libgdx understanding coordinates system of scene2d actor - libgdx

plz I want to understand coordinates system of scene2d actor:
localToDescendantCoordinates
localToAscendantCoordinates
localToParentCoordinates
localToStageCoordinates
parentToLocalCoordinates
screenToLocalCoordinates
stageToLocalCoordinates
note : explanation with examples and screenshots

Well there is no Question, but you can find the documentation here:
libGDX Documentation
These methods are transformations between the different coordinate systems.

Related

How to change materials and textures in autodesk-forge with the same quality?

Im working with NWC models translated into SVG and i need to change the materials/textures from it. I created my own custom materiales with textures with MeshPhongMaterial but the result isnt the same because the quality is bad, i just need to replace the img texture of that material. Could you tell me what is the correct way of doing this? Thank you.
Is there any example of changing materials/textures in autodesk-forge that you con provide me?
Materials coming from SVF can be quite complex, with varying schemas. For example, the carbon fiber material in the screenshot below is loaded as a THREE.ShaderMaterial with many custom properties such as layered_anisotropy, layered_bottom_f0, layered_bottom_f0_map, or layered_diffuse.
Because of that, customization of textures of SVF materials would be very difficult unfortunately.
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2d isometric maps in libGDX

Im a starting game developer and I'm having some issues with how to setup a isometric 2D map. I haven't got the slightest clue in how I should accomplish that. And what would be the easiest way to do this.
EDIT:
I already have looked up tutorials but they are mostly to make 3D isometric maps.
Thanks in advance
As I commented 2D array should do the trick, but check out this tutorial too:
https://gamedevelopment.tutsplus.com/tutorials/creating-isometric-worlds-a-primer-for-game-developers--gamedev-6511
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https://www.mapeditor.org/

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I need to represent data in the form of pie chart. I searched in LibGdx for libraries related to chart. I do not find any.
Questions
Do we have any library in LibGdx for drawing charts / Graphs ?
Any way to draw a smooth circle / pie in LibGdx ?
Any examples would be good
LibGdx is primarily a graphics API, and does not really have easy to use libraries set up for simple things like charts/graphs, mostly because its easy to create one yourself.
Another technology may suite you far better for your task.
Having said that, to draw a 2D circle you can easily use ShapeRenderer. See the link for the javadoc and some examples:
https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShapeRenderer.html
You could also use ShapeRenderer to plot each portion and fill it at the same time as you draw them.
I don’t have any specific chart/graph tutorials, but you can search for "ShapeRenderer" or see here for a bit more info.
https://github.com/libgdx/libgdx/wiki/Scene2d
and:
https://github.com/libgdx/libgdx/wiki/Scene2d.ui

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I apologize if this topic is duplicated, but I not find something simple on other topics.
I'm new in 3D with LibGDX and I'm trying to make a basic implementation of a 3D Terrain (even very simple, only an inclined plane) and a Terrain Following Camera.
I've googled but not found an example so simple as well for a beginner.
Can anyone give me an example code or indicate where I can find?
I've tried to use this: https://github.com/eerock/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TerrainTest.java, but it does not work, because I'm using the LibGDX 1.9.3 with OpenGL 2.0.
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Path Finding in 3d environment in Java

I understand that there are a couple of links about path finding in 2d.Is there any java example that shows how to implement path findings in 3d environment.
I have already seen lot of code and explanations about this.but none of them will really help.How to implement this in 3d enviorment
If you mean 3d pathfinding as 2d pathfinding in 3d space. For example, you have a 3d scene and something needs to find its way around the walls and rooms. If this is the case you can just make some system to keep track of all your walls (say... BSP tree?) and then implement a common pathfinding algorithm such as A*.