示例#1
0
 @Override
 public void create() {
   super.create();
   shaderProgram = loadShader("defaultVS.glsl", "spot-phong-FS.glsl");
   spotlight =
       new Spotlight(
           new Vector3(0, 3, 0),
           new Vector3(0, (float) Math.PI / 4 + 0.3f, 0),
           new Vector3(0.3f, 1.0f, 0.3f),
           1,
           (float) Math.PI / 4);
   ModelLoader<?> cubeLoader = new ObjLoader();
   ModelData floorData = cubeLoader.loadModelData(Gdx.files.internal("box.obj"));
   floorTxt = new Texture("texture.png");
   floorMesh =
       new Mesh(
           true,
           floorData.meshes.get(0).vertices.length,
           floorData.meshes.get(0).parts[0].indices.length,
           VertexAttribute.Position(),
           VertexAttribute.Normal(),
           VertexAttribute.TexCoords(0));
   floorMesh.setVertices(floorData.meshes.get(0).vertices);
   floorMesh.setIndices(floorData.meshes.get(0).parts[0].indices);
   floor =
       new ModelObject(
           floorMesh,
           0.2f,
           new Vector3(-150, -2, -150),
           new Vector3(0, 0, 0),
           new Vector3(3000f, 0.1f, 3000f));
   ((MoveablePCamera) camera).addModel(model);
 }
  @Override
  public void create() {
    ShaderProgram.pedantic = false;

    String vs = Gdx.files.internal("signed/vertex.glsl").readString();
    String fs = Gdx.files.internal("signed/fragment.glsl").readString();

    shader = new ShaderProgram(vs, fs);

    if (!shader.isCompiled()) {
      throw new IllegalArgumentException(
          "Error compiling distance field shader: " + shader.getLog());
    }

    mesh =
        new Mesh(true, 4, 6, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"));
    float[] vertices = {1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0};

    short[] indices = {
      0, 1, 2,
      2, 3, 0
    };
    mesh.setVertices(vertices);
    mesh.setIndices(indices);

    startTime = TimeUtils.millis();
  }
示例#3
0
  private Mesh generateBlock(Mesh mesh, float width, float length, float height) {
    mesh.setVertices(
        new float[] {
          width / 2, length / 2, height / 2, -width / 2, length / 2, height / 2, -width / 2,
          -length / 2, height / 2, width / 2, -length / 2, height / 2, -width / 2, -length / 2,
          -height / 2, -width / 2, length / 2, -height / 2, width / 2, length / 2, -height / 2,
          width / 2, -length / 2, -height / 2
        });
    mesh.setIndices(new short[] {0, 1, 5, 2, 4, 7, 5, 6, 0, 7, 3, 2, 0, 1});

    return mesh;
  }
示例#4
0
 @Deprecated
 public static Model createFromMesh(
     final float[] vertices,
     final VertexAttribute[] attributes,
     final short[] indices,
     int primitiveType,
     final Material material) {
   final Mesh mesh = new Mesh(false, vertices.length, indices.length, attributes);
   mesh.setVertices(vertices);
   mesh.setIndices(indices);
   return createFromMesh(mesh, 0, indices.length, primitiveType, material);
 }
示例#5
0
  /** End building the mesh and returns the mesh */
  public Mesh end() {
    if (this.attributes == null) throw new RuntimeException("Call begin() first");
    endpart();

    final Mesh mesh = new Mesh(true, vertices.size, indices.size, attributes);
    mesh.setVertices(vertices.items, 0, vertices.size);
    mesh.setIndices(indices.items, 0, indices.size);

    for (MeshPart p : parts) p.mesh = mesh;
    parts.clear();

    attributes = null;
    vertices.clear();
    indices.clear();

    return mesh;
  }
示例#6
0
  @Override
  public void create() {
    texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));
    texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);

    mesh =
        new Mesh(
            true,
            4,
            6,
            new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_pos"),
            new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoords"));

    float[] vertices = new float[4 * 4];

    int idx = 0;
    vertices[idx++] = -1;
    vertices[idx++] = -1;
    vertices[idx++] = 0;
    vertices[idx++] = 0;

    vertices[idx++] = -1;
    vertices[idx++] = 1;
    vertices[idx++] = 0;
    vertices[idx++] = 1;

    vertices[idx++] = 1;
    vertices[idx++] = 1;
    vertices[idx++] = 1;
    vertices[idx++] = 1;

    vertices[idx++] = 1;
    vertices[idx++] = -1;
    vertices[idx++] = 1;
    vertices[idx++] = 0;

    short[] indices = {0, 1, 2, 2, 3, 0};
    mesh.setVertices(vertices);
    mesh.setIndices(indices);

