The code I use I just took from an example and it does build a wall to my scene:
/** This loop builds a wall out of individual bricks. */
public void initWall() {
float startpt = brickLength / 4;
float height = 0;
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 6; i++) {
Vector3f vt =
new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 10);
makeBrick(vt);
}
startpt = -startpt;
height += 2 * brickHeight;
}
}
/** This method creates one individual physical brick. */
public void makeBrick(Vector3f loc) {
/** Create a brick geometry and attach to scene graph. */
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(loc);
/** Make brick physical with a mass > 0.0f. */
brick_phy = new RigidBodyControl(2f);
/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}
Now I wonder if I should use this code to build up an entire labyrinth / dungeon or if this is best modelled outside the program eg. in blender instead like a .scene and then read into the program? The entire program is
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 100f, 0.1f, 50f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Dungeon World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a dungeon. The horrible shrieks of the undead chill your bones.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
initWall();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** This loop builds a wall out of individual bricks. */
public void initWall() {
float startpt = brickLength / 4;
float height = 0;
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 6; i++) {
Vector3f vt =
new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 10);
makeBrick(vt);
}
startpt = -startpt;
height += 2 * brickHeight;
}
}
/** This method creates one individual physical brick. */
public void makeBrick(Vector3f loc) {
/** Create a brick geometry and attach to scene graph. */
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(loc);
/** Make brick physical with a mass > 0.0f. */
brick_phy = new RigidBodyControl(2f);
/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
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());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(0.0f, 0.0f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.05f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey);
man.setLocalTranslation(new Vector3f(-10, 4.5f, -10));
man.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
In your example you have about 100+ bricks - just imagine how many of them you'll need for full dungeon and how it will kill your physics performance :). It's almost impossible do create playable game with this approach.
You should create some static mesh and divide it into corridors, rooms, etc. so you could draw only visible part of your level. If you really want to create destructible environment you should still use static mesh and dynamically replace parts of it with the bricks when the wall should be destroyed.
Related
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import static org.lwjgl.opengl.GL15.*;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFWCursorPosCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.system.MemoryUtil;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.util.vector.Vector4f;
import org.omg.Messaging.SYNC_WITH_TRANSPORT;
public class man {
private static final int VERTEX_COUNT = 128;
private static final float SIZE = 1;
public static int count;
public static int vid;
public static int iid;
public static int program;
public static float fov = 70f;
public static float near = 0.1f;
public static float far = 1000f;
public static Matrix4f modelMatrix = new Matrix4f() ;
public static Matrix4f view = new Matrix4f();
public static Matrix4f projectionmatrix = new Matrix4f();
public static GLFWCursorPosCallback mouseCallback;
public static boolean t = true;
public static void main(String[] argv) throws IOException {
glfwInit();
int prog = 0 , id=0;
long window = glfwCreateWindow(1920,
1080, "HI", 0 , 0);
glfwShowWindow(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
// glfwSetCursorPosCallback(window, mouseCallback = new mouse());
while (!glfwWindowShouldClose(window))
{
glfwSwapBuffers(window);
glfwPollEvents();
new man().createShader();
new man().bind();
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_COLOR_BUFFER_BIT);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glLoadIdentity();
glEnable(GL_PROJECTION_MATRIX);
glEnable(GL_PROJECTION);
new man().createprojection();
new man().createview();
glUseProgram(program);
new man().loadtoshader();
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vid);
glVertexPointer(3, GL_FLOAT , 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iid);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_VERTEX_ARRAY);
