use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.
the class TerrainTestAdvanced method simpleInitApp.
@Override
public void simpleInitApp() {
setupKeys();
// First, we load up our textures and the heightmap texture for the terrain
// TERRAIN TEXTURE material
matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matTerrain.setBoolean("useTriPlanarMapping", false);
matTerrain.setFloat("Shininess", 0.0f);
// ALPHA map (for splat textures)
matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
// this material also supports 'AlphaMap_2', so you can get up to 12 diffuse textures
// HEIGHTMAP image (for the terrain heightmap)
TextureKey hmKey = new TextureKey("Textures/Terrain/splat/mountains512.png", false);
Texture heightMapImage = assetManager.loadTexture(hmKey);
// DIRT texture, Diffuse textures 0 to 3 use the first AlphaMap
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap", dirt);
matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
// DARK ROCK texture
Texture darkRock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
darkRock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_1", darkRock);
matTerrain.setFloat("DiffuseMap_1_scale", darkRockScale);
// PINK ROCK texture
Texture pinkRock = assetManager.loadTexture("Textures/Terrain/Rock/Rock.PNG");
pinkRock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_2", pinkRock);
matTerrain.setFloat("DiffuseMap_2_scale", pinkRockScale);
// RIVER ROCK texture, this texture will use the next alphaMap: AlphaMap_1
Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
riverRock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_3", riverRock);
matTerrain.setFloat("DiffuseMap_3_scale", riverRockScale);
// GRASS texture
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_4", grass);
matTerrain.setFloat("DiffuseMap_4_scale", grassScale);
// BRICK texture
Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
brick.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_5", brick);
matTerrain.setFloat("DiffuseMap_5_scale", brickScale);
// ROAD texture
Texture road = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
road.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_6", road);
matTerrain.setFloat("DiffuseMap_6_scale", roadScale);
// diffuse textures 0 to 3 use AlphaMap
// diffuse textures 4 to 7 use AlphaMap_1
// diffuse textures 8 to 11 use AlphaMap_2
// NORMAL MAPS
Texture normalMapDirt = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMapDirt.setWrap(WrapMode.Repeat);
Texture normalMapPinkRock = assetManager.loadTexture("Textures/Terrain/Rock/Rock_normal.png");
normalMapPinkRock.setWrap(WrapMode.Repeat);
Texture normalMapGrass = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMapGrass.setWrap(WrapMode.Repeat);
Texture normalMapRoad = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMapRoad.setWrap(WrapMode.Repeat);
matTerrain.setTexture("NormalMap", normalMapDirt);
matTerrain.setTexture("NormalMap_1", normalMapPinkRock);
matTerrain.setTexture("NormalMap_2", normalMapPinkRock);
matTerrain.setTexture("NormalMap_4", normalMapGrass);
matTerrain.setTexture("NormalMap_6", normalMapRoad);
// WIREFRAME material (used to debug the terrain, only useful for this test case)
matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWire.getAdditionalRenderState().setWireframe(true);
matWire.setColor("Color", ColorRGBA.Green);
createSky();
// CREATE HEIGHTMAP
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.3f);
heightmap.load();
heightmap.smooth(0.9f, 1);
} catch (Exception e) {
e.printStackTrace();
}
/*
* Here we create the actual terrain. The tiles will be 65x65, and the total size of the
* terrain will be 513x513. It uses the heightmap we created to generate the height values.
*/
/**
* Optimal terrain patch size is 65 (64x64).
* The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
* size=2049 it got really slow. But that is a jump from 2 million to 8 million triangles...
*/
//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
// patch size, and a multiplier
control.setLodCalculator(new DistanceLodCalculator(65, 2.7f));
terrain.addControl(control);
terrain.setMaterial(matTerrain);
terrain.setModelBound(new BoundingBox());
terrain.updateModelBound();
terrain.setLocalTranslation(0, -100, 0);
terrain.setLocalScale(1f, 1f, 1f);
rootNode.attachChild(terrain);
//Material debugMat = assetManager.loadMaterial("Common/Materials/VertexColor.j3m");
//terrain.generateDebugTangents(debugMat);
DirectionalLight light = new DirectionalLight();
light.setDirection((new Vector3f(-0.1f, -0.1f, -0.1f)).normalize());
rootNode.addLight(light);
cam.setLocation(new Vector3f(0, 10, -10));
cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
flyCam.setMoveSpeed(400);
rootNode.attachChild(createAxisMarker(20));
}
use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.
the class TerrainTestCollision method simpleInitApp.
