import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btBroadphasePairArray;
import com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btCollisionShape;
import com.badlogic.gdx.physics.bullet.collision.btCollisionWorld;
import com.badlogic.gdx.physics.bullet.collision.btCompoundShape;
import com.badlogic.gdx.physics.bullet.collision.btConvexHullShape;
import com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase;
import com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.collision.btPairCachingGhostObject;
import com.badlogic.gdx.physics.bullet.collision.btPersistentManifoldArray;
import com.badlogic.gdx.utils.Array;
/** @author Xoppa */
// 摄像机视野选择?
public class FrustumCullingTest extends BaseBulletTest {
/** Only show entities inside the frustum */
final static int CULL_FRUSTUM = 1;
/** Transform the render cam with the frustum */
final static int FRUSTUM_CAM = 2;
final static boolean USE_BULLET_FRUSTUM_CULLING = true;
int state = 0; // 0 = No culling, look from above
final static int BOXCOUNT = 200;
final static float BOX_X_MIN = -25;
final static float BOX_Y_MIN = -25;
final static float BOX_Z_MIN = -25;
final static float BOX_X_MAX = 25;
final static float BOX_Y_MAX = 25;
final static float BOX_Z_MAX = 25;
final static float SPEED_X = 360f / 7f;
final static float SPEED_Y = 360f / 19f;
final static float SPEED_Z = 360f / 13f;
final static Vector3 tmpV = new Vector3();
final static Matrix4 tmpM = new Matrix4();
final static int ptrs[] = new int[512];
final static Array<btCollisionObject> visibleObjects = new Array<btCollisionObject>();
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LIBGDX学习]LibGDX代码详解(四十三)Bullet 镜头扫描
最新推荐文章于 2023-11-28 00:28:10 发布