Last active
August 29, 2015 14:14
-
-
Save xoppa/3b841fb52f46e8cdec24 to your computer and use it in GitHub Desktop.
Rolling ball example
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/******************************************************************************* | |
* Copyright 2011 See AUTHORS file. | |
* | |
* Licensed under the Apache License, Version 2.0 (the "License"); | |
* you may not use this file except in compliance with the License. | |
* You may obtain a copy of the License at | |
* | |
* http://www.apache.org/licenses/LICENSE-2.0 | |
* | |
* Unless required by applicable law or agreed to in writing, software | |
* distributed under the License is distributed on an "AS IS" BASIS, | |
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
* See the License for the specific language governing permissions and | |
* limitations under the License. | |
******************************************************************************/ | |
package com.badlogic.gdx.tests.g3d; | |
import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.Input.Keys; | |
import com.badlogic.gdx.InputMultiplexer; | |
import com.badlogic.gdx.graphics.Color; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.PerspectiveCamera; | |
import com.badlogic.gdx.graphics.Texture; | |
import com.badlogic.gdx.graphics.VertexAttributes.Usage; | |
import com.badlogic.gdx.graphics.g3d.Environment; | |
import com.badlogic.gdx.graphics.g3d.Material; | |
import com.badlogic.gdx.graphics.g3d.Model; | |
import com.badlogic.gdx.graphics.g3d.ModelBatch; | |
import com.badlogic.gdx.graphics.g3d.ModelInstance; | |
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; | |
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; | |
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight; | |
import com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight; | |
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController; | |
import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider; | |
import com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider; | |
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; | |
import com.badlogic.gdx.math.MathUtils; | |
import com.badlogic.gdx.math.Quaternion; | |
import com.badlogic.gdx.math.Vector3; | |
import com.badlogic.gdx.tests.utils.GdxTest; | |
import com.badlogic.gdx.utils.Array; | |
public class Basic3DTest extends GdxTest { | |
public static class Ball extends ModelInstance { | |
private static Vector3 tmpV = new Vector3(); | |
private static Quaternion tmpQ = new Quaternion(); | |
public Vector3 velocity = new Vector3(); | |
public Vector3 acceleration = new Vector3(); | |
public Vector3 position = new Vector3(); | |
public Quaternion rotation = new Quaternion(); | |
public Ball(Model model, String nodeId) { | |
super(model, nodeId, true); | |
} | |
public void setPosition(float x, float y, float z) { | |
transform.setTranslation(position.set(x, y, z)); | |
} | |
private static final float friction = -1.0f; | |
public void update(float delta) { | |
velocity.add(tmpV.set(velocity).limit(1f).scl(delta*friction)); //simulate some friction | |
velocity.add(tmpV.set(acceleration).scl(delta)).limit(5f); | |
final float speed = velocity.len(); | |
if (speed > 0.2f) { | |
position.add(tmpV.set(velocity).scl(delta)); | |
tmpQ.set(tmpV.set(velocity).scl(-1f/speed).crs(Vector3.Y), speed*delta*MathUtils.radiansToDegrees); | |
rotation.mulLeft(tmpQ); | |
transform.set(position, rotation); | |
} | |
} | |
} | |
PerspectiveCamera cam; | |
CameraInputController inputController; | |
ModelBatch modelBatch; | |
DirectionalShadowLight shadowLight; | |
ModelBatch shadowBatch; | |
Model model; | |
Array<ModelInstance> instances; | |
Environment environment; | |
Ball ball; | |
@Override | |
public void create () { | |
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)); | |
environment.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -1f, -.8f, | |
-.2f)); | |
environment.shadowMap = shadowLight; | |
shadowBatch = new ModelBatch(new DepthShaderProvider()); | |
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); | |
cam.position.set(10f, 10f, 10f); | |
cam.lookAt(0, 1, 0); | |
cam.near = 0.1f; | |
cam.far = 300f; | |
cam.update(); | |
ModelBuilder modelBuilder = new ModelBuilder(); | |
modelBuilder.begin(); | |
modelBuilder.node().id = "floor"; | |
modelBuilder.part("floor", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal, new Material("diffuseGreen", ColorAttribute.createDiffuse(Color.GREEN))) | |
.box(100f, 1f, 100f); | |
Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg")); | |
modelBuilder.manage(texture); | |
modelBuilder.node().id = "ball"; | |
modelBuilder.part("ball", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates, | |
new Material("diffuseRed", TextureAttribute.createDiffuse(texture))) | |
.sphere(1f, 1f, 1f, 10, 10); | |
model = modelBuilder.end(); | |
instances = new Array<ModelInstance>(); | |
instances.add(new ModelInstance(model, "floor")); | |
instances.add(ball = new Ball(model, "ball")); | |
ball.setPosition(0f, 1f, 0f); | |
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam))); | |
} | |
@Override | |
public void render () { | |
final float delta = Math.min(1f/10f, Gdx.graphics.getDeltaTime()); | |
ball.update(delta); | |
inputController.update(); | |
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); | |
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); | |
shadowLight.begin(Vector3.Zero, cam.direction); | |
shadowBatch.begin(shadowLight.getCamera()); | |
shadowBatch.render(instances); | |
shadowBatch.end(); | |
shadowLight.end(); | |
modelBatch.begin(cam); | |
modelBatch.render(instances, environment); | |
modelBatch.end(); | |
} | |
boolean up, down, left, right; | |
@Override | |
public boolean keyDown (int keycode) { | |
switch(keycode) { | |
case Keys.UP: up = true; break; | |
case Keys.DOWN: down = true; break; | |
case Keys.LEFT: left = true; break; | |
case Keys.RIGHT: right = true; break; | |
default: return false; | |
} | |
ball.acceleration.set((right?1:0)+(left?-1:0), 0f, (up?-1:0)+(down?1:0)).scl(2); | |
return true; | |
} | |
@Override | |
public boolean keyUp (int keycode) { | |
switch(keycode) { | |
case Keys.UP: up = false; break; | |
case Keys.DOWN: down = false; break; | |
case Keys.LEFT: left = false; break; | |
case Keys.RIGHT: right = false; break; | |
default: return false; | |
} | |
ball.acceleration.set((right?1:0)+(left?-1:0), 0f, (up?-1:0)+(down?1:0)).scl(2); | |
return true; | |
} | |
@Override | |
public void dispose () { | |
modelBatch.dispose(); | |
model.dispose(); | |
} | |
public void resume () { | |
} | |
public void resize (int width, int height) { | |
cam.viewportWidth = width; | |
cam.viewportHeight = height; | |
cam.update(); | |
} | |
public void pause () { | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment