本文整理了Java中org.lwjglb.engine.graph.Mesh.<init>()
方法的一些代码示例,展示了Mesh.<init>()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Mesh.<init>()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:<init>
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
@Override
public void init() throws Exception {
renderer.init();
float[] positions = new float[]{
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,};
int[] indices = new int[]{
0, 1, 3, 3, 1, 2,};
mesh = new Mesh(positions, indices);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
@Override
public void init() throws Exception {
renderer.init();
float[] positions = new float[]{
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
};
float[] colours = new float[]{
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.5f,
};
int[] indices = new int[]{
0, 1, 3, 3, 1, 2,
};
mesh = new Mesh(positions, colours, indices);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
@Override
public void init(Window window) throws Exception {
renderer.init(window);
float[] positions = new float[]{
-0.5f, 0.5f, -1.05f,
-0.5f, -0.5f, -1.05f,
0.5f, -0.5f, -1.05f,
0.5f, 0.5f, -1.05f,
};
float[] colours = new float[]{
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.5f,
};
int[] indices = new int[]{
0, 1, 3, 3, 1, 2,
};
mesh = new Mesh(positions, colours, indices);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = new int[indices.size()];
indicesArr = indices.stream().mapToInt((Integer v) -> v).toArray();
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = Utils.listIntToArray(indices);
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = Utils.listIntToArray(indices);
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = Utils.listIntToArray(indices);
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = Utils.listIntToArray(indices);
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh reorderLists(List<Vector3f> posList, List<Vector2f> textCoordList,
List<Vector3f> normList, List<Face> facesList) {
List<Integer> indices = new ArrayList();
// Create position array in the order it has been declared
float[] posArr = new float[posList.size() * 3];
int i = 0;
for (Vector3f pos : posList) {
posArr[i * 3] = pos.x;
posArr[i * 3 + 1] = pos.y;
posArr[i * 3 + 2] = pos.z;
i++;
}
float[] textCoordArr = new float[posList.size() * 2];
float[] normArr = new float[posList.size() * 3];
for (Face face : facesList) {
IdxGroup[] faceVertexIndices = face.getFaceVertexIndices();
for (IdxGroup indValue : faceVertexIndices) {
processFaceVertex(indValue, textCoordList, normList,
indices, textCoordArr, normArr);
}
}
int[] indicesArr = Utils.listIntToArray(indices);
Mesh mesh = new Mesh(posArr, textCoordArr, normArr, indicesArr);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
@Override
public void init(Window window) throws Exception {
renderer.init(window);
// Create the Mesh
float[] positions = new float[]{
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
};
float[] colours = new float[]{
0.5f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.5f,
};
int[] indices = new int[]{
0, 1, 3, 3, 1, 2,
};
Mesh mesh = new Mesh(positions, colours, indices);
GameItem gameItem = new GameItem(mesh);
gameItem.setPosition(0, 0, -2);
gameItems = new GameItem[] { gameItem };
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
List<Float> vertices = new ArrayList<>();
List<Float> textures = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indices = new ArrayList();
processVertices(aiMesh, vertices);
processNormals(aiMesh, normals);
processTextCoords(aiMesh, textures);
processIndices(aiMesh, indices);
Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
Utils.listToArray(normals), Utils.listIntToArray(indices));
Material material;
int materialIdx = aiMesh.mMaterialIndex();
if (materialIdx >= 0 && materialIdx < materials.size()) {
material = materials.get(materialIdx);
} else {
material = new Material();
}
mesh.setMaterial(material);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
List<Float> vertices = new ArrayList<>();
List<Float> textures = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indices = new ArrayList();
processVertices(aiMesh, vertices);
processNormals(aiMesh, normals);
processTextCoords(aiMesh, textures);
processIndices(aiMesh, indices);
Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
Utils.listToArray(normals), Utils.listIntToArray(indices));
Material material;
int materialIdx = aiMesh.mMaterialIndex();
if (materialIdx >= 0 && materialIdx < materials.size()) {
material = materials.get(materialIdx);
} else {
material = new Material();
}
mesh.setMaterial(material);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) {
List<Float> vertices = new ArrayList<>();
List<Float> textures = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indices = new ArrayList();
processVertices(aiMesh, vertices);
processNormals(aiMesh, normals);
processTextCoords(aiMesh, textures);
processIndices(aiMesh, indices);
Mesh mesh = new Mesh(Utils.listToArray(vertices),
Utils.listToArray(textures),
Utils.listToArray(normals),
Utils.listIntToArray(indices)
);
Material material;
int materialIdx = aiMesh.mMaterialIndex();
if (materialIdx >= 0 && materialIdx < materials.size()) {
material = materials.get(materialIdx);
} else {
material = new Material();
}
mesh.setMaterial(material);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) {
List<Float> vertices = new ArrayList<>();
List<Float> textures = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indices = new ArrayList<>();
List<Integer> boneIds = new ArrayList<>();
List<Float> weights = new ArrayList<>();
processVertices(aiMesh, vertices);
processNormals(aiMesh, normals);
processTextCoords(aiMesh, textures);
processIndices(aiMesh, indices);
processBones(aiMesh, boneList, boneIds, weights);
Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
Utils.listToArray(normals), Utils.listIntToArray(indices),
Utils.listIntToArray(boneIds), Utils.listToArray(weights));
Material material;
int materialIdx = aiMesh.mMaterialIndex();
if (materialIdx >= 0 && materialIdx < materials.size()) {
material = materials.get(materialIdx);
} else {
material = new Material();
}
mesh.setMaterial(material);
return mesh;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) {
List<Float> vertices = new ArrayList<>();
List<Float> textures = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indices = new ArrayList<>();
List<Integer> boneIds = new ArrayList<>();
List<Float> weights = new ArrayList<>();
processVertices(aiMesh, vertices);
processNormals(aiMesh, normals);
processTextCoords(aiMesh, textures);
processIndices(aiMesh, indices);
processBones(aiMesh, boneList, boneIds, weights);
Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures),
Utils.listToArray(normals), Utils.listIntToArray(indices),
Utils.listIntToArray(boneIds), Utils.listToArray(weights));
Material material;
int materialIdx = aiMesh.mMaterialIndex();
if (materialIdx >= 0 && materialIdx < materials.size()) {
material = materials.get(materialIdx);
} else {
material = new Material();
}
mesh.setMaterial(material);
return mesh;
}
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