本文整理匯總了Java中com.badlogic.gdx.graphics.g3d.Environment.add方法的典型用法代碼示例。如果您正苦於以下問題:Java Environment.add方法的具體用法?Java Environment.add怎麽用?Java Environment.add使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.graphics.g3d.Environment
的用法示例。
在下文中一共展示了Environment.add方法的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.Environment; //導入方法依賴的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: GameModel
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
public GameModel(PerspectiveCamera cam, boolean [][][] collision){
//setup the model instances
parts = new Array<ModelInstance>();
frame = new Array<ModelInstance>();
shadow = new Array<ModelInstance>();
//setup environment
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));
//setup collision matrix
matrix = collision;
//setup camera
camera = cam;
}
示例3: Renderer
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的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();
}
}
示例4: setEnvironmentLights
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
public void setEnvironmentLights(Array<BaseLight<?>> lights, Vector3 sunDirection) {
environment = new Environment();
environment.add((shadowLight = new DirectionalShadowLight(
GameSettings.SHADOW_MAP_WIDTH,
GameSettings.SHADOW_MAP_HEIGHT,
GameSettings.SHADOW_VIEWPORT_WIDTH,
GameSettings.SHADOW_VIEWPORT_HEIGHT,
GameSettings.SHADOW_NEAR,
GameSettings.SHADOW_FAR))
.set(GameSettings.SHADOW_INTENSITY,
GameSettings.SHADOW_INTENSITY,
GameSettings.SHADOW_INTENSITY,
sunDirection.nor()));
environment.shadowMap = shadowLight;
float ambientLight = GameSettings.SCENE_AMBIENT_LIGHT;
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, ambientLight, ambientLight, ambientLight, 1));
for (BaseLight<?> light : lights) {
environment.add(light);
}
}
示例5: create
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public void create () {
modelBatch = new ModelBatch(new DefaultShaderProvider());
// modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
| Usage.Normal);
instance = new ModelInstance(model);
// model = new G3dModelLoader(new UBJsonReader()).loadModel(Gdx.files.internal("data/g3d/knight.g3db"));
// instance = new ModelInstance(model);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
示例6: create
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public void create () {
super.create();
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.1f, 0.1f, 0.1f, 1.f));
lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
shaderProvider = new TestShaderProvider();
shaderBatch = new ModelBatch(shaderProvider);
cam.position.set(1, 1, 1);
cam.lookAt(0, 0, 0);
cam.update();
showAxes = true;
onModelClicked("g3d/shapes/teapot.g3dj");
shaderRoot = (hotLoadFolder != null && Gdx.app.getType() == ApplicationType.Desktop) ? Gdx.files.absolute(hotLoadFolder)
: Gdx.files.internal("data/g3d/shaders");
}
示例7: create
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public void create() {
modelBatch = new ModelBatch();
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));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
instance = new ModelInstance(model);
}
示例8: Stage3d
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
public Stage3d (float width, float height, boolean keepAspectRatio) {
this.width = width;
this.height = height;
root = new Group3d();
root.setStage3d(this);
modelBatch = new ModelBatch();
camera = new Camera3d();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.9f, 0.9f, 0.9f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0f, 0f, -1f, -0.8f, -0.2f));
setViewport(width, height, keepAspectRatio);
}
示例9: create
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public void create () {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
environment.set(new ColorAttribute(ColorAttribute.Fog, 0.13f, 0.13f, 0.13f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(30f, 10f, 30f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 45f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
| Usage.Normal);
instance = new ModelInstance(model);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
示例10: setup
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public boolean setup() {
modelBatch = new ModelBatch(new DefaultShaderProvider());
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1.f));
lights.add(new DirectionalLight().set(0.3f, 0.3f, 0.3f, 0, 1, -0.2f));
