Examples of VertexInfo


Examples of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo

    final float step = (MathUtils.degreesToRadians * (angleTo - angleFrom)) / divisions;
    final Vector3 sxEx = tempV1.set(tangentX, tangentY, tangentZ).scl(width * 0.5f);
    final Vector3 syEx = tempV2.set(binormalX, binormalY, binormalZ).scl(height * 0.5f);
    final Vector3 sxIn = tempV3.set(tangentX, tangentY, tangentZ).scl(innerWidth * 0.5f);
    final Vector3 syIn = tempV4.set(binormalX, binormalY, binormalZ).scl(innerHeight * 0.5f);
    VertexInfo currIn = vertTmp3.set(null, null, null, null);
    currIn.hasUV = currIn.hasPosition = currIn.hasNormal = true;
    currIn.uv.set(.5f, .5f);
    currIn.position.set(centerX, centerY, centerZ);
    currIn.normal.set(normalX, normalY, normalZ)
    VertexInfo currEx = vertTmp4.set(null, null, null, null);
    currEx.hasUV = currEx.hasPosition = currEx.hasNormal = true;
    currEx.uv.set(.5f, .5f);
    currEx.position.set(centerX, centerY, centerZ);
    currEx.normal.set(normalX, normalY, normalZ);
    final short center = vertex(currEx);
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Examples of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo

    final float ao = MathUtils.degreesToRadians * angleFrom;
    final float step = (MathUtils.degreesToRadians * (angleTo - angleFrom)) / divisions;
    final float us = 1f / divisions;
    float u = 0f;
    float angle = 0f;
    VertexInfo curr1 = vertTmp3.set(null, null, null, null);
    curr1.hasUV = curr1.hasPosition = curr1.hasNormal = true;
    VertexInfo curr2 = vertTmp4.set(null, null, null, null);
    curr2.hasUV = curr2.hasPosition = curr2.hasNormal = true;
   
    ensureRectangles(2 * (divisions + 1), divisions);
    for (int i = 0; i <= divisions; i++) {
      angle = ao + step * i;
 
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Examples of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo

    final float ao = MathUtils.degreesToRadians * angleFrom;
    final float step = (MathUtils.degreesToRadians * (angleTo - angleFrom)) / divisions;
    final float us = 1f / divisions;
    float u = 0f;
    float angle = 0f;   
    VertexInfo curr1 = vertTmp3.set(null, null, null, null);
    curr1.hasUV = curr1.hasPosition = curr1.hasNormal = true;
    VertexInfo curr2 = vertTmp4.set(null, null, null, null).setPos(0,hh,0).setNor(0,1,0).setUV(0.5f, 0);
    final int base = vertex(curr2);
    for (int i = 0; i <= divisions; i++) {
      angle = ao + step * i;
      u = 1f - us * i;
      curr1.position.set(MathUtils.cos(angle) * hw, 0f, MathUtils.sin(angle) * hd);
 
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Examples of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder.VertexInfo

    final float vs = 1f / divisionsV;
    float u = 0f;
    float v = 0f;
    float angleU = 0f;
    float angleV = 0f;
    VertexInfo curr1 = vertTmp3.set(null, null, null, null);
    curr1.hasUV = curr1.hasPosition = curr1.hasNormal = true;
   
    ensureRectangles((divisionsV + 1) * (divisionsU + 1), divisionsV * divisionsU);
    for (int iv = 0; iv <= divisionsV; iv++) {
      angleV = avo + stepV * iv;
 
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