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Java ModelBatch類代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.g3d.ModelBatch的典型用法代碼示例。如果您正苦於以下問題:Java ModelBatch類的具體用法?Java ModelBatch怎麽用?Java ModelBatch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。


ModelBatch類屬於com.badlogic.gdx.graphics.g3d包,在下文中一共展示了ModelBatch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: GameScreen

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public GameScreen(){
	spriteBatch = new SpriteBatch(); // buffer ok
	texture     = new Texture(Gdx.files.internal("bg/gameBG.jpg"));
	viewMatrix  = new Matrix4();  // matriz de visualização
	tranMatrix  = new Matrix4();  // matriz de escala
	
	// camera
	camera = new PerspectiveCamera(67.0f, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	camera.near = 0.1f;
	camera.far  = 1000f;
	camera.position.set(0, 5, 10);
	camera.lookAt(0, 5, 0);
	camera.update();
	
	// ambiente
	environment = new Environment();
	environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1,1,1,1));
	
	// renderizador
	modelBatch = new ModelBatch();
	p1 = new Player(1);
	p2 = new Player(2);
	
	
	
}
 
開發者ID:fmassetto,項目名稱:StreetCampusFighter,代碼行數:27,代碼來源:GameScreen.java

示例2: show

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
@Override
public void show() {
    stage = new Stage(new StretchViewport(Width,Height));
    stage.addActor(tabContinue);
    PerspectiveCamera camera2 = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    camera2.position.set(0, -Width * 0.075f, Width * 0.135f);
    camera2.lookAt(0, 0, 0);
    camera2.far = Width*0.3f;
    camera2.near = 1;
    camera2.update();
    controller = new CameraInputController(camera2);
    CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera2);
    batch = new DecalBatch(cameraGroupStrategy);
    modelBatch = new ModelBatch();
    InputMultiplexer in = new InputMultiplexer();
    in.addProcessor(stage);
    in.addProcessor(controller);
    Gdx.input.setInputProcessor(in);
}
 
開發者ID:TudorRosca,項目名稱:enklave,代碼行數:20,代碼來源:ScreenBricks.java

示例3: Renderer

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public Renderer(VuforiaRenderer arRenderer) {

        lights = new Environment();
        lights.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));

        camera = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        camera.near = 1.0F;
        camera.far = 1000.0F;
        //set camera into "Vuforia - style" direction
        camera.position.set(new Vector3(0,0,0));
        camera.lookAt(new Vector3(0,0,1));

        this.vuforiaRenderer = arRenderer;

        modelBatch = new ModelBatch();
    }
 
開發者ID:daemontus,項目名稱:VuforiaLibGDX,代碼行數:17,代碼來源:Renderer.java

示例4: create

import com.badlogic.gdx.graphics.g3d.ModelBatch; //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);
}
 
開發者ID:SinuXVR,項目名稱:GdxVR-Sample-1,代碼行數:23,代碼來源:GdxVR.java

示例5: create

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
@Override
public void create() {
	try {
		logger.setLevel(Logger.DEBUG);
		Gdx.app.setLogLevel(Application.LOG_DEBUG);

		Texture.setAssetManager(assets);

		spriteBatch = new SpriteBatch();
		modelBatch = new ModelBatch();

		game.create();
	} catch (Exception e) {
		logger.error(e.getMessage(), e);
		Gdx.app.exit();
	}
}
 
開發者ID:mrDarkHouse,項目名稱:GDefence,代碼行數:18,代碼來源:LibgdxUtils.java

示例6: Renderer

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public Renderer () {
	try {
		lights = new Environment();
		lights.add(new DirectionalLight().set(Color.WHITE, new Vector3(-1, -0.5f, 0).nor()));

		spriteBatch = new SpriteBatch();
		modelBatch = new ModelBatch();

		backgroundTexture = new Texture(Gdx.files.internal("data/planet.jpg"), Format.RGB565, true);
		backgroundTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);

		font = new BitmapFont(Gdx.files.internal("data/font10.fnt"), Gdx.files.internal("data/font10.png"), false);

		camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	} catch (Exception ex) {
		ex.printStackTrace();
	}
}
 
開發者ID:Motsai,項目名稱:neblina-libgdx3d,代碼行數:19,代碼來源:Renderer.java

示例7: create

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
@Override
public void create() {
	Box2D.init();
	
	_spriteBatch = new SpriteBatch();
	_modelBatch = new ModelBatch();
	_assetsHndlr = new AssetsHandler(_ASSETS_LIST_FILE_NAME);
	_settings = new Settings(_SETTINS_NAME);

