use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class LightFilterTest method testSpotFiltering.
@Test
public void testSpotFiltering() {
SpotLight sl = new SpotLight(Vector3f.ZERO, Vector3f.UNIT_Z);
sl.setSpotRange(0);
geom.addLight(sl);
// Infinite spot lights are only filtered
checkFilteredLights(1);
// if the geometry is outside the infinite cone.
TempVars vars = TempVars.get();
try {
// The spot is not touching the near plane of the camera yet,
// should still be culled.
sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
assert !sl.intersectsFrustum(cam, vars);
// should be culled from the geometry's PoV
checkFilteredLights(0);
// Now it touches the near plane.
sl.setSpotRange(1f);
// still culled from the geometry's PoV
checkFilteredLights(0);
assert sl.intersectsFrustum(cam, vars);
} finally {
vars.release();
}
// make it barely reach the geometry
sl.setSpotRange(9f);
checkFilteredLights(0);
// make it reach the geometry (touching its bound)
sl.setSpotRange(9f + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// rotate the cone a bit so it no longer faces the geom
sl.setDirection(new Vector3f(0.316f, 0, 0.948f).normalizeLocal());
checkFilteredLights(0);
// extent the range much farther
sl.setSpotRange(20);
checkFilteredLights(0);
// Create box of size X=10 (double the extent)
// now, the spot will touch the box.
geom.setMesh(new Box(5, 1, 1));
checkFilteredLights(1);
// ==================================
// Tests for bounding sphere, with a radius of 1f (in the box geom)
sl.setPosition(Vector3f.ZERO);
sl.setDirection(Vector3f.UNIT_Z);
geom.setLocalTranslation(Vector3f.ZERO);
geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
// Infinit spot lights are only filtered
// if the geometry is outside the infinite cone.
sl.setSpotRange(0);
checkFilteredLights(1);
//the geommetry is outside the infinit cone (cone direction going away from the geom)
sl.setPosition(Vector3f.UNIT_Z.mult(1 + FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
//place the spote ligth in the corner of the box geom, (in order to test bounding sphere)
sl.setDirection(new Vector3f(1, 1, 0).normalizeLocal());
geom.setLocalTranslation(0, 0, 10);
sl.setPosition(sl.getDirection().mult(-2f).add(geom.getLocalTranslation()));
// make it barely reach the sphere, incorect with a box
sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
checkFilteredLights(0);
// make it reach the sphere
sl.setSpotRange(1f + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// extent the range
sl.setPosition(Vector3f.ZERO);
sl.setDirection(Vector3f.UNIT_Z);
sl.setSpotRange(20);
checkFilteredLights(1);
// rotate the cone a bit so it no longer faces the geom
sl.setDirection(new Vector3f(0, 0.3f, 0.7f).normalizeLocal());
checkFilteredLights(0);
// Create sphere of size X=10 (double the radius)
// now, the spot will touch the sphere.
geom.setModelBound(new BoundingSphere(5f, Vector3f.ZERO));
checkFilteredLights(1);
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class BetterCharacterControl method prePhysicsTick.
/**
* Used internally, don't call manually
*
* @param space
* @param tpf
*/
public void prePhysicsTick(PhysicsSpace space, float tpf) {
checkOnGround();
if (wantToUnDuck && checkCanUnDuck()) {
setHeightPercent(1);
wantToUnDuck = false;
ducked = false;
}
TempVars vars = TempVars.get();
Vector3f currentVelocity = vars.vect2.set(velocity);
// dampen existing x/z forces
float existingLeftVelocity = velocity.dot(localLeft);
float existingForwardVelocity = velocity.dot(localForward);
Vector3f counter = vars.vect1;
existingLeftVelocity = existingLeftVelocity * physicsDamping;
existingForwardVelocity = existingForwardVelocity * physicsDamping;
counter.set(-existingLeftVelocity, 0, -existingForwardVelocity);
localForwardRotation.multLocal(counter);
velocity.addLocal(counter);
float designatedVelocity = walkDirection.length();
if (designatedVelocity > 0) {
Vector3f localWalkDirection = vars.vect1;
//normalize walkdirection
localWalkDirection.set(walkDirection).normalizeLocal();
//check for the existing velocity in the desired direction
float existingVelocity = velocity.dot(localWalkDirection);
//calculate the final velocity in the desired direction
float finalVelocity = designatedVelocity - existingVelocity;
localWalkDirection.multLocal(finalVelocity);
//add resulting vector to existing velocity
velocity.addLocal(localWalkDirection);
}
if (currentVelocity.distance(velocity) > FastMath.ZERO_TOLERANCE)
rigidBody.setLinearVelocity(velocity);
if (jump) {
//TODO: precalculate jump force
Vector3f rotatedJumpForce = vars.vect1;
rotatedJumpForce.set(jumpForce);
rigidBody.applyImpulse(localForwardRotation.multLocal(rotatedJumpForce), Vector3f.ZERO);
jump = false;
}
vars.release();
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class BetterCharacterControl method calculateNewForward.