    Gdx.input.setInputProcessor(this);
  }
示例#7
0
  public Mesh getMesh() {
    float[] verts = new float[getVertexSize() * numVertices];
    short[] indices = new short[numIndices];
    VertexAttribute[] attributes = getVertexAttributes();

    for (int i = 0; i < numIndices; i++) {
      VertexIndices vertex = triangles.get(i);
      if (vertex.index > Short.MAX_VALUE || vertex.index < Short.MIN_VALUE)
        throw new GdxRuntimeException("index to big for short: " + vertex.index);
      indices[i] = (short) vertex.index;
    }

    int idx = 0;
    int destOffset = 0;

    for (int i = 0; i < vertices.size; i++) {
      VertexIndices vertex = vertices.get(i);

      for (int j = 0; j < sources.length; j++) {
        Source source = sources[j];
        float[] data = source.data;
        int index = vertex.indices[j];
        int components = source.components;
        int sourceOffset = index * components;

        for (int k = 0; k < components; k++) {
          if ((attributes[j].usage == Usage.TextureCoordinates) && k == 1) {
            verts[destOffset++] = 1 - data[sourceOffset++];
          } else {
            verts[destOffset++] = data[sourceOffset++];
          }
        }
      }
    }

    Mesh mesh = new Mesh(true, vertices.size, indices.length, attributes);
    mesh.setVertices(verts);
    mesh.setIndices(indices);
    return mesh;
  }
示例#8
0
 @Override
 public void create() {
   String vertexShader =
       "uniform float u_offset;      \n"
           + "attribute vec4 a_position;   \n"
           + "attribute vec2 a_texCoord;   \n"
           + "varying vec2 v_texCoord;     \n"
           + "void main()                  \n"
           + "{                            \n"
           + "   gl_Position = a_position; \n"
           + "   gl_Position.x += u_offset;\n"
           + "   v_texCoord = a_texCoord;  \n"
           + "}                            \n";
   String fragmentShader =
       "#ifdef GL_ES\n"
           + "precision mediump float;\n"
           + "#endif\n"
           + "varying vec2 v_texCoord;                            \n"
           + "uniform sampler2D s_texture;                        \n"
           + "void main()                                         \n"
           + "{                                                   \n"
           + "  gl_FragColor = texture2D( s_texture, v_texCoord );\n"
           + "}                                                   \n";
   shader = new ShaderProgram(vertexShader, fragmentShader);
   mesh =
       new Mesh(
           true,
           4,
           6,
           new VertexAttribute(Usage.Position, 4, "a_position"),
           new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord"));
   float[] vertices = {
     -0.5f,
     0.5f,
     0.0f,
     1.5f, // Position 0
     0.0f,
     0.0f, // TexCoord 0
     -0.5f,
     -0.5f,
     0.0f,
     0.75f, // Position 1
     0.0f,
     1.0f, // TexCoord 1
     0.5f,
     -0.5f,
     0.0f,
     0.75f, // Position 2
     1.0f,
     1.0f, // TexCoord 2
     0.5f,
     0.5f,
     0.0f,
     1.5f, // Position 3
     1.0f,
     0.0f // TexCoord 3
   };
   short[] indices = {0, 1, 2, 0, 2, 3};
   mesh.setVertices(vertices);
   mesh.setIndices(indices);
   createTexture();
 }
示例#9
0
  public GameMapMesh generateMapMesh(GameMap map) {
    Mesh mesh =
        new Mesh(
            true,
            25 * map.getSize(),
            36 * map.getSize(),
            new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"),
            new VertexAttribute(VertexAttributes.Usage.ColorUnpacked, 4, "a_color"),
            new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 3, "a_texcoords"));

