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Model (libgdx API)
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com.badlogic.gdx.graphics.g3d.model
</FONT>
<BR>
Interface Model
</H2>
<DL>
<DT><B>All Known Subinterfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/AnimatedModel.html" title="interface in com.badlogic.gdx.graphics.g3d.model">AnimatedModel
</A></DD>
</DL>
<DL>
<DT><B>All Known Implementing Classes:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/keyframe/KeyframedModel.html" title="class in com.badlogic.gdx.graphics.g3d.model.keyframe">KeyframedModel
</A>,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/skeleton/SkeletonModel.html" title="class in com.badlogic.gdx.graphics.g3d.model.skeleton">SkeletonModel
</A>,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/skeleton/SkeletonModelGpuSkinned.html" title="class in com.badlogic.gdx.graphics.g3d.model.skeleton">SkeletonModelGpuSkinned
</A>,
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/still/StillModel.html" title="class in com.badlogic.gdx.graphics.g3d.model.still">StillModel
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public interface
<B>Model
</B></DL>
</PRE>
<P>
<HR>
<P>
<!-- ========== METHOD SUMMARY =========== -->
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<B>Method Summary
</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#dispose()">dispose
</A></B>()
</CODE>
<BR>
This function releases memory once you are done with the Model.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#getBoundingBox(com.badlogic.gdx.math.collision.BoundingBox)">getBoundingBox
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox
</A> bbox)
</CODE>
<BR>
Generates the bounding box for the Model.
<br />
<br />
For every finite 3D object there exists a box that can enclose the object.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model">SubMesh
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#getSubMesh(java.lang.String)">getSubMesh
</A></B>(java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model">SubMesh
</A>[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#getSubMeshes()">getSubMeshes
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model">Model
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#getSubModel(java.lang.String...)">getSubModel
</A></B>(java.lang.String...
subMeshNames)
</CODE>
<BR>
Returns a
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model"><CODE>Model
</CODE></A> that is made up of the sub-meshes with the provided names.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#render()">render
</A></B>()
</CODE>
<BR>
Renders the model using the
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL10
</CODE></A> pipeline.
<br />
<br />
<strong>Important:
</strong> This model must have materials set before you can use this render function.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#render(com.badlogic.gdx.graphics.glutils.ShaderProgram)">render
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> program)
</CODE>
<BR>
Renders this model using the
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL20.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL20
</CODE></A> shader pipeline.
<br />
<br />
<strong>IMPORTANT:
</strong> This model must have materials set before you can use this render function.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#setMaterial(com.badlogic.gdx.graphics.g3d.materials.Material)">setMaterial
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials">Material
</A> material)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials"><CODE>Material
</CODE></A> of every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> in this Model to be the material provided.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#setMaterials(com.badlogic.gdx.graphics.g3d.materials.Material...)">setMaterials
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials">Material
</A>...
materials)
</CODE>
<BR>
Sets every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials"><CODE>Material
</CODE></A> of every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> in this
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model"><CODE>Model
</CODE></A> to be the materials provided.
</TD>
</TR>
</TABLE>
<P>
<!-- ============ METHOD DETAIL ========== -->
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<A NAME="render()"><!-- --></A><H3>
render
</H3>
<PRE>
void
<B>render
</B>()
</PRE>
<DL>
<DD>Renders the model using the
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL10
</CODE></A> pipeline.
<br />
<br />
<strong>Important:
</strong> This model must have materials set before you can use this render function. Do that by using
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#setMaterials(com.badlogic.gdx.graphics.g3d.materials.Material...)"><CODE>setMaterials(Material...)
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="render(com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
render
</H3>
<PRE>
void
<B>render
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram
</A> program)
</PRE>
<DL>
<DD>Renders this model using the
<A HREF="../../../../../../com/badlogic/gdx/graphics/GL20.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL20
</CODE></A> shader pipeline.
<br />
<br />
<strong>IMPORTANT:
</strong> This model must have materials set before you can use this render function. Do that by using
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html#setMaterials(com.badlogic.gdx.graphics.g3d.materials.Material...)"><CODE>setMaterials(Material...)
