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ca.blarg.gdx.tilemap3d.tilemesh.CollisionShapes Maven / Gradle / Ivy
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Library to handle management and rendering of a game world composed of 3D "tiles" arranged in a uniform 3D grid, via libGDX.
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package ca.blarg.gdx.tilemap3d.tilemesh;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.utils.ObjectMap;
public class CollisionShapes {
static final ModelBuilder modelBuilder = new ModelBuilder();
static final ObjectMap shapes = new ObjectMap();
public static void init() {
if (shapes.size > 0)
return;
shapes.put("cube-1x1x1", buildBox(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f));
shapes.put("cube-2x2x2", buildBox(-0.5f, -0.5f, -0.5f, 1.5f, 1.5f, 1.5f));
shapes.put("cube-3x3x3", buildBox(-0.5f, -0.5f, -0.5f, 2.5f, 2.5f, 2.5f));
shapes.put("cube-0.5x0.5x0.5", buildBox(-0.25f, -0.25f, -0.25f, 0.25f, 0.25f, 0.25f));
shapes.put("box-0.3x1x0.3", buildBox(-0.15f, -0.5f, -0.15f, 0.15f, 0.5f, 0.15f));
shapes.put("box-0.5x1x0.5", buildBox(-0.25f, -0.5f, -0.25f, 0.25f, 0.5f, 0.25f));
shapes.put("box-0.7x1x0.7", buildBox(-0.35f, -0.5f, -0.35f, 0.35f, 0.5f, 0.35f));
shapes.put("box-0.3x1x1", buildBox(-0.15f, -0.5f, -0.5f, 0.15f, 0.5f, 0.5f));
shapes.put("box-0.5x1x1", buildBox(-0.25f, -0.5f, -0.5f, 0.25f, 0.5f, 0.5f));
shapes.put("box-0.7x1x1", buildBox(-0.35f, -0.5f, -0.5f, 0.35f, 0.5f, 0.5f));
shapes.put("box-1x1x0.3", buildBox(-0.5f, -0.5f, -0.15f, 0.5f, 0.5f, 0.15f));
shapes.put("box-1x1x0.5", buildBox(-0.5f, -0.5f, -0.25f, 0.5f, 0.5f, 0.25f));
shapes.put("box-1x1x0.7", buildBox(-0.5f, -0.5f, -0.35f, 0.5f, 0.5f, 0.35f));
shapes.put("box-1x2x1", buildBox(-0.5f, -0.5f, -0.5f, 0.5f, 1.5f, 0.5f));
shapes.put("box-0.7x2x0.7", buildBox(-0.35f, -0.5f, -0.35f, 0.35f, 1.5f, 0.35f));
shapes.put("box-2x1x2", buildBox(-0.5f, -0.5f, -0.5f, 1.5f, 0.5f, 1.5f));
shapes.put("ramp-1x1x1", buildRamp(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f));
shapes.put("ramp-2x2x2", buildRamp(-0.5f, -0.5f, -0.5f, 1.5f, 1.5f, 1.5f));
shapes.put("ramp-2x1x2", buildRamp(-0.5f, -0.5f, -0.5f, 1.5f, 0.5f, 1.5f));
shapes.put("ramp-1x0.5x1", buildRamp(-0.5f, -0.25f, -0.5f, 0.5f, 0.25f, 0.5f));
}
public static Model get(String shapeName) {
return shapes.get(shapeName);
}
private static Model buildBox(float ax, float ay, float az, float bx, float by, float bz) {
modelBuilder.begin();
MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position, null);
addBoxShape(partBuilder, ax, ay, az, bx, by, bz);
return modelBuilder.end();
}
private static Model buildRamp(float ax, float ay, float az, float bx, float by, float bz) {
modelBuilder.begin();
MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position, null);
addRampShape(partBuilder, ax, ay, az, bx, by, bz);
return modelBuilder.end();
}
private static void addBoxShape(MeshPartBuilder partBuilder, float ax, float ay, float az, float bx, float by, float bz) {
// TODO: for some reason, ModelBuilder's createBox() creates a box model in a way that BaseModelTileMesh
// collects the vertices from it incorrectly. for now, we just manually create a box's vertices/indices ourself
partBuilder.vertex(ax, by, bz);
partBuilder.vertex(bx, by, bz);
partBuilder.vertex(ax, by, az);
partBuilder.vertex(bx, by, az);
partBuilder.vertex(bx, ay, bz);
partBuilder.vertex(ax, ay, bz);
partBuilder.vertex(bx, ay, az);
partBuilder.vertex(ax, ay, az);
// top
partBuilder.index((short)0, (short)1, (short)2);
partBuilder.index((short)1, (short)3, (short)2);
// bottom
partBuilder.index((short)4, (short)5, (short)6);
partBuilder.index((short)5, (short)7, (short)6);
// front
partBuilder.index((short)6, (short)7, (short)3);
partBuilder.index((short)7, (short)2, (short)3);
// back
partBuilder.index((short)5, (short)4, (short)0);
partBuilder.index((short)4, (short)1, (short)0);
// left
partBuilder.index((short)7, (short)5, (short)2);
partBuilder.index((short)5, (short)0, (short)2);
// right
partBuilder.index((short)4, (short)6, (short)1);
partBuilder.index((short)6, (short)3, (short)1);
}
private static void addRampShape(MeshPartBuilder partBuilder, float ax, float ay, float az, float bx, float by, float bz) {
partBuilder.vertex(ax, by, az);
partBuilder.vertex(bx, by, az);
partBuilder.vertex(bx, ay, bz);
partBuilder.vertex(ax, ay, bz);
partBuilder.vertex(bx, ay, az);
partBuilder.vertex(ax, ay, az);
// top (ramp)
partBuilder.index((short)3, (short)2, (short)0);
partBuilder.index((short)2, (short)1, (short)0);
// bottom
partBuilder.index((short)2, (short)3, (short)4);
partBuilder.index((short)3, (short)5, (short)4);
// front
partBuilder.index((short)4, (short)5, (short)1);
partBuilder.index((short)5, (short)0, (short)1);
// left
partBuilder.index((short)5, (short)3, (short)0);
// right
partBuilder.index((short)4, (short)1, (short)2);
}
}
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