Reputation: 101
Is it possible to render a sphere using Libgdx after the user clicks/taps on the screen, at the position chosen by the user? No matter what I try, it doesn't seem to work and either crashes the program or just does nothing.
I'd like a short demo code if possible - thanks!
Here's my entire class. I'm probably doing numerous things wrong :
package com.mygdx.game;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Environment;
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.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.FPSLogger;
/**
* See: http://blog.xoppa.com/basic-3d-using-libgdx-2/
* @author Xoppa
*/
public class Render implements ApplicationListener {
public Environment environment;
public PerspectiveCamera cam;
public CameraInputController camController;
public ModelBatch modelBatch;
private FPSLogger fps;
public Model model;
@Override
public void create() {
Gdx.graphics.setContinuousRendering(false);
DataBase.r = this;
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.Specular, 0.4f, 0.4f, 0.4f, 0.6f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0f, 0f, -1f));
modelBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 0f, 10f);
cam.lookAt(0,0,0);
cam.near = 1f;
cam.far = 300f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createSphere(1f, 1f, 1f, 30, 30,
new Material(), Usage.Position | Usage.Normal);
ModelInstance instance = new ModelInstance(model);
instance.transform.setToTranslation(1, 1, 1);
ModelInstance instance2 = new ModelInstance(model);
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
DataBase.array.add(instance);
DataBase.array.add (instance2);
Gdx.input.setInputProcessor(new InputAdapter());
if (Gdx.input.justTouched()) {
System.out.println ("yes");
ModelInstance Instance = new ModelInstance (model);
Instance.transform.setToTranslation(Gdx.input.getX(),Gdx.input.getY(), 0);
DataBase.array.add(Instance);
Gdx.graphics.requestRendering();
}
fps = new FPSLogger();
}
@Override
public void render() {
camController.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);
for (ModelInstance instance: DataBase.array) {
modelBatch.render(instance, environment);
}
modelBatch.end();
//fps.log();
}
@Override
public void dispose() {
modelBatch.dispose();
model.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
DataBase.array is just an ArrayList<ModelInstance>
.
Upvotes: 0
Views: 136
Reputation: 367
I don't understand what are you doing there , my style of writing maybe is different, but still I can provide a solution . I dont suggest to use Touch events and Texture creating on render method. But for the example :
//defined out of method
//OrthographicCamera cam , Boolean drawBoolean
//Texture texture ,SpriteBatch sb , Vector3 tmp
if (Gdx.input.justTouched()) {
tmp = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
//your camera obj
cam.unproject(tmp);
//Your sphere or rectangle object
texture = new Texture("yourTexture.png");
drawBoolean=true;
}
if(drawBoolean)
//sprite batch , use your render() thing
sb.draw(texture , tmp.x ,tmp.y);
}
I hope you can adapt it to your code.
Upvotes: 2