public void update() { dynamicsWorld.stepSimulation(Gdx.graphics.getDeltaTime(), 5); GL10 gl = Gdx.gl10; for (int i = 0; i < entities.size; i++) { final Entity entity = entities.get(i); gl.glPushMatrix(); gl.glMultMatrixf(entity.worldTransform.transform.val, 0); gl.glColor4f(entity.color.r, entity.color.g, entity.color.b, entity.color.a); entity.mesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } }
/** * This method is responsible for OpenGL rendering mechanism. Adds lighting to the world. Checks * rigidBody map for proper collisionshapes (like SphereShape or BoxShape). */ public void render(float delta) { float[] light_ambient = new float[] {1.5f, 1.5f, 1.5f, 1.5f}; float[] light_diffuse = new float[] {1.0f, 1.0f, 1.0f, 1.0f}; float[] light_specular = new float[] {1.0f, 1.0f, 1.0f, 1.0f}; float[] light_position0 = new float[] {1.0f, 10.0f, 1.0f, 0.0f}; light_position0[0] = position.x + 10; light_position0[1] = position.y; light_position0[2] = position.z; float x = 0.0f, z = 0.0f; GL10 gl = Gdx.graphics.getGL10(); deltaTime = Gdx.graphics.getDeltaTime(); Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, light_ambient, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, light_diffuse, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, light_specular, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, light_position0, 0); Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHTING); Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHT0); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_CULL_FACE); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); startTime = System.nanoTime(); rigidBody = physics.doSimulation(deltaTime, 1); endTime = (System.nanoTime() - startTime) / 1000000000.0f; for (RigidBody body : rigidBody.values()) { if (body.geometry.shape.getType() == ShapeType.BOX_SHAPE_PROXYTYPE) { gl.glPushMatrix(); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); wallShapeZ = (BoxShape) body.geometry.shape; wood.bind(); gl.glRotatef(270, 1, 0, 0); gl.glScalef(7, 7, 7); wall.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } if (body.geometry.shape.getType() == ShapeType.STATIC_PLANE_PROXYTYPE) { gl.glPushMatrix(); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); groundShape = (StaticPlaneShape) body.geometry.shape; stone.bind(); gl.glRotatef(270, 1, 0, 0); gl.glScalef(6f, 6f, 6f); plane.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } if (body.geometry.shape.getType() == ShapeType.SPHERE_SHAPE_PROXYTYPE) { gl.glPushMatrix(); sphereMovement(body); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); x = body.motionState.resultSimulation.originPoint.x; z = body.motionState.resultSimulation.originPoint.z; if ((x >= 19.0 && x <= 26.5) && (z >= 8.4 && z <= 8.6)) { Gdx.app.log("Zwyciestwo", "lolol"); } if (indexior == 0) black.bind(); else if (indexior == 1) green.bind(); else if (indexior == 2) pink.bind(); else if (indexior == 3) steel.bind(); else if (indexior == 4) maja.bind(); sphere.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); cameraSetup(body); } } if (Gdx.input.justTouched()) { FileHandle fh = Gdx.files.local("ala.txt"); fh.writeString( String.valueOf(x) + " " + String.valueOf(z) + " " + String.valueOf(indexior), false); game.setScreen(new MenuScreen(game)); } gl.glPushMatrix(); gl.glTranslatef(22.0f, -10.0f, 8.5f); gl.glScalef(1.0f, 1.0f, 1.0f); gl.glRotatef(270, 1, 0, 0); aim.bind(); target.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); }