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("Tex1", grass);
matRock.setFloat("Tex1Scale", 64f);
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("Tex2", dirt);
matRock.setFloat("Tex2Scale", 32f);
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("Tex3", rock);
matRock.setFloat("Tex3Scale", 128f);
matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWire.getAdditionalRenderState().setWireframe(true);
matWire.setColor("Color", ColorRGBA.Green);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.25f);
heightmap.load();
} catch (Exception e) {
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
// patch size, and a multiplier
control.setLodCalculator(new DistanceLodCalculator(65, 2.7f));
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
// unlock it so we can edit the height
terrain.setLocked(false);
rootNode.attachChild(terrain);
/**
* Create PhysicsRigidBodyControl for collision
*/
terrain.addControl(new RigidBodyControl(0));
bulletAppState.getPhysicsSpace().addAll(terrain);
// let them drop from the sky
for (int i = 0; i < 5; i++) {
float r = (float) (8 * Math.random());
Geometry sphere = new Geometry("cannonball", new Sphere(10, 10, r));
sphere.setMaterial(matWire);
// random position
float x = (float) (20 * Math.random()) - 40;
// random position
float y = (float) (20 * Math.random()) - 40;
// random position
float z = (float) (20 * Math.random()) - 40;
sphere.setLocalTranslation(new Vector3f(x, 100 + y, z));
sphere.addControl(new RigidBodyControl(new SphereCollisionShape(r), 2));
rootNode.attachChild(sphere);
bulletAppState.getPhysicsSpace().add(sphere);
}
collisionBox = new Geometry("collisionBox", new Box(2, 2, 2));
collisionBox.setModelBound(new BoundingBox());
collisionBox.setLocalTranslation(new Vector3f(20, 95, 30));
collisionBox.setMaterial(matWire);
rootNode.attachChild(collisionBox);
selectedCollisionObject = collisionBox;
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(1, -0.5f, -0.1f).normalizeLocal());
dl.setColor(new ColorRGBA(0.50f, 0.40f, 0.50f, 1.0f));
rootNode.addLight(dl);
cam.setLocation(new Vector3f(0, 25, -10));
cam.lookAtDirection(new Vector3f(0, -1, 0).normalizeLocal(), Vector3f.UNIT_Y);
}
use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.
the class SceneLoader method applySkinning.
private void applySkinning() {
for (FbxBindPose pose : bindMap.values()) pose.fillBindTransforms();
if (limbMap == null)
return;
List<Bone> bones = new ArrayList<>();
for (FbxNode limb : limbMap.values()) {
if (limb.bone != null) {
bones.add(limb.bone);
limb.buildBindPoseBoneTransform();
}
}
skeleton = new Skeleton(bones.toArray(new Bone[bones.size()]));
skeleton.setBindingPose();
for (FbxNode limb : limbMap.values()) limb.setSkeleton(skeleton);
for (FbxSkin skin : skinMap.values()) skin.generateSkinning();
// Attach controls
animControl = new AnimControl(skeleton);
sceneNode.addControl(animControl);
SkeletonControl control = new SkeletonControl(skeleton);
sceneNode.addControl(control);
}
use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.
the class MeshLoader method compileModel.
private Node compileModel() {
Node model = new Node(meshName + "-ogremesh");
for (int i = 0; i < geoms.size(); i++) {
Geometry g = geoms.get(i);
Mesh m = g.getMesh();
// New code for buffer extract
if (sharedMesh != null && usesSharedMesh.get(i)) {
m.extractVertexData(sharedMesh);
}
model.attachChild(geoms.get(i));
}
if (animData != null) {
for (int i = 0; i < geoms.size(); i++) {
Geometry g = geoms.get(i);
Mesh m = geoms.get(i).getMesh();
//FIXME the parameter is now useless.
//It was !HADWARE_SKINNING before, but since toggleing
//HW skinning does not happen at load time it was always true.
//We should use something similar as for the HWBoneIndex and
//HWBoneWeight : create the vertex buffers empty so that they
//are put in the cache, and really populate them the first time
//software skinning is used on the mesh.
m.generateBindPose(true);
}
// Put the animations in the AnimControl
HashMap<String, Animation> anims = new HashMap<String, Animation>();
ArrayList<Animation> animList = animData.anims;
for (int i = 0; i < animList.size(); i++) {
Animation anim = animList.get(i);
anims.put(anim.getName(), anim);
}
AnimControl ctrl = new AnimControl(animData.skeleton);
ctrl.setAnimations(anims);
model.addControl(ctrl);
// Put the skeleton in the skeleton control
SkeletonControl skeletonControl = new SkeletonControl(animData.skeleton);
// This will acquire the targets from the node
model.addControl(skeletonControl);
}
return model;
}
use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.
the class TerrainLodControl method cloneForSpatial.
@Override
public Control cloneForSpatial(Spatial spatial) {
if (spatial instanceof Terrain) {
List<Camera> cameraClone = new ArrayList<Camera>();
if (cameras != null) {
for (Camera c : cameras) {
cameraClone.add(c);
}
}
TerrainLodControl cloned = new TerrainLodControl((Terrain) spatial, cameraClone);
cloned.setLodCalculator(lodCalculator.clone());
return cloned;
}
return null;
}
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