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Example 21 with TerrainQuad

use of com.jme3.terrain.geomipmap.TerrainQuad in project jmonkeyengine by jMonkeyEngine.

the class TestPostWater method createTerrain.

private void createTerrain(Node rootNode) {
    matRock = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
    matRock.setBoolean("useTriPlanarMapping", false);
    matRock.setBoolean("WardIso", true);
    matRock.setTexture("AlphaMap", 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("DiffuseMap", grass);
    matRock.setFloat("DiffuseMap_0_scale", 64);
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    matRock.setTexture("DiffuseMap_1", dirt);
    matRock.setFloat("DiffuseMap_1_scale", 16);
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    matRock.setTexture("DiffuseMap_2", rock);
    matRock.setFloat("DiffuseMap_2_scale", 128);
    Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
    normalMap0.setWrap(WrapMode.Repeat);
    Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
    normalMap1.setWrap(WrapMode.Repeat);
    Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
    normalMap2.setWrap(WrapMode.Repeat);
    matRock.setTexture("NormalMap", normalMap0);
    matRock.setTexture("NormalMap_1", normalMap2);
    matRock.setTexture("NormalMap_2", normalMap2);
    AbstractHeightMap heightmap = null;
    try {
        heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.25f);
        heightmap.load();
    } catch (Exception e) {
        e.printStackTrace();
    }
    terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
    List<Camera> cameras = new ArrayList<Camera>();
    cameras.add(getCamera());
    terrain.setMaterial(matRock);
    terrain.setLocalScale(new Vector3f(5, 5, 5));
    terrain.setLocalTranslation(new Vector3f(0, -30, 0));
    // unlock it so we can edit the height
    terrain.setLocked(false);
    terrain.setShadowMode(ShadowMode.Receive);
    rootNode.attachChild(terrain);
}
Also used : AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) Vector3f(com.jme3.math.Vector3f) ArrayList(java.util.ArrayList) Material(com.jme3.material.Material) Camera(com.jme3.renderer.Camera) Texture(com.jme3.texture.Texture) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad) ImageBasedHeightMap(com.jme3.terrain.heightmap.ImageBasedHeightMap)

Example 22 with TerrainQuad

use of com.jme3.terrain.geomipmap.TerrainQuad in project jmonkeyengine by jMonkeyEngine.

the class TerrainTestModifyHeight method createTerrain.

private void createTerrain() {
    // 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.setBoolean("WardIso", true);
    matTerrain.setFloat("Shininess", 0);
    // ALPHA map (for splat textures)
    matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
    // GRASS texture
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap", grass);
    matTerrain.setFloat("DiffuseMap_0_scale", grassScale);
    // DIRT texture
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap_1", dirt);
    matTerrain.setFloat("DiffuseMap_1_scale", dirtScale);
    // ROCK texture
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap_2", rock);
    matTerrain.setFloat("DiffuseMap_2_scale", rockScale);
    // HEIGHTMAP image (for the terrain heightmap)
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    AbstractHeightMap heightmap = null;
    try {
        heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
        heightmap.load();
        heightmap.smooth(0.9f, 1);
    } catch (Exception e) {
        e.printStackTrace();
    }
    // CREATE THE TERRAIN
    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.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2.5f, 0.5f, 2.5f);
    rootNode.attachChild(terrain);
}
Also used : AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) 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 23 with TerrainQuad

use of com.jme3.terrain.geomipmap.TerrainQuad in project jmonkeyengine by jMonkeyEngine.

the class TerrainTestReadWrite method testHeightmapBuilding.

// no junit tests, so this has to be hand-tested:
private static void testHeightmapBuilding() {
    int s = 9;
    int b = 3;
    float[] hm = new float[s * s];
    for (int i = 0; i < s; i++) {
        for (int j = 0; j < s; j++) {
            hm[(i * s) + j] = i * j;
        }
    }
    for (int i = 0; i < s; i++) {
        for (int j = 0; j < s; j++) {
            System.out.print(hm[i * s + j] + " ");
        }
        System.out.println("");
    }
    TerrainQuad terrain = new TerrainQuad("terrain", b, s, hm);
    float[] hm2 = terrain.getHeightMap();
    boolean failed = false;
    for (int i = 0; i < s * s; i++) {
        if (hm[i] != hm2[i]) {
            failed = true;
        }
    }
    System.out.println("");
    if (failed) {
        System.out.println("Terrain heightmap building FAILED!!!");
        for (int i = 0; i < s; i++) {
            for (int j = 0; j < s; j++) {
                System.out.print(hm2[i * s + j] + " ");
            }
            System.out.println("");
        }
    } else {
        System.out.println("Terrain heightmap building PASSED");
    }
}
Also used : TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad)

Example 24 with TerrainQuad

use of com.jme3.terrain.geomipmap.TerrainQuad 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));
}
Also used : TextureKey(com.jme3.asset.TextureKey) AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) BoundingBox(com.jme3.bounding.BoundingBox) 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 25 with TerrainQuad

use of com.jme3.terrain.geomipmap.TerrainQuad 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);
}
Also used : SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) Material(com.jme3.material.Material) BoundingBox(com.jme3.bounding.BoundingBox) Box(com.jme3.scene.shape.Box) Texture(com.jme3.texture.Texture) DistanceLodCalculator(com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) ImageBasedHeightMap(com.jme3.terrain.heightmap.ImageBasedHeightMap) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) ColorRGBA(com.jme3.math.ColorRGBA) BulletAppState(com.jme3.bullet.BulletAppState) Vector3f(com.jme3.math.Vector3f) BoundingBox(com.jme3.bounding.BoundingBox) DirectionalLight(com.jme3.light.DirectionalLight) TerrainLodControl(com.jme3.terrain.geomipmap.TerrainLodControl) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad)

Aggregations

TerrainQuad (com.jme3.terrain.geomipmap.TerrainQuad)24 Material (com.jme3.material.Material)18 Texture (com.jme3.texture.Texture)18 Vector3f (com.jme3.math.Vector3f)16 TerrainLodControl (com.jme3.terrain.geomipmap.TerrainLodControl)16 AbstractHeightMap (com.jme3.terrain.heightmap.AbstractHeightMap)16 ImageBasedHeightMap (com.jme3.terrain.heightmap.ImageBasedHeightMap)15 DistanceLodCalculator (com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator)12 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)8 ArrayList (java.util.ArrayList)8 DirectionalLight (com.jme3.light.DirectionalLight)7 Camera (com.jme3.renderer.Camera)7 BulletAppState (com.jme3.bullet.BulletAppState)6 CapsuleCollisionShape (com.jme3.bullet.collision.shapes.CapsuleCollisionShape)5 CharacterControl (com.jme3.bullet.control.CharacterControl)5 ColorRGBA (com.jme3.math.ColorRGBA)5 ScreenshotAppState (com.jme3.app.state.ScreenshotAppState)4 BoundingBox (com.jme3.bounding.BoundingBox)4 HeightfieldCollisionShape (com.jme3.bullet.collision.shapes.HeightfieldCollisionShape)4 Spatial (com.jme3.scene.Spatial)4