本文整理匯總了Java中com.badlogic.gdx.graphics.g3d.Model類的典型用法代碼示例。如果您正苦於以下問題:Java Model類的具體用法?Java Model怎麽用?Java Model使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
Model類屬於com.badlogic.gdx.graphics.g3d包,在下文中一共展示了Model類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: addBackground
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
private void addBackground(){
decalBackground = Decal.newDecal(new TextureRegion(managerAssets.getAssetsCrafting().getTexture(NameFiles.backgroundCrafting)));
decalBackground.setDimensions(100,200);
decalBackground.setPosition(0,0,0);
environment = new Environment();
// environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
environment.set(new ColorAttribute(ColorAttribute.Diffuse));
environment.set(new ColorAttribute(ColorAttribute.Specular));
environment.set(new ColorAttribute(ColorAttribute.Reflection));
environment.add(new DirectionalLight().set(0.51f, 0.5f, 0.5f, 0f, -2f, -30f));
Model model = managerAssets.getAssetsRaider().getModel(NameFiles.raiderFull);
model.nodes.get(2).translation.set(-12,28.6f,-5.5f);
// model.nodes.get(0).translation.set(0,28f,29.2f);
// model.nodes.get(2).translation.set(0,13,-1);
instance = new ModelInstance(model);
instance.transform.trn(0,-20,25).rotate(0,1,0,-25);
instance.transform.scale(1.5f,1.5f,1.5f);
}
示例2: AssetsCrafting
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
public AssetsCrafting() {
manager = new AssetManager();
// manager.load(NameFiles.craftingbuttonNext,Texture.class);
// manager.load(NameFiles.craftingbuttonnextchek,Texture.class);
// manager.load(NameFiles.craftingbuttonback,Texture.class);
// manager.load(NameFiles.craftingbuttonbackcheck,Texture.class);
// manager.load(NameFiles.craftingimgnext,Texture.class);
// manager.load(NameFiles.craftingimgnextcheck,Texture.class);
// manager.load(NameFiles.craftingimgback,Texture.class);
// manager.load(NameFiles.craftingimgbackcheck,Texture.class);
manager.load(NameFiles.suport3D,Model.class);
manager.load(NameFiles.scrapModel3D, Model.class);
manager.load(NameFiles.cellModel3D,Model.class);
manager.load(NameFiles.brickModel3D,Model.class);
manager.load(NameFiles.backgroundCrafting,Texture.class);
manager.load(NameFiles.backgroundModel3d,Texture.class);
manager.load(NameFiles.buttonCraft,Texture.class);
manager.load(NameFiles.backgroundbuttoncreft,Texture.class);
manager.load(NameFiles.arrowcrafting,Texture.class);
}
示例3: AssetsButton
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
public AssetsButton() {
manager = new AssetManager();
manager.load(NameFiles.buttonLeft, Texture.class);
manager.load(NameFiles.buttonRight,Texture.class);
manager.load(NameFiles.buttontwoLeft,Texture.class);
manager.load(NameFiles.button_describe,Texture.class);
manager.load(NameFiles.logoEnklave,Texture.class);
manager.load(NameFiles.buttonBack1,Texture.class);
manager.load(NameFiles.buttonShowEnklave,Texture.class);
manager.load(NameFiles.imageInformationEnklave,Texture.class);
manager.load(NameFiles.buttonTabCraft,Texture.class);
manager.load(NameFiles.imageFactionArhitects,Texture.class);
manager.load(NameFiles.backDeployBricks,Texture.class);
manager.load(NameFiles.buttonMinusCraft,Texture.class);
manager.load(NameFiles.buttonPlusCraft,Texture.class);
manager.load(NameFiles.cursorTextField,Texture.class);
manager.load(NameFiles.logoEdenites3D, Model.class);
manager.load(NameFiles.logoArhitects3D,Model.class);
manager.load(NameFiles.logoPrometheans3D,Model.class);
manager.load(NameFiles.disaibleButton,Texture.class);
manager.load(NameFiles.buttonStartCombat,Texture.class);
}
示例4: loadResurse
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
public void loadResurse(){
manager = new AssetManager();
manager.load(NameFiles.labelEdenites,Texture.class);
manager.load(NameFiles.labelPrometheans,Texture.class);
