importing an object with extension md2 in libgdx - java

i'm new in java game programing i want to import an md2 object i used this tuto http://code.google.com/p/libgdx-users/wiki/MD2_Keyframe_Animation
but the probleme is that i cant instanciate an instance from class KeyframedModelViewer this is my code
package com.ELISA.ELISAgame.Screens;
import com.ELISA.ELISAgame.ELISA;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.ModelLoader;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
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.TextureAttribute;*/
import com.badlogic.gdx.graphics.g3d.loader.ObjLoader;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
public class Game implements ApplicationListener, Screen {
ELISA game;
PerspectiveCamera cam;
CameraInputController camController;
ModelBatch modelBatch;
ModelLoader loader;
AssetManager assets;
Model model;
Material material;
ModelInstance instance;
public Game(ELISA game) {
this.game = game;
}
public void create() {
}
#Override
public void render(float delta) {
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);
modelBatch.render(instance);
modelBatch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void show() {
//new JoglApplication(new KeyframedModelViewer("data/antigene.md2", "data/antigene.png"), "KeframedModel Viewer", 800, 480, false);
modelBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
cam.position.set(0f, 6f, 11.5f);
cam.lookAt(0, 0, 0);
cam.near = 0.8f;
cam.far = 300f;
cam.update();
loader = new ObjLoader();
//model = loader.loadModel(Gdx.files.internal("data/labo.obj"));
instance = new ModelInstance(model);
Material material = new Material("material", new TextureAttribute(texture, 0, "s_tex"));
model.setMaterial(material);
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
}
#Override
public void hide() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
modelBatch.dispose();
model.dispose();
}
}

That wiki, "libgdx-users" is highly outdated. MD2 is not supported right now, this is how 3d animations are handled now:
https://github.com/libgdx/libgdx/wiki/3D-animations-and-skinning
"When using fbx-conv https://github.com/libgdx/fbx-conv to convert your model from FBX to G3DB/G3DJ, animations are automatically converted along with it. Just like FBX, G3DB/G3DJ files can contain multiple animations in a single file along with the other model data. Animations applied to nodes which are not present in the source FBX file, will not be converted. So make sure to select all the nodes and animations when exporting to FBX."

Related

Libgdx button onclick not working

I have created a button and I want to change its appearance on hover and on click. I get no errors, but it isn't working. It doesn't change the image when it is clicked or when it is hovered. The only image that is displayed is the one from playButtonStyle.up.
Here is my code:
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.*;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.scenes.scene2d.utils.Drawable;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.starships.MainClass;
import com.sun.prism.paint.Color;
import helpers.Info;
public class MainMenuScreen implements Screen {
MainClass game;
Stage stage;
private Texture background;
private AssetManager assets;
private TextureAtlas atlas;
private Skin skin;
private Table table;
private Button playButton;
public MainMenuScreen(MainClass mainClass) {
game = mainClass;
Gdx.input.setInputProcessor(stage);
stage = new Stage();
background = new Texture(Gdx.files.internal("Background.png"));
assets = new AssetManager();
assets.load("Buttons/PlayButtonAtlas.atlas", TextureAtlas.class);
assets.finishLoading();
atlas = assets.get("Buttons/PlayButtonAtlas.atlas");
skin = new Skin(atlas);
table = new Table(skin);
table.setBounds(0, 0, Info.WIDTH, Info.HEIGHT);
Button.ButtonStyle playButtonStyle = new Button.ButtonStyle();
playButtonStyle.up = skin.getDrawable("PlayButton");
playButtonStyle.over = skin.getDrawable("PlayButtonHover");
playButtonStyle.down = skin.getDrawable("PlayButtonPressed");
playButton = new Button(playButtonStyle);
table.add(playButton);
stage.addActor(table);
}
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0.7f, 0.8f, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
stage.dispose();
}
}
Set InputProcessor after initialisation of Stage like this :
public MainMenuScreen(MainClass mainClass) {
game = mainClass;
stage = new Stage();
Gdx.input.setInputProcessor(stage); // This call should be after initialisation of stage.
background = new Texture(Gdx.files.internal("Background.png"));
...
...
}

Why Array size in my ContactListener derived class in Libgdx Bullet is always zero?

