/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, primitiveType, material, attributes, 0, 360); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes, float angleFrom, float angleTo) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes, angleFrom, angleTo); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes, float angleFrom, float angleTo) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes, angleFrom, angleTo); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, primitiveType, material, attributes, 0, 360); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes); }
world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f))); final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes); disposables.add(cylinder); world.addConstructor("cylinder", new BulletConstructor(cylinder, 10f, new btCylinderShape(tmpV1.set(2f, 3f, 2f))));
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, final Material material, final long attributes, float angleFrom, float angleTo) { return createCylinder(width, height, depth, divisions, GL20.GL_TRIANGLES, material, attributes, angleFrom, angleTo); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes) { return createCylinder(width, height, depth, divisions, primitiveType, material, attributes, 0, 360); }