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Example 76 with Vector3f

use of com.jme3.math.Vector3f in project jmonkeyengine by jMonkeyEngine.

the class TestHoverTank method simpleInitApp.

@Override
public void simpleInitApp() {
    Node tank = (Node) assetManager.loadModel("Models/HoverTank/Tank2.mesh.xml");
    flyCam.setEnabled(false);
    ChaseCamera chaseCam = new ChaseCamera(cam, tank, inputManager);
    chaseCam.setSmoothMotion(true);
    chaseCam.setMaxDistance(100000);
    chaseCam.setMinVerticalRotation(-FastMath.PI / 2);
    viewPort.setBackgroundColor(ColorRGBA.DarkGray);
    Geometry tankGeom = (Geometry) tank.getChild(0);
    LodControl control = new LodControl();
    tankGeom.addControl(control);
    rootNode.attachChild(tank);
    Vector3f lightDir = new Vector3f(-0.8719428f, -0.46824604f, 0.14304268f);
    DirectionalLight dl = new DirectionalLight();
    dl.setColor(new ColorRGBA(1.0f, 0.92f, 0.75f, 1f));
    dl.setDirection(lightDir);
    Vector3f lightDir2 = new Vector3f(0.70518064f, 0.5902297f, -0.39287305f);
    DirectionalLight dl2 = new DirectionalLight();
    dl2.setColor(new ColorRGBA(0.7f, 0.85f, 1.0f, 1f));
    dl2.setDirection(lightDir2);
    rootNode.addLight(dl);
    rootNode.addLight(dl2);
    rootNode.attachChild(tank);
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
    BloomFilter bf = new BloomFilter(BloomFilter.GlowMode.Objects);
    bf.setBloomIntensity(2.0f);
    bf.setExposurePower(1.3f);
    fpp.addFilter(bf);
    BloomUI bui = new BloomUI(inputManager, bf);
    viewPort.addProcessor(fpp);
}
Also used : Geometry(com.jme3.scene.Geometry) BloomUI(jme3test.post.BloomUI) LodControl(com.jme3.scene.control.LodControl) ColorRGBA(com.jme3.math.ColorRGBA) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) ChaseCamera(com.jme3.input.ChaseCamera) FilterPostProcessor(com.jme3.post.FilterPostProcessor) BloomFilter(com.jme3.post.filters.BloomFilter)

Example 77 with Vector3f

use of com.jme3.math.Vector3f in project jmonkeyengine by jMonkeyEngine.

the class VRViewManagerOpenVR method update.

@Override
public void update(float tpf) {
    if (environment != null) {
        // grab the observer
        Object obs = environment.getObserver();
        Quaternion objRot;
        Vector3f objPos;
        if (obs instanceof Camera) {
            objRot = ((Camera) obs).getRotation();
            objPos = ((Camera) obs).getLocation();
        } else {
            objRot = ((Spatial) obs).getWorldRotation();
            objPos = ((Spatial) obs).getWorldTranslation();
        }
        // grab the hardware handle
        VRAPI dev = environment.getVRHardware();
        if (dev != null) {
            // update the HMD's position & orientation
            dev.updatePose();
            dev.getPositionAndOrientation(hmdPos, hmdRot);
            if (obs != null) {
                // update hmdPos based on obs rotation
                finalRotation.set(objRot);
                finalRotation.mult(hmdPos, hmdPos);
                finalRotation.multLocal(hmdRot);
            }
            finalizeCamera(dev.getHMDVectorPoseLeftEye(), objPos, getLeftCamera());
            finalizeCamera(dev.getHMDVectorPoseRightEye(), objPos, getRightCamera());
        } else {
            getLeftCamera().setFrame(objPos, objRot);
            getRightCamera().setFrame(objPos, objRot);
        }
        if (environment.hasTraditionalGUIOverlay()) {
            // update the mouse?
            environment.getVRMouseManager().update(tpf);
            // update GUI position?
            if (environment.getVRGUIManager().wantsReposition || environment.getVRGUIManager().getPositioningMode() != VRGUIPositioningMode.MANUAL) {
                environment.getVRGUIManager().positionGuiNow(tpf);
                environment.getVRGUIManager().updateGuiQuadGeometricState();
            }
        }
    } else {
        throw new IllegalStateException("This VR view manager is not attached to any VR environment.");
    }
}
Also used : Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) Camera(com.jme3.renderer.Camera) VRAPI(com.jme3.input.vr.VRAPI)