I am trying make create a ContactListener derived class in Libgdx using Bullet wrapper for collision detection like in this tutorial but in separate classes. It separate classes for rendering and game world. In render() method of class Render I pass an Array of model instances to this derived class. But when I run it gives an because Array size is zero. Here is the derived class :
package com.anutrix.brickbreaker3d.Helpers;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.physics.bullet.collision.ContactListener;
import com.badlogic.gdx.utils.Array;
public class CollisionListener extends ContactListener {
private Array<ModelInstance> instances;
public CollisionListener() {
this.instances = new Array<ModelInstance>();
}
public void setModelInstances(Array<ModelInstance> instances) {
this.instances = instances;
}
#Override
public boolean onContactAdded(int userValue0, int partId0, int index0, int userValue1, int partId1, int index1) {
//instances.get(colObj1Wrap.getCollisionObject().getUserValue()).collided = false;error
Gdx.app.log("instances.size", Integer.toString(instances.size));//zero
Gdx.app.log("ddhbdfhd", "fhfgjfgj");
return true;
}
}
Here is the Renderer class:
package com.anutrix.brickbreaker3d.gameWorld;
import com.anutrix.brickbreaker3d.gameObjects.Ball;
import com.anutrix.brickbreaker3d.gameObjects.Brick;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.g3d.Environment;
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.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.physics.bullet.DebugDrawer;
import com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher;
import com.badlogic.gdx.physics.bullet.collision.btCollisionWorld;
import com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase;
import com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.linearmath.btIDebugDraw;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Disposable;
public class GameRenderer implements Disposable {
private GameWorld gameWorld;
private PerspectiveCamera cam;
public ModelBatch modelBatch;
private CameraInputController camController;
private Environment environment;
public Array<ModelInstance> instances;
ModelBuilder mb = new ModelBuilder();
btCollisionDispatcher dispatcher;
public GameRenderer(GameWorld world) {
this.modelBatch = new ModelBatch();
this.environment = new Environment();
this.instances = new Array<ModelInstance>();
gameWorld = world;
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 0f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
}
public void render() {
//Gdx.app.log("GameRenderer", "render");
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(0f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
for (Brick b : gameWorld.bricks) {
b.getObject().setUserValue(instances.size);
instances.add(b.getModelInstance());
}
for (Ball b : gameWorld.balls) {
b.getObject().setUserValue(instances.size);
instances.add(b.getModelInstance());
}
gameWorld.collisionListener.setModelInstances(instances);
modelBatch.begin(cam);
modelBatch.render(instances, environment);
modelBatch.end();
instances.clear();
}
#Override
public void dispose() {
modelBatch.dispose();
}
}
What am I doing wrong? Inside setModelInstances() the instances.size is correct. But after each call to it, the instances.size is equal to 0 .
Also I wasn't sure of pass by reference(since Java uses pass by value). So is it better(if it works) if I call setInstances() just once?
Both your CollisionListener#instances and GameRenderer#instances point to the same reference after your call to gameWorld.collisionListener.setModelInstances(instances); inside your GameRenderer#render() method.
Then, at the end of the method, you are invoking:
instances.clear();
This would be clearing out instances. So, the size would become 0 when you call render.
Instead, inside your setModelInstances method, you could create a new Array instance like this:
public void setModelInstances(Array<ModelInstance> instances) {
this.instances = new Array<>(instances);
}
Hope this helps!

the import com.badlogic.gdx.graphics.gl10 cannot be resolved

I dont know why but this is my second libgdx project and it does not work, my mainactivity file is as follows:
package com.me.rarster;
import android.os.Bundle;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
public class MainActivity extends AndroidApplication {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration cfg = new AndroidApplicationConfiguration();
cfg.useGL20 = true;
initialize(new rarstertech(), cfg);
}
}
and my other java file looks like this
package com.me.rarster;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class rarstertech implements ApplicationListener {
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;
#Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, h/w);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
}
#Override
public void dispose() {
batch.dispose();
texture.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
}
The problem is the line when it states to import the gl10 and in the main activity, cfg.useGL20 - true;
any help would be appreciated
You are probably using a recent version of Libgdx, like 1.0.0 (please include the version in future). OpenGL 1.x support was removed from Libgdx on March 2, 2014.
Replace the GL10 class with GL20 (most of it is the same) and remove the useGL20 config flag.
The use of libgdx-0.9.9 made it work for me. You can get it here: http://libgdx.badlogicgames.com/releases/