    TextureArray textureMap =
        new TextureArray(
            "mp09901.bmp",
            "mp09902.bmp",
            "mp09903.bmp",
            "mp09904.bmp",
            "mp09905.bmp",
            "mp09906.bmp",
            "mp09907.bmp",
            "mp09908.bmp",
            "mp09991.bmp");

    /** Cube vertices */
    short[] indices = {
      0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18,
      16, 18, 19, 20, 23, 22, 20, 22, 21
    };

    //    F ----- G
    //   /|      /|
    //  E ------H |   ^ Y  Z
    //  | |     | |   |   /
    //  | |B ---|-|C  |  /
    //  |/      |/    | /
    //  A ------D     |------>X

    TFloatList vertList = new TFloatArrayList(9 * 24 * map.getSize());
    TShortList indList = new TShortArrayList(36 * map.getSize());
    int i = 0;
    for (int x = 0; x < map.getWidth(); x++) {
      for (int y = 0; y < map.getLength(); y++) {
        Tile t = map.getTile(x, y);
        if (t == null) continue;
        float size = 0.5f;

        Vector3 pta = new Vector3(x - size, 0, y - size);
        Vector3 ptb = new Vector3(x - size, 0, y + size);
        Vector3 ptc = new Vector3(x + size, 0, y + size);
        Vector3 ptd = new Vector3(x + size, 0, y - size);
        Vector3 pte =
            new Vector3(x - size, 0.1f * t.heightData.get(Tile.Corner.UPPER_SOUTH_WEST), y - size);
        Vector3 ptf =
            new Vector3(x - size, 0.1f * t.heightData.get(Tile.Corner.UPPER_SOUTH_EAST), y + size);
        Vector3 ptg =
            new Vector3(x + size, 0.1f * t.heightData.get(Tile.Corner.UPPER_NORTH_EAST), y + size);
        Vector3 pth =
            new Vector3(x + size, 0.1f * t.heightData.get(Tile.Corner.UPPER_NORTH_WEST), y - size);

        Rect2f[] texReg = new Rect2f[5];
        texReg[0] = getTextureBounds(t.screenData.get(Tile.Screen.UPPER), textureMap);
        texReg[1] = getTextureBounds(t.screenData.get(Tile.Screen.SOUTH), textureMap);
        texReg[2] = getTextureBounds(t.screenData.get(Tile.Screen.NORTH), textureMap);
        texReg[3] = getTextureBounds(t.screenData.get(Tile.Screen.WEST), textureMap);
        texReg[4] = getTextureBounds(t.screenData.get(Tile.Screen.EAST), textureMap);

        int[] texUnits = new int[5];
        texUnits[0] = t.screenData.get(Tile.Screen.UPPER).texUnit;
        texUnits[1] = t.screenData.get(Tile.Screen.SOUTH).texUnit;
        texUnits[2] = t.screenData.get(Tile.Screen.NORTH).texUnit;
        texUnits[3] = t.screenData.get(Tile.Screen.WEST).texUnit;
        texUnits[4] = t.screenData.get(Tile.Screen.EAST).texUnit;

        float[] verts = {
          // bottom (-y)
          pta.x, pta.y, pta.z, 1, 1, 1, 1, 0, 0, 0,
          ptb.x, ptb.y, ptb.z, 1, 1, 1, 1, 0, 0, 0,
          ptc.x, ptc.y, ptc.z, 1, 1, 1, 1, 0, 0, 0,
          ptd.x, ptd.y, ptd.z, 1, 1, 1, 1, 0, 0, 0,

          // top (+y)
          pte.x, pte.y, pte.z, 1, 1, 1, 1, texReg[0].minX(), texReg[0].maxY(), texUnits[0],
          ptf.x, ptf.y, ptf.z, 1, 1, 1, 1, texReg[0].maxX(), texReg[0].maxY(), texUnits[0],
          ptg.x, ptg.y, ptg.z, 1, 1, 1, 1, texReg[0].maxX(), texReg[0].minY(), texUnits[0],
          pth.x, pth.y, pth.z, 1, 1, 1, 1, texReg[0].minX(), texReg[0].minY(), texUnits[0],