}
}
public void createShader() throws IOException
{
StringBuilder vertex = new StringBuilder();
StringBuilder frag = new StringBuilder();
BufferedReader vert ,fragment;
vert = new BufferedReader(new FileReader("D:/work/opengl2/src/opengl2/vertexShader.txt"));
fragment = new BufferedReader(new FileReader("D:/work/opengl2/src/opengl2/frageShader.txt"));
//vertex Shader
String line, line2;
while ( (line = vert.readLine()) != null)
{
vertex.append(line).append('\n');
}
while ( (line2 = fragment.readLine()) != null)
{
frag.append(line2).append('\n');
}
//create and comile shaders
int vertexShader = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(vertexShader, vertex);
GL20.glCompileShader(vertexShader);
int fragmentShader = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(fragmentShader, frag);
GL20.glCompileShader(fragmentShader);
program = GL20.glCreateProgram();
GL20.glAttachShader(program, vertexShader);
GL20.glAttachShader(program, fragmentShader);
GL20.glBindAttribLocation(program, 0 , "postion");
GL20.glLinkProgram(program);
if (GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) != 1)
{
System.err.println(GL20.glGetProgramInfoLog(program));
System.exit(1);
}
GL20.glValidateProgram(program);
}
public void bind()
{
float[] vertices = new float[128 * 128 * 3];
int[] indices = new int[6*(VERTEX_COUNT-1)*(VERTEX_COUNT-1)];
//generaete terrain
int vertexPointer = 0;
for(int i=0;i<VERTEX_COUNT;i++){
for(int j=0;j<VERTEX_COUNT;j++){
vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * SIZE;
vertices[vertexPointer*3+1] = 0;
vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * SIZE;
vertexPointer++;
}
}
int pointer = 0;
for(int gz=0;gz<VERTEX_COUNT-1;gz++){
for(int gx=0;gx<VERTEX_COUNT-1;gx++){
int topLeft = (gz*VERTEX_COUNT)+gx;
int topRight = topLeft + 1;
int bottomLeft = ((gz+1)*VERTEX_COUNT)+gx;
int bottomRight = bottomLeft + 1;
indices[pointer++] = topLeft;
indices[pointer++] = bottomLeft;
indices[pointer++] = topRight;
indices[pointer++] = topRight;
indices[pointer++] = bottomLeft;
indices[pointer++] = bottomRight;
}
}
//end generate terrain
FloatBuffer buffer = BufferUtils.createFloatBuffer(vertices.length);
buffer.put(vertices);
buffer.flip();
count = indices.length ;
vid = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vid);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
iid = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, iid);
IntBuffer indbuf = BufferUtils.createIntBuffer(indices.length);
indbuf.put(indices);
indbuf.flip();
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indbuf, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
public void createprojection()
{
float aspect = (float) 1920/1080;
float y_scale = (float) (1/Math.tan(Math.toRadians(fov/2f)));
float x_scale = y_scale / aspect;
float frustum_length = far - near;
projectionmatrix.m00 = x_scale;
projectionmatrix.m11 = y_scale;
projectionmatrix.m22 = -((far + near) / frustum_length);
projectionmatrix.m23 = -1;
projectionmatrix.m32 = -((2 * near * far) / frustum_length);
projectionmatrix.m33 = 0;
}
public void createview()
{
Vector3f modelPos = null;
Vector3f modelAngle = null;
Vector3f modelScale = null;
Vector3f camera = new Vector3f(0,1f,-2f);
modelPos = new Vector3f(0,0,0);
modelAngle = new Vector3f(0,0,0);
modelScale = new Vector3f(1, 1, 1);
modelMatrix.setIdentity();
Matrix4f.scale(modelScale, modelMatrix, modelMatrix);
Matrix4f.translate(modelPos, modelMatrix, modelMatrix);
Matrix4f.rotate((float) Math.toRadians(modelAngle.z), new Vector3f(0, 0, 1),
modelMatrix, modelMatrix);
Matrix4f.rotate((float) Math.toRadians(modelAngle.y), new Vector3f(0, 1, 0),
modelMatrix, modelMatrix);
Matrix4f.rotate((float) Math.toRadians(modelAngle.x), new Vector3f(1, 0, 0),
modelMatrix, modelMatrix);
Matrix4f.translate(camera, view, view);
}
public void loadtoshader()
{
int loc1 = glGetUniformLocation(program, "projection");
FloatBuffer matrixx = BufferUtils.createFloatBuffer(16);
projectionmatrix.store(matrixx);
matrixx.flip();
glUniformMatrix4fv(loc1, false,matrixx);
int loc2 = glGetUniformLocation(program, "view");
FloatBuffer matrixx2 = BufferUtils.createFloatBuffer(16);
view.store(matrixx2);
matrixx2.flip();
glUniformMatrix4fv(loc2, false,matrixx2);
int loc3 = glGetUniformLocation(program, "model");
FloatBuffer matrixx3 = BufferUtils.createFloatBuffer(16);
modelMatrix.store(matrixx3);
matrixx3.flip();
glUniformMatrix4fv(loc3, false,matrixx3);
}
}
class mouse extends GLFWCursorPosCallback
{
#Override
public void invoke(long arg0, double x, double y) {
// TODO Auto-generated method stub
System.out.println(x+ " "+ y );
}
}
Hi guys !