Exception in thread "LWJGL Application" youtube tut with link to video

i been following this tutorial : http://www.youtube.com/watch?v=LSblkR4K1LU and
i have a problem everytime i run this background image here is what comes up in the console
if someone can help me out... i dont know if im missing something or what it is. i thought it was the image that couldnt be found but i tried to fix it by making the file again and making sure i typed everything correctly.
error i get:
`Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Texture width and height must be powers of two: 1920x1080
at com.badlogic.gdx.graphics.GLTexture.uploadImageData(GLTexture.java:241)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:145)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:112)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:104)
at com.universal.game.Assets.load(Assets.java:15)
at com.universal.game.MyGame.create(MyGame.java:11)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)`
GameScreen.java
package com.universal.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class GameScreen implements Screen {
MyGame game;
OrthographicCamera camera;
SpriteBatch batch;
public GameScreen(MyGame game){
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false,1920,1080);
batch = new SpriteBatch();
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(1F, 1F, 1F, 1F);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
}
#Override
public void show() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
}
#Override
public void resize(int width, int height) {
}
#Override
public void hide() {
}
}
MyGame.java
package com.universal.game;
import com.badlogic.gdx.Game;
public class MyGame extends Game{
public GameScreen game_screen;
#Override
public void create() {
Assets.load();
game_screen = new GameScreen(this);
setScreen(game_screen);
}
}
Assets.java
package com.universal.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
public class Assets {
public static Texture texture_back;
public static Sprite sprite_back;
public static void load(){
texture_back = new Texture(Gdx.files.internal("menu/back.png"));
texture_back.setFilter(TextureFilter.Linear, TextureFilter.Linear);
sprite_back = new Sprite(texture_back);
sprite_back.flip(false, true);
}
}
Main.java
package com.universal.game;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
public class Main {
public static void main(String[] args) {
LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
cfg.title = "Z-Angel";
cfg.useGL20 = true;
cfg.width = 480;
cfg.height = 320;
new LwjglApplication(new MyGame(), cfg);
}
}
"Texture width and height must be powers of two"
In GameScreen.java,
camera.setToOrtho(false,1920,1080);
The 1080 and 1920 is not a legitimate value. You must use one of these values: 1024, 2048, 4096

LIBGDX 3D not working

So I am just starting off with the 3D part of LIBGDX. I downloaded the latest nightly build and when I followed the tutorial I got a nullPointerException on a line(Which will mark in the code). On the line has a nullPointer is this code
modelBatch.render(instance);
All the values for this line are there. The instance has all its properties and pretty much everything else in my code does to. Any ideas why I am getting a nullPointerException? Thanks in advance.
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
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.materials.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.materials.Material;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
public class threeDTest implements ApplicationListener {
public PerspectiveCamera camera;
public ModelBatch modelBatch;
public Model model;
public ModelInstance instance;
#Override
public void create() {
camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(10f, 10f, 10f);
camera.lookAt(0, 0, 0);
camera.near = 0.1f;
camera.far = 300f;
camera.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
instance = new ModelInstance(model);
}
#Override
public void resize(int width, int height) {
}
#Override
public void render() {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(camera);//Begin Rendering
modelBatch.render(instance);<--Null Pointer on this line
modelBatch.end();//End Rendering
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
model.dispose();
}
}
Looking at you code you never construct (and dispose) the modelBatch instance. Therefor the modelBatch will be null, causing the NPE you got.
Add the following line in your create method:
modelBatch = new ModelBatch();
and the following line in your dispose method:
modelBatch.dispose();

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