          // back (-z) (south)
          pta.x, pta.y, pta.z, 1, 1, 1, 1, texReg[1].maxX(), texReg[1].maxY(), texUnits[1],
          pte.x, pte.y, pte.z, 1, 1, 1, 1, texReg[1].maxX(), texReg[1].minY(), texUnits[1],
          pth.x, pth.y, pth.z, 1, 1, 1, 1, texReg[1].minX(), texReg[1].minY(), texUnits[1],
          ptd.x, ptd.y, ptd.z, 1, 1, 1, 1, texReg[1].minX(), texReg[1].maxY(), texUnits[1],

          // front (+z) (north)
          ptb.x, ptb.y, ptb.z, 1, 1, 1, 1, texReg[2].minX(), texReg[2].maxY(), texUnits[2],
          ptf.x, ptf.y, ptf.z, 1, 1, 1, 1, texReg[2].minX(), texReg[2].minY(), texUnits[2],
          ptg.x, ptg.y, ptg.z, 1, 1, 1, 1, texReg[2].maxX(), texReg[2].minY(), texUnits[2],
          ptc.x, ptc.y, ptc.z, 1, 1, 1, 1, texReg[2].maxX(), texReg[2].maxY(), texUnits[2],

          // left (-x) (west)
          pta.x, pta.y, pta.z, 1, 1, 1, 1, texReg[3].minX(), texReg[3].maxY(), texUnits[3],
          ptb.x, ptb.y, ptb.z, 1, 1, 1, 1, texReg[3].maxX(), texReg[3].maxY(), texUnits[3],
          ptf.x, ptf.y, ptf.z, 1, 1, 1, 1, texReg[3].maxX(), texReg[3].minY(), texUnits[3],
          pte.x, pte.y, pte.z, 1, 1, 1, 1, texReg[3].minX(), texReg[3].minY(), texUnits[3],

          // right (+x) (east)
          ptd.x, ptd.y, ptd.z, 1, 1, 1, 1, texReg[4].maxX(), texReg[4].maxY(), texUnits[4],
          ptc.x, ptc.y, ptc.z, 1, 1, 1, 1, texReg[4].minX(), texReg[4].maxY(), texUnits[4],
          ptg.x, ptg.y, ptg.z, 1, 1, 1, 1, texReg[4].minX(), texReg[4].minY(), texUnits[4],
          pth.x, pth.y, pth.z, 1, 1, 1, 1, texReg[4].maxX(), texReg[4].minY(), texUnits[4],
        };
        vertList.add(verts);
        short[] curIndices = new short[indices.length];
        for (int j = 0; j < indices.length; j++) {
          curIndices[j] = (short) (indices[j] + (24 * i));
        }
        indList.add(curIndices);
        i++;
      }
    }
    mesh.setVertices(vertList.toArray());
    mesh.setIndices(indList.toArray());
    // textureMap.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
    mesh.getVertexAttribute(VertexAttributes.Usage.Position).alias = "a_position";
    return new GameMapMesh(mesh, textureMap);
  }
  private SubMesh[] generateSubMeshes(Mesh ogreMesh) {
    List<Submesh> ogreSubmeshes = ogreMesh.getSubmeshes().getSubmesh();
    SubMesh[] submeshes = new SubMesh[ogreSubmeshes.size()];

    for (int i = 0; i < ogreSubmeshes.size(); i++) {
      Submesh ogreSubmesh = ogreSubmeshes.get(i);
      boolean usesTriangleList = false;

      if (ogreSubmesh.use32Bitindexes)
        throw new GdxRuntimeException("submesh '" + i + "' uses 32-bit indices");
      if (ogreSubmesh.getOperationtype().equals("triangle_list")) {
        usesTriangleList = true;
      }

      short[] indices = new short[ogreSubmesh.getFaces().count * (usesTriangleList ? 3 : 1)];
      for (int j = 0, idx = 0; j < ogreSubmesh.getFaces().count; j++) {
        Face face = ogreSubmesh.getFaces().getFace().get(j);
        indices[idx++] = face.v1;
        if (usesTriangleList || j == 0) {
          indices[idx++] = face.v2;
          indices[idx++] = face.v3;
        }
      }

      List<VertexAttribute> attributes = new ArrayList<VertexAttribute>();
      IntArray offsets = new IntArray();
      int offset = 0;