</CODE></A>.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>program
</CODE> - The shader program that you will use to draw this object to the screen. It must be non-null.
</DL>
</DD>
</DL>
<HR>
<A NAME="getSubModel(java.lang.String...)"><!-- --></A><H3>
getSubModel
</H3>
<PRE>
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model">Model
</A> <B>getSubModel
</B>(java.lang.String...
subMeshNames)
</PRE>
<DL>
<DD>Returns a
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model"><CODE>Model
</CODE></A> that is made up of the sub-meshes with the provided names.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>subMeshNames
</CODE> - A list of names of each
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> that is to be extracted from this model.
<DT><B>Returns:
</B><DD>A new
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model"><CODE>Model
</CODE></A> that is only made up of the parts you requested.
</DL>
</DD>
</DL>
<HR>
<A NAME="getSubMesh(java.lang.String)"><!-- --></A><H3>
getSubMesh
</H3>
<PRE>
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model">SubMesh
</A> <B>getSubMesh
</B>(java.lang.String
name)
</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>name
</CODE> - The name of the
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> to be acquired.
<DT><B>Returns:
</B><DD>The
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> that matches that name; or null, if one does not exist.
</DL>
</DD>
</DL>
<HR>
<A NAME="getSubMeshes()"><!-- --></A><H3>
getSubMeshes
</H3>
<PRE>
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model">SubMesh
</A>[]
<B>getSubMeshes
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>An array of every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> that makes up this model.
</DL>
</DD>
</DL>
<HR>
<A NAME="getBoundingBox(com.badlogic.gdx.math.collision.BoundingBox)"><!-- --></A><H3>
getBoundingBox
</H3>
<PRE>
void
<B>getBoundingBox
</B>(
<A HREF="../../../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox
</A> bbox)
</PRE>
<DL>
<DD>Generates the bounding box for the Model.
<br />
<br />
For every finite 3D object there exists a box that can enclose the object. This function sets the give
<A HREF="../../../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox
</CODE></A>
to be one such enclosing box.
<br />
Bounding boxes are useful for very basic collision detection amongst other tasks.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>bbox
</CODE> - The provided
<A HREF="../../../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox
</CODE></A> will have its internal values correctly set. (To allow Java Object reuse)
</DL>
</DD>
</DL>
<HR>
<A NAME="setMaterials(com.badlogic.gdx.graphics.g3d.materials.Material...)"><!-- --></A><H3>
setMaterials
</H3>
<PRE>
void
<B>setMaterials
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials">Material
</A>...
materials)
</PRE>
<DL>
<DD>Sets every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials"><CODE>Material
</CODE></A> of every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> in this
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/Model.html" title="interface in com.badlogic.gdx.graphics.g3d.model"><CODE>Model
</CODE></A> to be the materials provided.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>materials
</CODE> - A list of the materials to set the submeshes to for this model. (The length of the list of materials must
be the same as the number of SubMeshes in this Model. Failure to do so will result in an
<CODE>UnsupportedOperationException
</CODE>)
</DL>
</DD>
</DL>
<HR>
<A NAME="setMaterial(com.badlogic.gdx.graphics.g3d.materials.Material)"><!-- --></A><H3>
setMaterial
</H3>
<PRE>
void
<B>setMaterial
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials">Material
</A> material)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/materials/Material.html" title="class in com.badlogic.gdx.graphics.g3d.materials"><CODE>Material
</CODE></A> of every
<A HREF="../../../../../../com/badlogic/gdx/graphics/g3d/model/SubMesh.html" title="class in com.badlogic.gdx.graphics.g3d.model"><CODE>SubMesh
</CODE></A> in this Model to be the material provided.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>material
</CODE> - The Material that you wish the whole object to be rendered with.
</DL>
</DD>
</DL>
<HR>
<A NAME="dispose()"><!-- --></A><H3>
dispose
</H3>
<PRE>
void
<B>dispose
</B>()
</PRE>
<DL>
<DD>This function releases memory once you are done with the Model. Once you are finished with the Model you MUST call this
function or else you will suffer memory leaks.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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