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Example 31 with Control

use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.

the class KinematicRagdollControl method read.

/**
     * de-serialize this control
     *
     * @param im
     * @throws IOException
     */
@Override
public void read(JmeImporter im) throws IOException {
    super.read(im);
    InputCapsule ic = im.getCapsule(this);
    String[] loadedBoneList = ic.readStringArray("boneList", new String[0]);
    boneList.addAll(Arrays.asList(loadedBoneList));
    PhysicsBoneLink[] loadedBoneLinks = (PhysicsBoneLink[]) ic.readSavableArray("boneList", new PhysicsBoneLink[0]);
    for (PhysicsBoneLink physicsBoneLink : loadedBoneLinks) {
        boneLinks.put(physicsBoneLink.bone.getName(), physicsBoneLink);
    }
    modelPosition.set((Vector3f) ic.readSavable("modelPosition", new Vector3f()));
    modelRotation.set((Quaternion) ic.readSavable("modelRotation", new Quaternion()));
    targetModel = (Spatial) ic.readSavable("targetModel", null);
    skeleton = (Skeleton) ic.readSavable("skeleton", null);
    //        preset //TODO
    initScale = (Vector3f) ic.readSavable("initScale", null);
    mode = ic.readEnum("mode", Mode.class, Mode.Kinematic);
    blendedControl = ic.readBoolean("blendedControl", false);
    weightThreshold = ic.readFloat("weightThreshold", -1.0f);
    blendStart = ic.readFloat("blendStart", 0.0f);
    blendTime = ic.readFloat("blendTime", 1.0f);
    eventDispatchImpulseThreshold = ic.readFloat("eventDispatchImpulseThreshold", 10);
    rootMass = ic.readFloat("rootMass", 15);
    totalMass = ic.readFloat("totalMass", 0);
}
Also used : Quaternion(com.jme3.math.Quaternion) InputCapsule(com.jme3.export.InputCapsule) Vector3f(com.jme3.math.Vector3f)

Example 32 with Control

use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.

the class VehicleControl method jmeClone.

@Override
public Object jmeClone() {
    VehicleControl control = new VehicleControl(collisionShape, mass);
    control.setAngularFactor(getAngularFactor());
    control.setAngularSleepingThreshold(getAngularSleepingThreshold());
    control.setAngularVelocity(getAngularVelocity());
    control.setCcdMotionThreshold(getCcdMotionThreshold());
    control.setCcdSweptSphereRadius(getCcdSweptSphereRadius());
    control.setCollideWithGroups(getCollideWithGroups());
    control.setCollisionGroup(getCollisionGroup());
    control.setDamping(getLinearDamping(), getAngularDamping());
    control.setFriction(getFriction());
    control.setGravity(getGravity());
    control.setKinematic(isKinematic());
    control.setLinearSleepingThreshold(getLinearSleepingThreshold());
    control.setLinearVelocity(getLinearVelocity());
    control.setPhysicsLocation(getPhysicsLocation());
    control.setPhysicsRotation(getPhysicsRotationMatrix());
    control.setRestitution(getRestitution());
    control.setFrictionSlip(getFrictionSlip());
    control.setMaxSuspensionTravelCm(getMaxSuspensionTravelCm());
    control.setSuspensionStiffness(getSuspensionStiffness());
    control.setSuspensionCompression(tuning.suspensionCompression);
    control.setSuspensionDamping(tuning.suspensionDamping);
    control.setMaxSuspensionForce(getMaxSuspensionForce());
    for (Iterator<VehicleWheel> it = wheels.iterator(); it.hasNext(); ) {
        VehicleWheel wheel = it.next();
        VehicleWheel newWheel = control.addWheel(wheel.getLocation(), wheel.getDirection(), wheel.getAxle(), wheel.getRestLength(), wheel.getRadius(), wheel.isFrontWheel());
        newWheel.setFrictionSlip(wheel.getFrictionSlip());
        newWheel.setMaxSuspensionTravelCm(wheel.getMaxSuspensionTravelCm());
        newWheel.setSuspensionStiffness(wheel.getSuspensionStiffness());
        newWheel.setWheelsDampingCompression(wheel.getWheelsDampingCompression());
        newWheel.setWheelsDampingRelaxation(wheel.getWheelsDampingRelaxation());
        newWheel.setMaxSuspensionForce(wheel.getMaxSuspensionForce());
        // Copy the wheel spatial reference directly for now.  They'll
        // get fixed up in the cloneFields() method
        newWheel.setWheelSpatial(wheel.getWheelSpatial());
    }
    control.setApplyPhysicsLocal(isApplyPhysicsLocal());
    control.setEnabled(isEnabled());
    control.spatial = spatial;
    return control;
}
Also used : VehicleWheel(com.jme3.bullet.objects.VehicleWheel)

Example 33 with Control

use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.

the class TerrainGridTileLoaderTest method simpleInitApp.