	// Let shaders not use all available uniforms and attributes
	ShaderProgram.pedantic = false;
	// Disable for now bloom shader
	_settings.SetIsBloomShaderEnabled(false);

	setScreen(new LoadingScreen(this));
}
 
開發者ID:mitsuhirato,項目名稱:TheEndlessCastle,代碼行數:17,代碼來源:TheEndlessCastle.java

示例8: render

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public void render(ModelBatch batch, Environment environment) {
        if (drawShapes) {
            batch.render(hub.modelInstance, environment);
            batch.render(rim.modelInstance, environment);

            for (int i = 0; i < spokesToDraw; i++) {
                spokes.get(i).updateSpokeRender();
                batch.render(spokes.get(i).modelInstance, environment);
            }
//            spokes.forEach(s -> batch.render(s.modelInstance, environment));
//            bulletWorld.updateAabbs();
        }


        if (debugDrawer.getDebugMode() > 0) {
            Camera camera = batch.getCamera();
            batch.flush();
            debugDrawer.begin(camera);
            bulletWorld.debugDrawWorld();
            debugDrawer.end();
        }
    }
 
開發者ID:Matsemann,項目名稱:eamaster,代碼行數:23,代碼來源:WheelWorld.java

示例9: render

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public void render(ModelBatch batch, Environment environment) {
        if (drawShapes) {
            for (WorldEntity entity : entities) {
                batch.render(entity.instance, environment);
            }

            batch.render(instances);
        }

        if (getDebugMode() > 0) {
            Camera camera = batch.getCamera();
            batch.flush();
            debugDrawer.begin(camera);
            bulletWorld.debugDrawWorld();
            debugDrawer.end();
//            batch.begin(camera);
        }
    }
 
開發者ID:Matsemann,項目名稱:eamaster,代碼行數:19,代碼來源:World.java

示例10: PerspectiveRenderer

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
/**
 * Renderer for all visible 3D components.
 * 
 * @param camera
 * @param boardController
 *            handles interactions between the behind the scenes logic and
 *            what is drawn
 * @param piecePlacement
 *            array of 64 shorts defining the contents of all 64 board
 *            locations
 */
public PerspectiveRenderer(Camera camera, BoardController boardController, short[] piecePlacement) {

	mCamera = camera;
	mBoardController = boardController;

	mShadowBatch = new ModelBatch(new DepthShaderProvider());
	mCubeMapBatch = new ModelBatch(Gdx.files.internal("shaders/cubevertex.glsl"), Gdx.files.internal("shaders/cubefragment.glsl"));
	mBackgroundBatch = new ModelBatch();
	mEnvironment = new Environment();
	mBackgroundEnvironment = new Environment();
	mDrawables = new Array<ABaseObject>();
	mGraveyard = new ChessPieceGraveyard();
	mLightDirection = new Vector3(11.0f, -9.0f, 11.0f);

	configureEnvironments();
	createGameObjects(piecePlacement);
}
 
開發者ID:nkarasch,項目名稱:ChessGDX,代碼行數:29,代碼來源:PerspectiveRenderer.java

示例11: ToolManager

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public ToolManager(InputManager inputManager, ProjectManager projectManager, GameObjectPicker goPicker,
        ToolHandlePicker toolHandlePicker, ModelBatch modelBatch, ShapeRenderer shapeRenderer,
        CommandHistory history) {
    this.inputManager = inputManager;
    this.activeTool = null;

    terrainBrushes = new Array<>();
    terrainBrushes.add(new SmoothCircleBrush(projectManager, modelBatch, history));
    terrainBrushes.add(new CircleBrush(projectManager, modelBatch, history));
    terrainBrushes.add(new StarBrush(projectManager, modelBatch, history));
    terrainBrushes.add(new ConfettiBrush(projectManager, modelBatch, history));

    modelPlacementTool = new ModelPlacementTool(projectManager, modelBatch, history);
    selectionTool = new SelectionTool(projectManager, goPicker, modelBatch, history);
    translateTool = new TranslateTool(projectManager, goPicker, toolHandlePicker, modelBatch, history);
    rotateTool = new RotateTool(projectManager, goPicker, toolHandlePicker, shapeRenderer, modelBatch, history);
    scaleTool = new ScaleTool(projectManager, goPicker, toolHandlePicker, shapeRenderer, modelBatch, history);
}
 
開發者ID:mbrlabs,項目名稱:Mundus,代碼行數:19,代碼來源:ToolManager.java

示例12: ScaleTool

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public ScaleTool(ProjectManager projectManager, GameObjectPicker goPicker, ToolHandlePicker handlePicker,
        ShapeRenderer shapeRenderer, ModelBatch batch, CommandHistory history) {
    super(projectManager, goPicker, handlePicker, batch, history);

    this.shapeRenderer = shapeRenderer;