manager.load(NameFiles.labelArhitects,Texture.class);
manager.load(NameFiles.txtDescribeEdenites,Texture.class);
manager.load(NameFiles.txtDescribePrometheans,Texture.class);
manager.load(NameFiles.txtDescribeArhitects,Texture.class);
manager.load(NameFiles.frameSelected,Texture.class);
manager.load(NameFiles.labelTitle,Texture.class);
manager.load(NameFiles.logoArhitects3D, Model.class);
manager.load(NameFiles.logoEdenites3D,Model.class);
manager.load(NameFiles.logoEdenites3D,Model.class);
manager.load(NameFiles.logoPrometheans3D,Model.class);
}
示例5: GameObject
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
public GameObject(ScreenBase context, Model model, BoundingBox bounds) {
super(model);
this.context = context;
this.customBounds = bounds;
this.bounds = this.customBounds != null ? this.customBounds : new BoundingBox();
this.center = new Vector3();
this.enabled = true;
updateBox();
this.animations = new AnimationController(this);
this.blending = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
for(Material item : materials){
item.set(new DepthTestAttribute(GL20.GL_LEQUAL, 0.01f, 25f, true));
item.set(FloatAttribute.createAlphaTest(0.01f));
item.set(blending);
}
}
示例6: create
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
@Override
public void create() {
super.create();
geometryPass = new ShaderProgram(
Gdx.files.internal("shaders/g_buffer.vert"),
Gdx.files.internal("shaders/g_buffer.frag"));
lightingPass = new ShaderProgram(
Gdx.files.internal("shaders/deferred_shader.vert"),
Gdx.files.internal("shaders/deferred_shader.frag"));
ModelBuilder mb = new ModelBuilder();
Model cube = mb.createBox(1, 1, 1, new Material(),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates);
cubeMesh = cube.meshes.first();
}
示例7: create
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
/** Инициализация и загрузка ресурсов */
@Override
public void create () {
// Размеры экрана
scrHalfWidth = Gdx.graphics.getWidth() / 2;
scrHeight = Gdx.graphics.getHeight();
// Загрузка модели из файла
modelBatch = new ModelBatch();
assets = new AssetManager();
assets.load("room.g3db", Model.class);
assets.finishLoading();
Model roomModel = assets.get("room.g3db");
roomInstance = new ModelInstance(roomModel);
// Создание камеры (fov, parallax, near, far) и установка позиции
vrCamera = new VRCamera(90, 0.4f, 0.1f, 30f);
vrCamera.setPosition(-1.7f, 3f, 3f);
// Разрешаем коррекцию дрифта при помощи компаса
vrSensorManager.useDriftCorrection(true);
}
示例8: getConfigurableAttributes
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
@Override
public List<ConfigurableAttribute<?>> getConfigurableAttributes() {
List<ConfigurableAttribute<?>> attrs = new ArrayList<>();
attr(attrs, new Meta.Object("Translation X", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.TranslationX]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.TranslationX] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Translation Y", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.TranslationY]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.TranslationY] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Translation Z", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.TranslationZ]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.TranslationZ] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Rotation Roll", "Transform"), () -> ((Float)rotRoll).intValue(), (val) -> { rotRoll =Float.parseFloat(val.toString()); updateTransform(); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Rotation Pitch", "Transform"), () -> ((Float)rotPitch).intValue(), (val) -> { rotPitch=Float.parseFloat(val.toString()); updateTransform(); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Rotation Yaw", "Transform"), () -> ((Float)rotYaw).intValue(), (val) -> { rotYaw =Float.parseFloat(val.toString()); updateTransform(); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Scale X", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.ScaleX]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.ScaleX] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Scale Y", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.ScaleY]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.ScaleY] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
