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Path rotation
/*******************************************************************************
* 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.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.CatmullRomSpline;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Path;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Array;
public class PathRotationTest extends ApplicationAdapter {
PerspectiveCamera cam;
CameraInputController inputController;
ModelBatch modelBatch;
Model model;
Array<ModelInstance> instances;
Environment environment;
ModelInstance arrow;
Path path;
final float GRID_MIN = -10f;
final float GRID_MAX = 10f;
final float GRID_STEP = 1f;
@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));
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();
Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
modelBuilder.manage(texture);
modelBuilder.node().id = "arrow";
modelBuilder.part("arrow", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates,
new Material("diffuse-map", TextureAttribute.createDiffuse(texture)))
.arrow(0, 0, 0, 2, 0, 0, 0.5f, 0.5f, 10);
modelBuilder.node().id = "gridAndAxes";
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 100, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 100, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 100);
model = modelBuilder.end();
instances = new Array<ModelInstance>();
instances.add(new ModelInstance(model, "gridAndAxes"));
instances.add(arrow = new ModelInstance(model, "arrow"));
Gdx.input.setInputProcessor(inputController = new CameraInputController(cam));
path = new CatmullRomSpline(new Vector3[] {
new Vector3(0, 0, 0),
new Vector3(5, 1, 0),
new Vector3(5, 3, -5),
new Vector3(-5, 3, -5),
new Vector3(-5, 5, 5),
new Vector3(0, 2, 5)
}, true);
}
float t = 0;
Vector3 position = new Vector3();
Vector3 direction = new Vector3();
Vector3 right = new Vector3();
Vector3 up = new Vector3();
boolean directionOnly = false;
@Override
public void render () {
final float delta = Math.min(1f/10f, Gdx.graphics.getDeltaTime());
t = (t + delta * 0.25f) % 1f;
path.derivativeAt(direction, t);
path.valueAt(position, t);
direction.nor();
if (directionOnly) {
arrow.transform.setToRotation(Vector3.X, direction);
arrow.transform.setTranslation(position);
} else {
right.set(Vector3.Y).crs(direction).nor();
up.set(right).crs(direction).nor();
arrow.transform.set(direction, up, right, position).rotate(Vector3.X, 180);
}
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);
modelBatch.begin(cam);
modelBatch.render(instances, environment);
modelBatch.end();
}
@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 () {
}
}
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