/**
* This method works similar to Camera.lookAt but where lookAt sets the
* priority on the direction, this method sets the priority on the up vector
* so that the result direction vector and rotation is guaranteed to be
* perpendicular to the up vector.
*
* @param rotation The rotation to set the result on or null to create a new
* Quaternion, this will be set to the new "z-forward" rotation if not null
* @param direction The direction to base the new look direction on, will be
* set to the new direction
* @param worldUpVector The up vector to use, the result direction will be
* perpendicular to this
* @return
*/
protected final void calculateNewForward(Quaternion rotation, Vector3f direction, Vector3f worldUpVector) {
if (direction == null) {
return;
}
TempVars vars = TempVars.get();
Vector3f newLeft = vars.vect1;
Vector3f newLeftNegate = vars.vect2;
newLeft.set(worldUpVector).crossLocal(direction).normalizeLocal();
if (newLeft.equals(Vector3f.ZERO)) {
if (direction.x != 0) {
newLeft.set(direction.y, -direction.x, 0f).normalizeLocal();
} else {
newLeft.set(0f, direction.z, -direction.y).normalizeLocal();
}
logger.log(Level.INFO, "Zero left for direction {0}, up {1}", new Object[] { direction, worldUpVector });
}
newLeftNegate.set(newLeft).negateLocal();
direction.set(worldUpVector).crossLocal(newLeftNegate).normalizeLocal();
if (direction.equals(Vector3f.ZERO)) {
direction.set(Vector3f.UNIT_Z);
logger.log(Level.INFO, "Zero left for left {0}, up {1}", new Object[] { newLeft, worldUpVector });
}
if (rotation != null) {
rotation.fromAxes(newLeft, worldUpVector, direction);
}
vars.release();
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class PssmShadowRenderer method postQueue.
@SuppressWarnings("fallthrough")
public void postQueue(RenderQueue rq) {
for (Spatial scene : viewPort.getScenes()) {
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
}
Camera viewCam = viewPort.getCamera();
float zFar = zFarOverride;
if (zFar == 0) {
zFar = viewCam.getFrustumFar();
}
//We prevent computing the frustum points and splits with zeroed or negative near clip value
float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
//shadowCam.setDirection(direction);
shadowCam.getRotation().lookAt(direction, shadowCam.getUp());
shadowCam.update();
shadowCam.updateViewProjection();
PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
switch(splitsArray.length) {
case 5:
splits.a = splitsArray[4];
case 4:
splits.b = splitsArray[3];
case 3:
splits.g = splitsArray[2];
case 2:
case 1:
splits.r = splitsArray[1];
break;
}
Renderer r = renderManager.getRenderer();
renderManager.setForcedMaterial(preshadowMat);
renderManager.setForcedTechnique("PreShadow");
for (int i = 0; i < nbSplits; i++) {
// update frustum points based on current camera and split
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
//Updating shadow cam with curent split frustra
ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
//saving light view projection matrix for this split
lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
renderManager.setCamera(shadowCam, false);
if (debugfrustums) {
// frustrumFromBound(b.casterBB,ColorRGBA.Blue );
// frustrumFromBound(b.receiverBB,ColorRGBA.Green );
// frustrumFromBound(b.splitBB,ColorRGBA.Yellow );
((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i));
ShadowUtil.updateFrustumPoints2(shadowCam, points);
((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i));
}
r.setFrameBuffer(shadowFB[i]);
r.clearBuffers(true, true, true);
// render shadow casters to shadow map
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
}
debugfrustums = false;
//restore setting for future rendering
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setForcedTechnique(null);
renderManager.setCamera(viewCam, false);
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class HelloPhysics method makeCannonBall.
/** This method creates one individual physical cannon ball.
* By defaul, the ball is accelerated and flies
* from the camera position in the camera direction.*/
public void makeCannonBall() {
/** Create a cannon ball geometry and attach to scene graph. */
Geometry ball_geo = new Geometry("cannon ball", sphere);
ball_geo.setMaterial(stone_mat);
rootNode.attachChild(ball_geo);
/** Position the cannon ball */
ball_geo.setLocalTranslation(cam.getLocation());
/** Make the ball physcial with a mass > 0.0f */
ball_phy = new RigidBodyControl(1f);
/** Add physical ball to physics space. */
ball_geo.addControl(ball_phy);
bulletAppState.getPhysicsSpace().add(ball_phy);
/** Accelerate the physcial ball to shoot it. */
ball_phy.setLinearVelocity(cam.getDirection().mult(25));
}
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