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Particles 3d #1306

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Particles 3d #1306

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@lordjone
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lordjone commented Feb 7, 2014

Added particles 3d classes to g3d and tools
Added new models (xyzCoordinates and grid of lines) to ModelBuilder
Changed visibility of Chart and Slider classes inside particleeditor

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jrenner commented Feb 9, 2014

I have been waiting for this PR, very exciting stuff!
3dpart

For others who want to test this:
(on *nix)

ant gdx-tools
java -cp gdx.jar:gdx-natives.jar:gdx-backend-lwjgl.jar:gdx-backend-lwjgl-natives.jar:extensions/gdx-tools/gdx-tools.jar com.badlogic.gdx.tools.particleeditor3d.ParticleEditor3D

For Velocity, both Inclination and Elevation say they rotate around Y Axis? is that correct?

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xeoshow commented Feb 9, 2014

Any demo code for how to use it in the game coding?

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lordjone commented Feb 9, 2014

Well, not yet but it's really like the 2d version.
The main differences are the loader used to load ParticleEffect (ParticleEffect3DLoader) and the method used to render it, which requires you to pass a ModelBatch instance to the effect to be rendered.

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lordjone commented Feb 9, 2014

to jrenner:
no, it's the inclination angle which rotates around y on the xz plane starting at x, then it gets elevated by the elevation angle but it's around the axis obtained by crossing that vector with Y

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badlogic commented Feb 11, 2014

wow, sweet! what's the perf like?

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lordjone commented Feb 14, 2014

Closing this PR because must firt send another PR about small fixes + 3d api changes

@lordjone lordjone closed this Feb 14, 2014
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nddrylliog commented May 9, 2014

@lordjone Sorry to necro a 3-months old PR, but how soon do you think 3D particles can be merged into the main libgdx repo? I've seen that your fork is still active, might be a good thing to try and merge before they diverge too much!

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jrenner commented May 9, 2014

Don't want to speak for him, but I believe it is almost done. You can merge from his fork just fine right now

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nddrylliog commented May 9, 2014

@jrenner Alright, I'll check it out. I'm a long-time git user but still very much confused by all the Gradle/Maven magic libgdx is now powered by :) Guess I'll keep RTFM until it works.

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jrenner commented May 9, 2014

No need for gradle, just build from source
On May 9, 2014 2:55 PM, "Amos Wenger" notifications@github.com wrote:

@jrenner https://github.com/jrenner Alright, I'll check it out. I'm a
long-time git user but still very much confused by all the Gradle/Maven
magic libgdx is now powered by :) Guess I'll keep RTFM until it works.


Reply to this email directly or view it on GitHubhttps://github.com//pull/1306#issuecomment-42638449
.

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lordjone commented May 9, 2014

I'm sorry for the wait, the package is ready i just need to complete the doc
and i would like to hear what the others think before i make the PR,
so testers are well come :)

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nddrylliog commented May 9, 2014

@lordjone Had to do this in order to get your fork to compile: https://gist.github.com/nddrylliog/22bd945568cb56b32f84

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nddrylliog commented May 9, 2014

Also for anyone looking to test @lordjone's work, I believe the new 3d particle editor is named flame, so the command to launch it would be (from the 'dist' folder, after having run 'ant -f fetch.xml' and 'ant gdx-tools')

java -cp ../gdx/src:gdx.jar:gdx-natives.jar:gdx-backend-lwjgl.jar:gdx-backend-lwjgl-natives.jar:extensions/gdx-tools/gdx-tools.jar com.badlogic.gdx.tools.flame.FlameMain

Works for me :)

screen shot 2014-05-09 at 15 18 41

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jrenner commented May 9, 2014

Add the two particle shaders to gdx.jar in build.xml

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