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24. March 2015

 

In this tutorial we start looking at 3D game development using LibGDX.  We explore creating a Camera, Model, ModelInstance and look at the basics of working in 3D using LibGDX.

 

You can watch the tutorial in HD here or embedded below.  The following is the source used in this example.

 

The Source


package com.gamefromscratch;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g3d.*;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;

public class Demo3D extends ApplicationAdapter implements InputProcessor {
    private PerspectiveCamera camera;
    private ModelBatch modelBatch;
    private ModelBuilder modelBuilder;
    private Model box;
    private ModelInstance modelInstance;
    private Environment environment;
   
   @Override
   public void create () {
        camera = new PerspectiveCamera(75,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
        camera.position.set(0f, 0f, 3f);
        camera.lookAt(0f,0f,0f);
        camera.near =0.1f;
        camera.far = 300f;

        modelBatch = new ModelBatch();
        modelBuilder = new ModelBuilder();
        box = modelBuilder.createBox(2f,2f,2f,
                new Material(ColorAttribute.createDiffuse(Color.BLUE)),
                VertexAttributes.Usage.Position|VertexAttributes.Usage.Normal);
        modelInstance = new ModelInstance(box,0,0,0);
        environment = new Environment();
        environment.set(new ColorAttribute(ColorAttribute.AmbientLight,0.8f,0.8f,0.8f,1f));

        Gdx.input.setInputProcessor(this);
   }

   @Override
   public void render () {
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT|GL20.GL_DEPTH_BUFFER_BIT);

        camera.update();
        modelBatch.begin(camera);
        modelBatch.render(modelInstance,environment);
        modelBatch.end();
   }

    @Override
    public boolean keyDown(int keycode) {
        // In the real world, do not create NEW variables over and over, create
        // a temporary static member instead
        if(keycode == Input.Keys.LEFT)
            camera.rotateAround(new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), 1f);
        if(keycode == Input.Keys.RIGHT)
            camera.rotateAround(new Vector3(0f,0f,0f),new Vector3(0f,1f,0f), -1f);
        return true;
    }

    @Override
    public boolean keyUp(int keycode) {
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        return false;
    }
}

 

The Video


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