@Override
public void simpleInitApp() {
    File file = new File("TerrainGridTestData.zip");
    if (!file.exists()) {
        assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/TerrainGridTestData.zip", HttpZipLocator.class);
    } else {
        assetManager.registerLocator("TerrainGridTestData.zip", ZipLocator.class);
    }
    this.flyCam.setMoveSpeed(100f);
    ScreenshotAppState state = new ScreenshotAppState();
    this.stateManager.attach(state);
    // TERRAIN TEXTURE material
    this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");
    // Parameters to material:
    // regionXColorMap: X = 1..4 the texture that should be appliad to state X
    // regionX: a Vector3f containing the following information:
    //      regionX.x: the start height of the region
    //      regionX.y: the end height of the region
    //      regionX.z: the texture scale for the region
    //  it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
    // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
    // slopeTileFactor: the texture scale for slopes
    // terrainSize: the total size of the terrain (used for scaling the texture)
    // GRASS texture
    Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    this.mat_terrain.setTexture("region1ColorMap", grass);
    this.mat_terrain.setVector3("region1", new Vector3f(88, 200, this.grassScale));
    // DIRT texture
    Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    this.mat_terrain.setTexture("region2ColorMap", dirt);
    this.mat_terrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale));
    // ROCK texture
    Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
    rock.setWrap(WrapMode.Repeat);
    this.mat_terrain.setTexture("region3ColorMap", rock);
    this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));
    this.mat_terrain.setTexture("region4ColorMap", rock);
    this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));
    this.mat_terrain.setTexture("slopeColorMap", rock);
    this.mat_terrain.setFloat("slopeTileFactor", 32);
    this.mat_terrain.setFloat("terrainSize", 129);
    //quad.getHeightMap(), terrain.getLocalScale()), 0
    AssetTileLoader grid = new AssetTileLoader(assetManager, "testgrid", "TerrainGrid");
    this.terrain = new TerrainGrid("terrain", 65, 257, grid);
    this.terrain.setMaterial(this.mat_terrain);
    this.terrain.setLocalTranslation(0, 0, 0);
    this.terrain.setLocalScale(2f, 1f, 2f);
    //        try {
    //            BinaryExporter.getInstance().save(terrain, new File("/Users/normenhansen/Documents/Code/jme3/engine/src/test-data/TerrainGrid/"
    //                    + "TerrainGrid.j3o"));
    //        } catch (IOException ex) {
    //            Logger.getLogger(TerrainFractalGridTest.class.getName()).log(Level.SEVERE, null, ex);
    //        }
    this.rootNode.attachChild(this.terrain);
    TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera());
    // patch size, and a multiplier
    control.setLodCalculator(new DistanceLodCalculator(65, 2.7f));
    this.terrain.addControl(control);
    final BulletAppState bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    this.getCamera().setLocation(new Vector3f(0, 256, 0));
    this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
    if (usePhysics) {
        CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1);
        player3 = new CharacterControl(capsuleShape, 0.5f);
        player3.setJumpSpeed(20);
        player3.setFallSpeed(10);
        player3.setGravity(10);
        player3.setPhysicsLocation(new Vector3f(cam.getLocation().x, 256, cam.getLocation().z));
        bulletAppState.getPhysicsSpace().add(player3);
        terrain.addListener(new TerrainGridListener() {

            public void gridMoved(Vector3f newCenter) {
            }

            public void tileAttached(Vector3f cell, TerrainQuad quad) {
                while (quad.getControl(RigidBodyControl.class) != null) {
                    quad.removeControl(RigidBodyControl.class);
                }
                quad.addControl(new RigidBodyControl(new HeightfieldCollisionShape(quad.getHeightMap(), terrain.getLocalScale()), 0));
                bulletAppState.getPhysicsSpace().add(quad);
            }

            public void tileDetached(Vector3f cell, TerrainQuad quad) {
                if (quad.getControl(RigidBodyControl.class) != null) {
                    bulletAppState.getPhysicsSpace().remove(quad);
                    quad.removeControl(RigidBodyControl.class);
                }
            }
        });
    }
    this.initKeys();
}
Also used : CharacterControl(com.jme3.bullet.control.CharacterControl) TerrainGrid(com.jme3.terrain.geomipmap.TerrainGrid) TerrainGridListener(com.jme3.terrain.geomipmap.TerrainGridListener) Material(com.jme3.material.Material) CapsuleCollisionShape(com.jme3.bullet.collision.shapes.CapsuleCollisionShape) Texture(com.jme3.texture.Texture) DistanceLodCalculator(com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) TerrainGridLodControl(com.jme3.terrain.geomipmap.TerrainGridLodControl) AssetTileLoader(com.jme3.terrain.geomipmap.grid.AssetTileLoader) ColorRGBA(com.jme3.math.ColorRGBA) Vector3f(com.jme3.math.Vector3f) BulletAppState(com.jme3.bullet.BulletAppState) HeightfieldCollisionShape(com.jme3.bullet.collision.shapes.HeightfieldCollisionShape) TerrainLodControl(com.jme3.terrain.geomipmap.TerrainLodControl) ScreenshotAppState(com.jme3.app.state.ScreenshotAppState) File(java.io.File) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad)

Example 34 with Control

use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.

the class TerrainTest method simpleInitApp.

