有几点需要牢记。首先,请确保仔细阅读:https :
//github.com/libgdx/libgdx/wiki/ModelBuilder%2C-MeshBuilder-and-
MeshPartBuilder。
其次,尽量避免使用这些
ModelBuilder#createXXX方法。它们只是调试和测试目的的快捷方式。如果查看其背后的代码,您会发现这非常简单:
modelBuilder.begin();modelBuilder.part("box", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[0]))) .box(2f, 2f, 2f);box = modelBuilder.end();如您所见,这将为整个框创建一个零件,因此尝试访问第二个零件(如您在示例中所做的那样)将不起作用。但是,由于要为每个面使用不同的材质,因此需要为每个面创建零件。
int attr = VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates;modelBuilder.begin();modelBuilder.part("front", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[0]))) .rect(-2f,-2f,-2f, -2f,2f,-2f, 2f,2f,-2, 2f,-2f,-2f, 0,0,-1);modelBuilder.part("back", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[1]))) .rect(-2f,2f,2f, -2f,-2f,2f, 2f,-2f,2f, 2f,2f,2f, 0,0,1);modelBuilder.part("bottom", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[2]))) .rect(-2f,-2f,2f, -2f,-2f,-2f, 2f,-2f,-2f, 2f,-2f,2f, 0,-1,0);modelBuilder.part("top", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[3]))) .rect(-2f,2f,-2f, -2f,2f,2f, 2f,2f,2f, 2f,2f,-2f, 0,1,0);modelBuilder.part("left", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[4]))) .rect(-2f,-2f,2f, -2f,2f,2f, -2f,2f,-2f, -2f,-2f,-2f, -1,0,0);modelBuilder.part("right", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[5]))) .rect(2f,-2f,-2f, 2f,2f,-2f, 2f,2f,2f, 2f,-2f,2f, 1,0,0);box = modelBuilder.end();但是,每个面都有一部分确实意味着每个面都有一个渲染调用。确保所有
TextureRegion共享相同的纹理并使用该纹理来提高性能:
int attr = VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates;modelBuilder.begin();MeshPartBuilder mpb = modelBuilder.part("box", GL20.GL_TRIANGLES, attr, new Material(TextureAttribute.createDiffuse(AssetLoader.tr[0].getTexture())));mpb.setUVRange(AssetLoader.tr[0]);mpb.rect(-2f,-2f,-2f, -2f,2f,-2f, 2f,2f,-2, 2f,-2f,-2f, 0,0,-1);mpb.setUVRange(AssetLoader.tr[1]);mpb.rect(-2f,2f,2f, -2f,-2f,2f, 2f,-2f,2f, 2f,2f,2f, 0,0,1);mpb.setUVRange(AssetLoader.tr[2]);mpb.rect(-2f,-2f,2f, -2f,-2f,-2f, 2f,-2f,-2f, 2f,-2f,2f, 0,-1,0);mpb.setUVRange(AssetLoader.tr[3]);mpb.rect(-2f,2f,-2f, -2f,2f,2f, 2f,2f,2f, 2f,2f,-2f, 0,1,0);mpb.setUVRange(AssetLoader.tr[4]);mpb.rect(-2f,-2f,2f, -2f,2f,2f, -2f,2f,-2f, -2f,-2f,-2f, -1,0,0);mpb.setUVRange(AssetLoader.tr[5]);mpb.rect(2f,-2f,-2f, 2f,2f,-2f, 2f,2f,2f, 2f,-2f,2f, 1,0,0);box = modelBuilder.end();尽管这可能会帮助您完成所需的工作,但您应该真正重新考虑您的方法。如您所见,通过代码创建模型会很快变得混乱。而且,在大多数情况下,为盒子创建单个模型远非最佳选择,除非您的目标是仅渲染一个盒子,而无非是一个盒子。而是使用建模应用程序来创建模型。有关更多信息,请访问http://blog.xoppa.com/查看我的博客。如果您真的想自己修改零件,请确保至少阅读并包括“幕后”教程。