Example 78 with Vector3f

use of com.jme3.math.Vector3f in project jmonkeyengine by jMonkeyEngine.

the class DirectionalLightShadowRendererVR method init.

private void init(int nbSplits, int shadowMapSize) {
    nbShadowMaps = Math.max(Math.min(nbSplits, 4), 1);
    if (nbShadowMaps != nbSplits) {
        throw new IllegalArgumentException("Number of splits must be between 1 and 4. Given value : " + nbSplits);
    }
    splits = new ColorRGBA();
    splitsArray = new float[nbSplits + 1];
    shadowCam = new Camera(shadowMapSize, shadowMapSize);
    shadowCam.setParallelProjection(true);
    for (int i = 0; i < points.length; i++) {
        points[i] = new Vector3f();
    }
}
Also used : ColorRGBA(com.jme3.math.ColorRGBA) Vector3f(com.jme3.math.Vector3f) Camera(com.jme3.renderer.Camera)

Example 79 with Vector3f

use of com.jme3.math.Vector3f in project jmonkeyengine by jMonkeyEngine.

the class ShadowUtil method computeBoundForPoints.

/**
     * Compute bounds from an array of points
     *
     * @param pts
     * @param transform
     * @return
     */
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
    Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
    Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
    Vector3f temp = new Vector3f();
    for (int i = 0; i < pts.length; i++) {
        transform.transformVector(pts[i], temp);
        min.minLocal(temp);
        max.maxLocal(temp);
    }
    Vector3f center = min.add(max).multLocal(0.5f);
    Vector3f extent = max.subtract(min).multLocal(0.5f);
    return new BoundingBox(center, extent.x, extent.y, extent.z);
}
Also used : Vector3f(com.jme3.math.Vector3f) BoundingBox(com.jme3.bounding.BoundingBox)

Example 80 with Vector3f

use of com.jme3.math.Vector3f in project jmonkeyengine by jMonkeyEngine.

the class ShadowUtil method updateShadowCamera.