      BaseGeometry geom;

      if (ogreSubmesh.useSharedVertices) {
        geom = ogreMesh.getSharedgeometry();
      } else {
        geom = ogreSubmesh.getGeometry();
      }

      for (int j = 0; j < geom.getVertexbuffer().size(); j++) {
        Vertexbuffer buffer = geom.getVertexbuffer().get(j);
        offsets.add(offset);
        if (buffer.positions) {
          attributes.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
          offset += 3;
        }
        if (buffer.normals) {
          attributes.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
          offset += 3;
        }
        if (buffer.tangents) {
          attributes.add(
              new VertexAttribute(
                  Usage.Generic, buffer.tangentDimensions, ShaderProgram.TANGENT_ATTRIBUTE));
          offset += buffer.tangentDimensions;
        }
        if (buffer.binormals) {
          attributes.add(new VertexAttribute(Usage.Generic, 3, ShaderProgram.BINORMAL_ATTRIBUTE));
          offset += 3;
        }
        if (buffer.coloursDiffuse) {
          attributes.add(new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
          offset += 4;
        }

        for (int k = 0; k < buffer.textureCoords; k++) {
          try {
            int numTexCoords = 0;
            switch (k) {
              case 0:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions0());
                break;
              case 1:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions1());
                break;
              case 2:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions2());
                break;
              case 3:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions3());
                break;
              case 4:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions4());
                break;
              case 5:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions5());
                break;
              case 6:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions6());
                break;
              case 7:
                numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions7());
                break;
            }
            attributes.add(
                new VertexAttribute(
                    Usage.TextureCoordinates, numTexCoords, ShaderProgram.TEXCOORD_ATTRIBUTE + k));
            offset += numTexCoords;
          } catch (NumberFormatException e) {
            throw new GdxRuntimeException(
                "Can't process texture coords with dimensions != 1, 2, 3, 4 (e.g. float1)");
          }
        }
      }
      VertexAttributes attribs = new VertexAttributes(attributes.toArray(new VertexAttribute[0]));
      int vertexSize = offset;
      float[] vertices = new float[geom.getVertexCount() * offset];
      for (int j = 0; j < geom.getVertexbuffer().size(); j++) {
        Vertexbuffer buffer = geom.getVertexbuffer().get(j);
        offset = offsets.get(j);
        int idx = offset;

        for (int k = 0; k < buffer.getVertex().size(); k++) {
          Vertex v = buffer.getVertex().get(k);
          if (v.getPosition() != null) {
            vertices[idx++] = v.getPosition().x;
            vertices[idx++] = v.getPosition().y;
            vertices[idx++] = v.getPosition().z;
          }

          if (v.getNormal() != null) {
            vertices[idx++] = v.getNormal().x;
            vertices[idx++] = v.getNormal().y;
            vertices[idx++] = v.getNormal().z;
          }

          if (v.getTangent() != null) {
            vertices[idx++] = v.getTangent().x;
            vertices[idx++] = v.getTangent().y;
            vertices[idx++] = v.getTangent().z;
            if (buffer.tangentDimensions == 4) vertices[idx++] = v.getTangent().w;
          }

          if (v.getBinormal() != null) {
            vertices[idx++] = v.getBinormal().x;
            vertices[idx++] = v.getBinormal().y;
            vertices[idx++] = v.getBinormal().z;
          }

          if (v.getColourDiffuse() != null) {
            float color = getColor(v.getColourDiffuse());
            vertices[idx++] = color;
          }

          if (v.getTexcoord() != null) {
            for (int l = 0; l < v.getTexcoord().size(); l++) {
              Texcoord texCoord = v.getTexcoord().get(l);
              int numTexCoords = 0;
              switch (l) {
                case 0:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions0());
                  break;
                case 1:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions1());
                  break;
                case 2:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions2());
                  break;
                case 3:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions3());
                  break;
                case 4:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions4());
                  break;
                case 5:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions5());
                  break;
                case 6:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions6());
                  break;
                case 7:
                  numTexCoords = Integer.valueOf(buffer.getTextureCoordDimensions7());
                  break;
              }

              if (numTexCoords == 1) {
                vertices[idx++] = texCoord.u;
              }

              if (numTexCoords == 2) {
                vertices[idx++] = texCoord.u;
                vertices[idx++] = texCoord.v;
              }