attr(attrs, new Meta.Object("Scale Z", "Transform"), () -> ((Float)transform().getValues()[Reference.Matrix4Alias.ScaleZ]).intValue(), (val) -> { transform().getValues()[Reference.Matrix4Alias.ScaleZ] = Float.parseFloat(val.toString()); }, ConfigControl.NUMBERSELECTOR, Float::parseFloat);
ConfigurableAttribute modelAttr = attr(attrs, new Meta.Object("Model", "Rendering"), this::getModelRef, this::setModel, ConfigControl.SELECTIONLIST);
String[] modelRefs = Argent.content.getAllRefs(Model.class);
SearchableList.Item.Data[] modelItems = new SearchableList.Item.Data[modelRefs.length];
int index = 0;
for (String ref : modelRefs)
modelItems[index++] = new SearchableList.Item.Data<>(new TextureRegionDrawable(new TextureRegion(net.ncguy.argent.utils.SpriteCache.pixel())), ref, ref);
modelAttr.addParam("items", SearchableList.Item.Data[].class, modelItems);
return attrs;
}
示例9: initWorld
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
public static void initWorld(BulletWorld world) {
//TreeShape
Model model = Assets.get(Models.MODEL_TREE_PROTOTYPE, Model.class);
model.nodes.first().translation.set(0, -1.15f, 0);
btCompoundShape treeShape = new btCompoundShape();
treeShape.addChildShape(new Matrix4(new Vector3(0, 0, 0), new Quaternion(), new Vector3(1, 1, 1)), new btBoxShape(new Vector3(.2f, .9f, .2f)));
treeShape.addChildShape(new Matrix4(new Vector3(0, 1, 0), new Quaternion(), new Vector3(1, 1, 1)), new btSphereShape(1));
//LogShape
model = Assets.get(Models.MODEL_LOG_PROTOTYPE, Model.class);
model.nodes.first().translation.set(0, -1.15f, 0);
world.addConstructor("log", new BulletConstructor(Assets.get(Models.MODEL_LOG_PROTOTYPE, Model.class), 75, new btBoxShape(new Vector3(.2f, .9f, .2f))));
world.addConstructor("stump", new BulletConstructor(Assets.get(Models.MODEL_STUMP_PROTOTYPE, Model.class), 0, new btCylinderShape(new Vector3(.2f, .22f, .2f))));
world.addConstructor("staticTree", new BulletConstructor(Assets.get(Models.MODEL_TREE_PROTOTYPE, Model.class), 0, treeShape));
world.addConstructor("dynamicTree", new BulletConstructor(Assets.get(Models.MODEL_TREE_PROTOTYPE, Model.class), 100, treeShape));
}
示例10: createBoxes
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
private List<Box> createBoxes(Model boxModel) {
float boxSize = SimulationConstants.BOX_SIZE;
float boxMass = SimulationConstants.BOX_MASS;
btCollisionShape boxShape = new btBoxShape(new Vector3(boxSize, boxSize, boxSize));
Vector3 boxInertia = new Vector3(0, 0, 0);
boxShape.calculateLocalInertia(boxMass, boxInertia);
btRigidBody.btRigidBodyConstructionInfo boxInfo = new btRigidBody.btRigidBodyConstructionInfo(boxMass, null, boxShape, boxInertia);
boxInfo.setLinearDamping(0.1f);
boxInfo.setAngularDamping(0.1f);
List<Box> boxes = new ArrayList<>();
for (int i = 0; i < SimulationConstants.NUM_SPOKES; i++) {
boxes.add(new Box(name + "box" + i, boxModel, boxInfo));
}
boxes.get(0).disposables.add(boxShape); // One of them needs to dispose the shape when done
boxInfo.dispose();
return boxes;
}
示例11: EntityConstructor
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
/**
* Generates a convex hull based on the model as the shape
*/
public EntityConstructor(String name, Model model, float mass, boolean disableDeactivation) {
Mesh modelMesh = model.meshes.get(0);