    ModelBuilder modelBuilder = new ModelBuilder();
    Model xPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_X)),
            Vector3.Zero, new Vector3(15, 0, 0));
    Model yPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Y)),
            Vector3.Zero, new Vector3(0, 15, 0));
    Model zPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Z)),
            Vector3.Zero, new Vector3(0, 0, 15));
    Model xyzPlaneHandleModel = modelBuilder.createBox(3, 3, 3,
            new Material(ColorAttribute.createDiffuse(COLOR_XYZ)),
            VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);

    xHandle = new ScaleHandle(X_HANDLE_ID, xPlaneHandleModel);
    yHandle = new ScaleHandle(Y_HANDLE_ID, yPlaneHandleModel);
    zHandle = new ScaleHandle(Z_HANDLE_ID, zPlaneHandleModel);
    xyzHandle = new ScaleHandle(XYZ_HANDLE_ID, xyzPlaneHandleModel);

    handles = new ScaleHandle[] { xHandle, yHandle, zHandle, xyzHandle };
}
 
開發者ID:mbrlabs,項目名稱:Mundus,代碼行數:25,代碼來源:ScaleTool.java

示例13: GameRenderer

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public GameRenderer(Viewport viewport, Camera camera, GameEngine engine) {
	this.viewport = viewport;
	this.camera = camera;
	this.engine = engine;

	shapeRenderer = new MyShapeRenderer();
	shapeRenderer.setAutoShapeType(true);

	spriteBatch = new SpriteBatch();
	font = new BitmapFont();
	font.setColor(Color.WHITE);
	font.setUseIntegerPositions(false);
	font.getData().setScale(0.01f);
	shadowBatch = new ModelBatch(new DepthShaderProvider());

	ShaderProgram.pedantic = false;
	final String vertUber = Gdx.files.internal("shaders/uber.vert").readString();
	final String fragUber = Gdx.files.internal("shaders/uber.frag").readString();
	modelBatch = new ModelBatch(new DefaultShaderProvider(vertUber, fragUber) {
		@Override
		protected Shader createShader(final Renderable renderable) {
			return new UberShader(renderable, config);
		}
	});
}
 
開發者ID:jsjolund,項目名稱:GdxDemo3D,代碼行數:26,代碼來源:GameRenderer.java

示例14: MiniMap

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
public MiniMap(Rocket rocket, ControllerPlanet planetController) {
	this.rocket = rocket;
	this.planetController = planetController;

	miniMapModelBatch = new ModelBatch();
	miniMapBatch = new SpriteBatch();

	miniMapCamera = new OrthographicCamera(MINI_MAP_SIZE * MINI_ZOOM, MINI_MAP_SIZE * MINI_ZOOM);
	miniMapCamera.near = 1f;
	miniMapCamera.far = 300f;

	rocketArrow = 	App.TEXTURES.findRegion("rocket_arrow");
	shieldIcon = 	App.TEXTURES.findRegion("minimap_shield");
	fuelIcon =		App.TEXTURES.findRegion("minimap_fuel");
	artifactIcon = 	App.TEXTURES.findRegion("minimap_artifact");
	minimapBorder = App.TEXTURES.findRegion("minimapBorder");
	planetPortal = 	App.TEXTURES.findRegion("planetPortal");
	raceIcon = App.TEXTURES.findRegion("minimap_race");
}
 
開發者ID:aphex-,項目名稱:Alien-Ark,代碼行數:20,代碼來源:MiniMap.java

示例15: create

import com.badlogic.gdx.graphics.g3d.ModelBatch; //導入依賴的package包/類
@Override
public void create () {
	ObjLoader objLoader = new ObjLoader();
	sphere = objLoader.loadObj(Gdx.files.internal("data/sphere.obj"));
	sphere.materials.get(0).set(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE));
	cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	cam.far = 200;
	Random rand = new Random();
	for (int i = 0; i < instances.length; i++) {
		instances[i] = new ModelInstance(sphere, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100
			- rand.nextFloat() * 100, rand.nextFloat() * -100 - 3);
	}
	batch = new SpriteBatch();
	font = new BitmapFont();
	logo = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
	modelBatch = new ModelBatch();
}
 
開發者ID:basherone,項目名稱:libgdxcn,代碼行數:18,代碼來源:ProjectTest.java


注:本文中的com.badlogic.gdx.graphics.g3d.ModelBatch類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。