation(new int[]{3, 14, 5, 0, 7, 2, 9, 4, 11, 6, 13, 8, 15, 10, 1, 12}); // 3x as well!
// spokeAngles.createPermutation(new int[]{14, 2, 3, 15, 7, 5, 6, 10, 4, 9, 8, 11, 12, 0, 1, 13});
// spokeAngles.createPermutation(new int[]{2, 0, 1, 5, 3, 8, 10, 4, 12, 6, 11, 7, 9, 15, 13, 14});
// spokeAngles.createPermutation(new int[]{0, 15, 3, 2, 4, 9, 6, 7, 8, 5, 10, 11, 12, 13, 14, 1});
spokeAngles.createRandom();
// spokeAngles.createBack();
// spokeAngles.createSingel();
simulation = new Simulation("sim1", models, spokeAngles, true);
rayResultCallback = new ClosestRayResultCallback(new Vector3(), new Vector3());
rayResultCallback.setCollisionFilterGroup(SimulationConstants.RAY_GROUP);
logger.info("Setup complete");
}