@Override
public void simpleInitApp() {
    setupKeys();
    // First, we load up our textures and the heightmap texture for the terrain
    // TERRAIN TEXTURE material
    matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
    matRock.setBoolean("useTriPlanarMapping", false);
    // ALPHA map (for splat textures)
    matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
    // HEIGHTMAP image (for the terrain heightmap)
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    // GRASS texture
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex1", grass);
    matRock.setFloat("Tex1Scale", grassScale);
    // DIRT texture
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex2", dirt);
    matRock.setFloat("Tex2Scale", dirtScale);
    // ROCK texture
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex3", rock);
    matRock.setFloat("Tex3Scale", rockScale);
    // WIREFRAME material
    matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matWire.getAdditionalRenderState().setWireframe(true);
    matWire.setColor("Color", ColorRGBA.Green);
    // CREATE HEIGHTMAP
    AbstractHeightMap heightmap = null;
    try {
        //heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3);
        heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f);
        heightmap.load();
    } 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...
         */
    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.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2f, 0.5f, 2f);
    rootNode.attachChild(terrain);
    DirectionalLight light = new DirectionalLight();
    light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
    rootNode.addLight(light);
    cam.setLocation(new Vector3f(0, 10, -10));
    cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
}
Also used : AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) TerrainLodControl(com.jme3.terrain.geomipmap.TerrainLodControl) Material(com.jme3.material.Material) Texture(com.jme3.texture.Texture) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad) DistanceLodCalculator(com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator) ImageBasedHeightMap(com.jme3.terrain.heightmap.ImageBasedHeightMap)

Example 35 with Control

use of com.jme3.scene.control.Control in project jmonkeyengine by jMonkeyEngine.

the class TerrainTestAndroid method simpleInitApp.

@Override
public void simpleInitApp() {
    setupKeys();
    // First, we load up our textures and the heightmap texture for the terrain
    // TERRAIN TEXTURE material
    matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
    matRock.setBoolean("useTriPlanarMapping", false);
    // ALPHA map (for splat textures)
    matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
    // HEIGHTMAP image (for the terrain heightmap)
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains128.png");
    // GRASS texture
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex1", grass);
    matRock.setFloat("Tex1Scale", grassScale);
    // DIRT texture
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex2", dirt);
    matRock.setFloat("Tex2Scale", dirtScale);
    // ROCK texture
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    matRock.setTexture("Tex3", rock);
    matRock.setFloat("Tex3Scale", rockScale);
    // WIREFRAME material
    matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matWire.getAdditionalRenderState().setWireframe(true);
    matWire.setColor("Color", ColorRGBA.Green);
    // CREATE HEIGHTMAP
    AbstractHeightMap heightmap = null;
    try {
        heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f);
        heightmap.load();
    } catch (Exception e) {
        e.printStackTrace();
    }
    /*
         * Here we create the actual terrain. The tiles will be 33x33, and the total size of the
         * terrain will be 129x129. It uses the heightmap we created to generate the height values.
         */
    terrain = new TerrainQuad("terrain", 33, 129, heightmap.getHeightMap());
    TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    // patch size, and a multiplier
    control.setLodCalculator(new DistanceLodCalculator(33, 2.7f));
    terrain.addControl(control);
    terrain.setMaterial(matRock);
    terrain.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(8f, 0.5f, 8f);
    rootNode.attachChild(terrain);
    DirectionalLight light = new DirectionalLight();
    light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
    rootNode.addLight(light);
    cam.setLocation(new Vector3f(0, 10, -10));
    cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
}
Also used : AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) TerrainLodControl(com.jme3.terrain.geomipmap.TerrainLodControl) Material(com.jme3.material.Material) Texture(com.jme3.texture.Texture) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad) DistanceLodCalculator(com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator) ImageBasedHeightMap(com.jme3.terrain.heightmap.ImageBasedHeightMap)

Aggregations

Vector3f (com.jme3.math.Vector3f)51 DirectionalLight (com.jme3.light.DirectionalLight)24 Material (com.jme3.material.Material)23 Quaternion (com.jme3.math.Quaternion)21 Node (com.jme3.scene.Node)19 TerrainLodControl (com.jme3.terrain.geomipmap.TerrainLodControl)18 Texture (com.jme3.texture.Texture)16 AnimControl (com.jme3.animation.AnimControl)15 ColorRGBA (com.jme3.math.ColorRGBA)15 TerrainQuad (com.jme3.terrain.geomipmap.TerrainQuad)15 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)14 Geometry (com.jme3.scene.Geometry)14 Spatial (com.jme3.scene.Spatial)13 DistanceLodCalculator (com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator)13 BulletAppState (com.jme3.bullet.BulletAppState)12 AbstractHeightMap (com.jme3.terrain.heightmap.AbstractHeightMap)11 ImageBasedHeightMap (com.jme3.terrain.heightmap.ImageBasedHeightMap)11 ArrayList (java.util.ArrayList)10 Box (com.jme3.scene.shape.Box)7 Animation (com.jme3.animation.Animation)5