本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.utils.ModelBuilder.createSphere方法的典型用法代码示例。如果您正苦于以下问题:Java ModelBuilder.createSphere方法的具体用法?Java ModelBuilder.createSphere怎么用?Java ModelBuilder.createSphere使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.g3d.utils.ModelBuilder
的用法示例。
在下文中一共展示了ModelBuilder.createSphere方法的7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: create
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
@Override
public void create () {
ModelBuilder builder = new ModelBuilder();
sphere = builder.createSphere(2f, 2f, 2f, 16, 16, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)),
Usage.Position | Usage.Normal);
// cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam = new OrthographicCamera(45, 45 * (Gdx.graphics.getWidth() / (float)Gdx.graphics.getHeight()));
cam.near = 1;
cam.far = 200;
Random rand = new Random();
for (int i = 0; i < instances.length; i++) {
pos.set(rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100 - rand.nextFloat() * 100,
rand.nextFloat() * -100 - 3);
instances[i] = new ModelInstance(sphere, pos);
}
modelBatch = new ModelBatch();
batch = new SpriteBatch();
font = new BitmapFont();
// Gdx.graphics.setVSync(true);
// Gdx.app.log("CullTest", "" + Gdx.graphics.getBufferFormat().toString());
}
示例2: TranslateTool
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
public TranslateTool(ProjectManager projectManager, GameObjectPicker goPicker, ToolHandlePicker handlePicker,
ModelBatch batch, CommandHistory history) {
super(projectManager, goPicker, handlePicker, batch, history);
ModelBuilder modelBuilder = new ModelBuilder();
Model xHandleModel = modelBuilder.createArrow(0, 0, 0, 1, 0, 0, ARROW_CAP_SIZE, ARROW_THIKNESS, ARROW_DIVISIONS,
GL20.GL_TRIANGLES, new Material(ColorAttribute.createDiffuse(COLOR_X)),
VertexAttributes.Usage.Position);
Model yHandleModel = modelBuilder.createArrow(0, 0, 0, 0, 1, 0, ARROW_CAP_SIZE, ARROW_THIKNESS, ARROW_DIVISIONS,
GL20.GL_TRIANGLES, new Material(ColorAttribute.createDiffuse(COLOR_Y)),
VertexAttributes.Usage.Position);
Model zHandleModel = modelBuilder.createArrow(0, 0, 0, 0, 0, 1, ARROW_CAP_SIZE, ARROW_THIKNESS, ARROW_DIVISIONS,
GL20.GL_TRIANGLES, new Material(ColorAttribute.createDiffuse(COLOR_Z)),
VertexAttributes.Usage.Position);
Model xzPlaneHandleModel = modelBuilder.createSphere(1, 1, 1, 20, 20,
new Material(ColorAttribute.createDiffuse(COLOR_XZ)), VertexAttributes.Usage.Position);
xHandle = new TranslateHandle(X_HANDLE_ID, xHandleModel);
yHandle = new TranslateHandle(Y_HANDLE_ID, yHandleModel);
zHandle = new TranslateHandle(Z_HANDLE_ID, zHandleModel);
xzPlaneHandle = new TranslateHandle(XZ_HANDLE_ID, xzPlaneHandleModel);
handles = new TranslateHandle[] { xHandle, yHandle, zHandle, xzPlaneHandle };
gameObjectModifiedEvent = new GameObjectModifiedEvent(null);
}
示例3: DevelopmentPlacementRenderer
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
public DevelopmentPlacementRenderer() {
ModelBuilder modelBuilder = new ModelBuilder();
cursorModel = modelBuilder.createSphere(1f, 1f, 1f, 8, 8, new Material(), VertexAttributes.Usage.Position
| VertexAttributes.Usage.ColorUnpacked
| VertexAttributes.Usage.Normal);
cursorModelInstance = new ModelInstance(cursorModel);
}
示例4: create
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
@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());
}
示例5: Rocket
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
public Rocket() {
// init graphic
ModelLoader loader = new ObjLoader();
model = loader.loadModel(Gdx.files.internal("models/rocket.obj"), new ObjLoader.ObjLoaderParameters(true));
rocketModelInstance = new ModelInstance(model);
ModelBuilder modelBuilder = new ModelBuilder();
final long attributes = VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal;
// damage shield
Material shieldMaterial = new Material();
shieldMaterial.set(ColorAttribute.createDiffuse(0, 0.3f, 1, 0.5f));
shieldMaterial.set(ColorAttribute.createSpecular(1, 1, 1, 1f));
shieldMaterial.set(new BlendingAttribute(1f));
Model shieldModel = modelBuilder.createSphere(4, 4, 4, 32, 32, shieldMaterial, attributes);
shieldModelInstance = new ModelInstance(shieldModel);
Material tractorBeamMaterial = new Material();
tractorBeamMaterial.set(ColorAttribute.createDiffuse(0, 0, 1, 1));
tractorBeamMaterial.set(ColorAttribute.createSpecular(1, 1, 1, 1f));
tractorBeamMaterial.set(new BlendingAttribute(0.1f));
Model tractorBeamModel = modelBuilder.createSphere(5, 5, 5, 32, 32, tractorBeamMaterial, attributes);
tractorBeamModelInstance = new ModelInstance(tractorBeamModel);
// init physic
//BoundingBox boundingBox = new BoundingBox();
//model.calculateBoundingBox(boundingBox);
//btCollisionShape shape = new btBoxShape(boundingBox.getDimensions(new Vector3()).scl(0.5f));
btCollisionShape shape = new btBoxShape(new Vector3(1, 1, 1));
rocketModelInstance.transform.setToRotation(0, 0, 1, 0);
rocketModelInstance.transform.trn(START_POSITION);
float mass = 1;
addRigidBody(shape, mass, SpaceShipProperties.properties.getLandslide(), CollisionTypes.ROCKET.mask,
new RocketMotionState(rocketModelInstance.transform));
rigidBodyList.get(0).setActivationState(4); // disable deactivation
rigidBodyList.get(0).setLinearVelocity(tmpMovement.set(getDirection()).nor().scl(
SpaceShipProperties.properties.getEnginePower()));
thrustSound = App.audioController.getSound("thrust.wav");
if (App.config.playAudio) {
thrustSound.loop();
thrustSound.play();
}
}
示例6: create
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
@Override
public void create() {
debrisInstance = new ArrayList<ModelInstance>();
casketInstance = new ArrayList<ModelInstance>();
debris = Main.getDebris();
casket = debris.subList(0, 100);
light = new DirectionalLight().set(222f, 222f, 222f, 300f, 300f, 300f);
enviroment = new Environment();
enviroment.set(new ColorAttribute(ColorAttribute.AmbientLight, 2.4f, 3.4f, 2.4f, 3f));
enviroment.add(light);
modelBatch = new ModelBatch();
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// cam.rotate(90, 0, 0, 1);
cam.position.set(50f, 50f,50f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 4000f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
ObjLoader loader = new ObjLoader();
model = loader.loadModel(Gdx.files.internal("textures/Earth.obj"));
//
// model = modelBuilder.createSphere(128f, 128f, 128f, 20, 20,
// new Material(ColorAttribute.AmbientAlias),
// VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates);
instance = new ModelInstance(model);
instance.transform.scale(128, 128, 128);
instance.transform.rotate(1, 0, 0, 180);
instance.transform.rotate(0, 0, 1, 90);
space = loader.loadModel(Gdx.files.internal("textures/space/spacesphere.obj"));
spaceInstance = new ModelInstance(space);
spaceInstance.transform.scale(10,10,10);
for (int i = 0; i < 100; i++) {
debrisModel = loader.loadModel(Gdx.files.internal("textures/Nuka_Cola_Fridge.obj"));
casketInstance.add(new ModelInstance(debrisModel));
}
for (Placemark pm : debris) {
Random rand = new Random();
debrisModel = modelBuilder.createSphere(3f, 3f, 3f, 4, 4,
new Material(ColorAttribute.createDiffuse(rand.nextFloat(), rand.nextFloat(), rand.nextFloat(), rand.nextFloat())),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates);
ModelInstance mi = new ModelInstance(debrisModel);
Coordinate coordinate = pm.getNextCoordinate(100f);
mi.transform.translate((float) coordinate.x, (float) coordinate.y, (float) coordinate.z);
debrisInstance.add(mi);
}
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
}
示例7: create
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; //导入方法依赖的package包/类
@Override
public void create () {
Gdx.input.setInputProcessor(this);
modelBatch = new ModelBatch();
spriteBatch = new SpriteBatch();
font = new BitmapFont();
ModelBuilder modelBuilder = new ModelBuilder();
float gameArea = 16.5f*2f;
snakeModel = modelBuilder.createSphere(4,4,4,
6, 6,
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
candyModel = modelBuilder.createSphere(3, 3, 3,
4, 4,
new Material(ColorAttribute.createDiffuse(Color.RED)),
Usage.Position | Usage.Normal);
planes[0] = modelBuilder.createBox(gameArea, 0.1f, gameArea,
new Material(ColorAttribute.createDiffuse(Color.MAROON)),
Usage.Position | Usage.Normal);
planes[1] = modelBuilder.createBox(gameArea, 0.1f, gameArea,
new Material(ColorAttribute.createDiffuse(new Color(0.2f,1f,0.4f,0.4f))),
Usage.Position | Usage.Normal);
planes[2] = modelBuilder.createBox(gameArea, 4f*1.5f*2f, 0.1f,
new Material(ColorAttribute.createDiffuse(Color.BLUE)),
Usage.Position | Usage.Normal);
planes[3] = modelBuilder.createBox(0.1f, 4f*1.5f*2f, gameArea,
new Material(ColorAttribute.createDiffuse(Color.BLUE)),
Usage.Position | Usage.Normal);
planes[1].materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(20f, 28f, 26f);
cam.lookAt(0,0,0);
cam.near = 1f;
cam.far = 300f;
cam.update();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
//TODO read highscore
//gameplay = new GameplayManager(this);
}