cam = new MapCamera(mMap);
renderContext =
new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1));
// shader = new DefaultShader(renderable.material,
// renderable.mesh.getVertexAttributes(), true, false, 1, 0, 0, 0);
// shader.init();
return true;
}
示例11: setup
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public boolean setup() {
// if (assets == null)
// assets = new AssetManager();
// assets.load("data/g3d/invaders.g3dj", Model.class);
// loading = true;
modelBatch = new ModelBatch(new DefaultShaderProvider());
lights = new Environment();
// lights.ambientLight.set(1.0f, 1.0f, 1.0f, 1f);
// lights.ambientLight.set(215 / 255f,
// 240 / 255f,
// 51 / 255f, 1f);
lights.add(new DirectionalLight().set(0.9f, 0.9f, 0.9f, 0, 1, -0.2f));
cam = new MapCamera(mMap);
return true;
}
示例12: drawProfile
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
private void drawProfile() {
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
environment.add(new DirectionalLight().set(1f, 1f, 1f, 1f, 1f, 1f));
Model model = managerAssets.getAssetsProfile().getModel(NameFiles.profileObject);
model.nodes.get(2).translation.set(0,-14.5f,9);
instance = new ModelInstance(model);
instance.transform.scale(0.2f,0.2f,0.2f);
instance.transform.trn(0,-8f,27).rotate(0,1,0,55);
decalBackground = Decal.newDecal(new TextureRegion(managerAssets.getAssetsCrafting().getTexture(NameFiles.backgroundCrafting)));
decalBackground.setDimensions(75,150);
decalBackground.setPosition(0,0,0);
queueDisplay = QueueDisplay.getInstance();
}
示例13: MapsScreen
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
public MapsScreen(GameManager game) {
gameManager = game;
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
environment.add(new DirectionalLight().set(1f, 1f, 1f, -1f, -0.8f, -0.2f));
camera = new PerspectiveCamera(40, Width, Height);
camera.lookAt(0, 0, 0);
camera.far = 4000;
camera.near = 1;
camera.update();
pos = new Vector2[3][3];
CameraGroupStrategy cameraGroupStategy = new CameraGroupStrategy(camera);
batch = new DecalBatch(cameraGroupStategy);
bounds = new Bounds();
matrixPixmap = MapPixmap.getInstance();
managerAssets = ManagerAssets.getInstance();
myLocation = MyLocation.getInstance();
pointerx = new int[4];
pointery = new int[4];
compass = myLocation.getCompas();
queue = MyQueue.getInstance();
//calc bounds
bounds.getCorners(matrixPixmap.getMatrix()[1][1].getLatitude(),matrixPixmap.getMatrix()[1][1].getLongitude() , 17.0, 640.0, 640.0);
unitlong = (bounds.calcDisance(bounds.latSW, bounds.longSW, bounds.latSW, bounds.longNE)+bounds.calcDisance(bounds.latNE,bounds.longNE,bounds.latNE,bounds.longSW))/2.0;
unitlong=600/unitlong;
unitlat = bounds.calcDisance(bounds.latSW, bounds.longSW, bounds.latNE, bounds.longSW);
unitlat= 600/unitlat;
timerEnergy = new Timer();
informationProfile = InformationProfile.getInstance();
}
示例14: setupEnviroment
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
private void setupEnviroment() {
camera = new CardboardCamera();
camera.position.set(0f, CAMERA_Y, 0f);
camera.lookAt(0f, CAMERA_Y, -1f);
camera.near = Z_NEAR;
camera.far = Z_FAR;
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 0.5f));
environment.set(new ColorAttribute(ColorAttribute.Fog, BACKGROUND_COLOR.r, BACKGROUND_COLOR.g, BACKGROUND_COLOR.b, BACKGROUND_COLOR.a));
environment.add(new DirectionalLight().set(0.6f, 0.6f, 0.4f, -0.5f, -0.6f, -0.5f));
environment.add(new DirectionalLight().set(0.6f, 0.6f, 0.4f, 0.5f, -0.6f, 0.5f));
}
示例15: create
import com.badlogic.gdx.graphics.g3d.Environment; //導入方法依賴的package包/類
@Override
public void create() {
INSTANCE=this;
Debug.dbg("Path: "+System.getProperty("user.dir"));
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));
staticEntityBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
float cameraDist=0.8f;
cam.position.set(cameraDist,cameraDist,cameraDist);
cam.lookAt(0,0,0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
Assets.modelBuilder = new ModelBuilder();
Model world = Assets.modelBuilder.createSphere(2f,2f,2f,
80, 80, /* 80x80 seems to be enough polys to look smooth */
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
models.add(world);
planetSurface = new ModelInstance(world);
camController = new CameraController(cam);
Gdx.input.setInputProcessor(camController);
space=new Space();
}