/**
     * Updates the shadow camera to properly contain the given points (which
     * contain the eye camera frustum corners) and the shadow occluder objects
     * collected through the traverse of the scene hierarchy
     */
public static void updateShadowCamera(ViewPort viewPort, GeometryList receivers, Camera shadowCam, Vector3f[] points, GeometryList splitOccluders, float shadowMapSize) {
    boolean ortho = shadowCam.isParallelProjection();
    shadowCam.setProjectionMatrix(null);
    if (ortho) {
        shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1);
    }
    // create transform to rotate points to viewspace        
    Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
    BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
    TempVars vars = TempVars.get();
    BoundingBox casterBB = new BoundingBox();
    BoundingBox receiverBB = new BoundingBox();
    int casterCount = 0, receiverCount = 0;
    for (int i = 0; i < receivers.size(); i++) {
        // convert bounding box to light's viewproj space
        Geometry receiver = receivers.get(i);
        BoundingVolume bv = receiver.getWorldBound();
        BoundingVolume recvBox = bv.transform(viewProjMatrix, vars.bbox);
        if (splitBB.intersects(recvBox)) {
            //Nehon : prevent NaN and infinity values to screw the final bounding box
            if (!Float.isNaN(recvBox.getCenter().x) && !Float.isInfinite(recvBox.getCenter().x)) {
                receiverBB.mergeLocal(recvBox);
                receiverCount++;
            }
        }
    }
    // collect splitOccluders through scene recursive traverse
    OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
    for (Spatial scene : viewPort.getScenes()) {
        occExt.addOccluders(scene);
    }
    casterCount = occExt.casterCount;
    //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
    if (casterCount != receiverCount) {
        casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
        casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
        casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
    }
    Vector3f casterMin = casterBB.getMin(vars.vect1);
    Vector3f casterMax = casterBB.getMax(vars.vect2);
    Vector3f receiverMin = receiverBB.getMin(vars.vect3);
    Vector3f receiverMax = receiverBB.getMax(vars.vect4);
    Vector3f splitMin = splitBB.getMin(vars.vect5);
    Vector3f splitMax = splitBB.getMax(vars.vect6);
    splitMin.z = 0;
    //        if (!ortho) {
    //            shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
    //        }
    Matrix4f projMatrix = shadowCam.getProjectionMatrix();
    Vector3f cropMin = vars.vect7;
    Vector3f cropMax = vars.vect8;
    // IMPORTANT: Special handling for Z values
    cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
    cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
    cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
    cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
    cropMin.z = min(casterMin.z, splitMin.z);
    cropMax.z = min(receiverMax.z, splitMax.z);
    // Create the crop matrix.
    float scaleX, scaleY, scaleZ;
    float offsetX, offsetY, offsetZ;
    scaleX = (2.0f) / (cropMax.x - cropMin.x);
    scaleY = (2.0f) / (cropMax.y - cropMin.y);
    //Shadow map stabilization approximation from shaderX 7
    //from Practical Cascaded Shadow maps adapted to PSSM
    //scale stabilization
    float halfTextureSize = shadowMapSize * 0.5f;
    if (halfTextureSize != 0 && scaleX > 0 && scaleY > 0) {
        float scaleQuantizer = 0.1f;
        scaleX = 1.0f / FastMath.ceil(1.0f / scaleX * scaleQuantizer) * scaleQuantizer;
        scaleY = 1.0f / FastMath.ceil(1.0f / scaleY * scaleQuantizer) * scaleQuantizer;
    }
    offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
    offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
    //offset stabilization
    if (halfTextureSize != 0 && scaleX > 0 && scaleY > 0) {
        offsetX = FastMath.ceil(offsetX * halfTextureSize) / halfTextureSize;
        offsetY = FastMath.ceil(offsetY * halfTextureSize) / halfTextureSize;
    }
    scaleZ = 1.0f / (cropMax.z - cropMin.z);
    offsetZ = -cropMin.z * scaleZ;
    Matrix4f cropMatrix = vars.tempMat4;
    cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f);
    Matrix4f result = new Matrix4f();
    result.set(cropMatrix);
    result.multLocal(projMatrix);
    vars.release();
    shadowCam.setProjectionMatrix(result);
}
Also used : Geometry(com.jme3.scene.Geometry) Matrix4f(com.jme3.math.Matrix4f) Spatial(com.jme3.scene.Spatial) BoundingBox(com.jme3.bounding.BoundingBox) Vector3f(com.jme3.math.Vector3f) BoundingVolume(com.jme3.bounding.BoundingVolume) TempVars(com.jme3.util.TempVars)

Aggregations

Vector3f (com.jme3.math.Vector3f)536 Material (com.jme3.material.Material)126 Geometry (com.jme3.scene.Geometry)118 DirectionalLight (com.jme3.light.DirectionalLight)95 Quaternion (com.jme3.math.Quaternion)94 TempVars (com.jme3.util.TempVars)67 ColorRGBA (com.jme3.math.ColorRGBA)64 Node (com.jme3.scene.Node)63 Spatial (com.jme3.scene.Spatial)57 Box (com.jme3.scene.shape.Box)57 Sphere (com.jme3.scene.shape.Sphere)51 Texture (com.jme3.texture.Texture)41 KeyTrigger (com.jme3.input.controls.KeyTrigger)36 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)35 Vector2f (com.jme3.math.Vector2f)35 FilterPostProcessor (com.jme3.post.FilterPostProcessor)34 FloatBuffer (java.nio.FloatBuffer)34 InputCapsule (com.jme3.export.InputCapsule)33 BoundingBox (com.jme3.bounding.BoundingBox)30 AmbientLight (com.jme3.light.AmbientLight)30