import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.BoundingBox;
import com.badlogic.gdx.physics.bullet.collision.btBvhTriangleMeshShape;
import com.badlogic.gdx.physics.bullet.collision.btSphereShape;
/** @author xoppa */
public class MeshShapeTest extends BaseBulletTest {
@Override
public void create () {
super.create();
final Model sphereModel = modelBuilder.createSphere(0.5f, 0.5f, 0.5f, 8, 8,
new Material(ColorAttribute.createDiffuse(Color.WHITE), ColorAttribute.createSpecular(Color.WHITE)), Usage.Position
| Usage.Normal);
disposables.add(sphereModel);
//final BulletConstructor sphereConstructor = new BulletConstructor(sphereModel, 0.25f, new btSphereShape(0.25f));
final BulletConstructor sphereConstructor = new BulletConstructor(sphereModel, 0.25f, new btSphereShape(0.4f));
//sphereConstructor.bodyInfo.setRestitution(1f);
sphereConstructor.bodyInfo.setRestitution(3f);
world.addConstructor("sphere", sphereConstructor);
final Model sceneModel = objLoader.loadModel(Gdx.files.internal("data/scene.obj"));
disposables.add(sceneModel);
final BulletConstructor sceneConstructor = new BulletConstructor(sceneModel, 0f, new btBvhTriangleMeshShape(
sceneModel.meshParts));
sceneConstructor.bodyInfo.setRestitution(0.25f);
world.addConstructor("scene", sceneConstructor);
/* world.add("scene", (new Matrix4()).setToTranslation(0f, 2f, 0f).rotate(Vector3.Y, -90)).setColor(
0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 1f);*/
world.add("scene", (new Matrix4()).setToTranslation(0f, 2f, 0f).rotate(Vector3.Y, -90)).setColor(
0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 1f);
world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
0.25f + 0.5f * (float)Math.random(), 1f);
for (float x = -3; x < 7; x++) {
for (float z = -5; z < 5; z++) {
world.add("sphere", x, 10f + (float)Math.random() * 0.1f, z).setColor(0.5f + 0.5f * (float)Math.random(),
0.5f + 0.5f * (float)Math.random(), 0.5f + 0.5f * (float)Math.random(), 1f);
}
}
}
@Override
public boolean tap (float x, float y, int count, int button) {
shoot(x, y);
return true;
}
}
[LIBGDX学习]LibGDX代码详解(三十四)Bullet
最新推荐文章于 2024-05-07 09:54:12 发布