btCollisionShape shape = new btConvexHullShape(modelMesh.getVerticesBuffer(), modelMesh.getNumVertices(), modelMesh.getVertexSize());
// btTriangleIndexVertexArray i = new btTriangleIndexVertexArray(model.meshParts);
// btGImpactMeshShape shapeImp = new btGImpactMeshShape(i);
//
// shapeImp.setLocalScaling(new Vector3(1f, 1f, 1f));
// shapeImp.setMargin(0.05f);
// shapeImp.updateBound();
// optimizing the shape
// btShapeHull hull = new btShapeHull((btConvexShape) shape);
// hull.buildHull(shape.getMargin());
// shape = new btConvexHullShape(hull);
// btCompoundShape shape = new btCompoundShape();
// shape.addChildShape(new Matrix4(), shapeImp);
createConstructionInfo(name, model, mass, shape, disableDeactivation);
}
示例12: createConstructionInfo
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
private void createConstructionInfo(String name, Model model,float mass, btCollisionShape shape, boolean disableDeactivation) {
this.name = name;
this.model = model;
this.disableDeactivation = disableDeactivation;
logger.debug("Creating constructor '{}'", name);
Vector3 localInertia = new Vector3(0, 0, 0);
if (mass > 0f) {
shape.calculateLocalInertia(mass, localInertia);
logger.debug("Inertia for '{}' calculated to '{}'", name, localInertia);
}
if (name.equals("rim")) {
// localInertia.set(25f, 25f, 50f);
}
info = new btRigidBody.btRigidBodyConstructionInfo(mass, null, shape, localInertia);
}
示例13: create
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
private void create (final Model model, final float mass, final btCollisionShape shape) {
this.model = model;
this.shape = shape;
if (shape != null && mass >= 0) {
// Calculate the local inertia, bodies with no mass are static
Vector3 localInertia;
if (mass == 0)
localInertia = Vector3.Zero;
else {
shape.calculateLocalInertia(mass, tmpV);
localInertia = tmpV;
}
// For now just pass null as the motionstate, we'll add that to the body in the entity itself
bodyInfo = new btRigidBodyConstructionInfo(mass, null, shape, localInertia);
}
}
示例14: create
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
@Override
public void create () {
super.create();
final Model carModel = objLoader.loadModel(Gdx.files.internal("data/car.obj"));
disposables.add(carModel);
carModel.materials.get(0).clear();
carModel.materials.get(0).set(ColorAttribute.createDiffuse(Color.WHITE), ColorAttribute.createSpecular(Color.WHITE));
world.addConstructor("car", new BulletConstructor(carModel, 5f, createConvexHullShape(carModel, true)));
// Create the entities
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);
for (float y = 10f; y < 50f; y += 5f)
world.add("car", -2f + (float)Math.random() * 4f, y, -2f + (float)Math.random() * 4f).setColor(
0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 1f);
distance = new ConvexHullDistance();
shapeRenderer = new ShapeRenderer();
}
示例15: create
import com.badlogic.gdx.graphics.g3d.Model; //導入依賴的package包/類
@Override
public void create () {
super.create();
final Model chassisModel = objLoader.loadModel(Gdx.files.internal("data/car.obj"));
disposables.add(chassisModel);
chassisModel.materials.get(0).clear();
chassisModel.materials.get(0).set(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE));
chassisVertexArray = new btTriangleIndexVertexArray(chassisModel.meshParts);
btGImpactMeshShape chassisShape = new btGImpactMeshShape(chassisVertexArray);
chassisShape.setLocalScaling(new Vector3(1f, 1f, 1f));
chassisShape.setMargin(0f);
chassisShape.updateBound();
world.addConstructor("chassis", new BulletConstructor(chassisModel, 1f, chassisShape));
(ground = 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);
world.add("chassis", 3f, 10f, 3f);
world.add("chassis", 4f, 5f, 3f);
world.add("chassis", 4f, 1f, 5f);
btGImpactCollisionAlgorithm.registerAlgorithm(world.dispatcher);
}