              if (numTexCoords == 3) {
                vertices[idx++] = texCoord.u;
                vertices[idx++] = texCoord.v;
                vertices[idx++] = texCoord.w;
              }

              if (numTexCoords == 4) {
                vertices[idx++] = texCoord.u;
                vertices[idx++] = texCoord.v;
                vertices[idx++] = texCoord.w;
                vertices[idx++] = texCoord.x;
              }
            }
          }

          offset += vertexSize;
          idx = offset;
        }
      }

      com.badlogic.gdx.graphics.Mesh mesh =
          new com.badlogic.gdx.graphics.Mesh(
              false, vertices.length / vertexSize, indices.length, attribs);
      mesh.setIndices(indices);
      mesh.setVertices(vertices);

      String meshName = "";
      if (ogreMesh.getSubmeshnames() != null) {
        List<Submeshname> names = ogreMesh.getSubmeshnames().getSubmeshname();
        for (int n = 0; n < names.size(); ++n) {
          if (Integer.parseInt(names.get(n).getIndex()) == i) meshName = names.get(n).getName();
        }
      }

      SubMesh subMesh;
      Boneassignments boneAssigments =
          (ogreSubmesh.getBoneassignments() != null)
              ? ogreSubmesh.getBoneassignments()
              : ogreMesh.getBoneassignments();

      if (boneAssigments != null) {
        subMesh = new SkeletonSubMesh(meshName, mesh, GL10.GL_TRIANGLES);
      } else {
        subMesh = new StillSubMesh(meshName, mesh, GL10.GL_TRIANGLES);
      }

      // FIXME ? subMesh.materialName = ogreSubmesh.material;

      if (boneAssigments != null) {
        SkeletonSubMesh subSkelMesh = (SkeletonSubMesh) subMesh;
        subSkelMesh.setVertices(vertices);
        subSkelMesh.setIndices(indices);
        subSkelMesh.skinnedVertices = new float[vertices.length];
        System.arraycopy(
            subSkelMesh.vertices, 0, subSkelMesh.skinnedVertices, 0, subSkelMesh.vertices.length);
        loadBones(boneAssigments, subSkelMesh);
      }

      if (ogreSubmesh.getOperationtype().equals("triangle_list"))
        subMesh.primitiveType = GL10.GL_TRIANGLES;
      if (ogreSubmesh.getOperationtype().equals("triangle_fan"))
        subMesh.primitiveType = GL10.GL_TRIANGLE_FAN;
      if (ogreSubmesh.getOperationtype().equals("triangle_strip"))
        subMesh.primitiveType = GL10.GL_TRIANGLE_STRIP;

      submeshes[i] = subMesh;
    }
    return submeshes;
  }
示例#11
0
  @Override
  public void create() {
    world = new World();

    final float width = Gdx.graphics.getWidth();
    final float height = Gdx.graphics.getHeight();
    if (width > height) camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
    else camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
    camera.position.set(10f, 10f, 10f);
    camera.lookAt(0, 0, 0);
    camera.update();

    // Create some simple meshes
    final Mesh groundMesh =
        new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 3, "a_position"));
    groundMesh.setVertices(
        new float[] {20f, 0f, 20f, 20f, 0f, -20f, -20f, 0f, 20f, -20f, 0f, -20f});
    groundMesh.setIndices(new short[] {0, 1, 2, 1, 2, 3});

    final Mesh boxMesh =
        new Mesh(true, 8, 36, new VertexAttribute(Usage.Position, 3, "a_position"));
    boxMesh.setVertices(
        new float[] {
          0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f,
          0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f
        });
    boxMesh.setIndices(
        new short[] {
          0,
          1,
          2,
          1,
          2,
          3, // top
          4,
          5,
          6,
          5,
          6,
          7, // bottom
          0,
          2,
          4,
          4,
          6,
          2, // front
          1,
          3,
          5,
          5,
          7,
          3, // back
          2,
          3,
          6,
          6,
          7,
          3, // left
          0,
          1,
          4,
          4,
          5,
          1 // right
        });

    // Add the constructers
    world.constructors.put(
        "ground", new Entity.ConstructInfo(groundMesh, 0f)); // mass = 0: static body
    world.constructors.put(
        "box", new Entity.ConstructInfo(boxMesh, 1f)); // mass = 1kg: dynamic body
  }