I want to generate a simple flat terrain in lwjgl but this code doesn't produce me anything. I am very new in this chapter so if you can explain why this code does nothing please do it! I am generating the terrain with the code shared by ThinMatrix , then i upload the vertices to the buffers and then render them in the main game loop . When i compile it , it shows me a black screen. I have searched for a lot of tutorials but I didn't find anything that can help me .
I see several issues with your code:
Issue Number 1: You are generating a new instance of the man class on every iteration of the loop. Create a single instance of the object outside of the loop and use it in the loop.
Issue Number 2: You are using the old, static pipeline OpenGL. Following ThinMatrix's tutorials, you should be using OpenGL 3 or newer. Everything should be going through shaders, rather than using the GL_PROJECTION_MATRIX and the likes of that.
Your program should look something like the following:
man instance = new man()
while (!glfwWindowShouldClose(window))
{
RENDER THE TERRAIN HERE
glfwPoll
glfwSwapBuffers
glClear
}
If you want some example code, I have a repository here that should help, as I used to watch ThinMatrix tutorials.
EDIT: SOLUTION
The vertex shader code should read:
gl_Position = projection * view * model * position;
My shaders: fragment
#version 330
in vec4 pos;
void main()
{
gl_FragColor = vec4 (pos);
}
vertex:
#version 330
attribute vec3 postion;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec4 pos;
void main()
{
gl_Position = vec4(postion, 1.0) * projection * view * model;
pos = vec4(postion, 1.0) ;
}
I have updated my java code so it renders different colors base on the vertex position.
So im working on a Java/Jogl application that basically just translates the vertices of a triangle. So far I am able to get the triangle to move left to right, but I cant figure out how to edit the vertex shader so that when I click a button, the triangle begins to move up and down instead of left and right.
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.nio.*;
import javax.swing.*;
import static com.jogamp.opengl.GL4.*;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.*;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.FPSAnimator;
import graphicslib3D.GLSLUtils;
import java.io.File;
import java.io.IOException;
import java.util.Scanner;
import java.util.Vector;
public class a1 extends JFrame implements GLEventListener
{
private GLCanvas myCanvas;
private int rendering_program;
private int vao[] = new int[1];
private GLSLUtils util = new GLSLUtils();
private Button button1, button2;
private float x = 0.0f;
private float y = 0.0f;
private float inc = 0.01f;
private float incy = 0.01f;
private int click = 1;
public a1()
{ setTitle("Chapter2 - program2");
setSize(600, 400);
myCanvas = new GLCanvas();
myCanvas.addGLEventListener(this);
getContentPane().setLayout(new BorderLayout());
getContentPane().add(myCanvas, BorderLayout.CENTER);
JPanel sidePanel = new JPanel();
sidePanel.setLayout(new BoxLayout(sidePanel, BoxLayout.Y_AXIS));
button1 = new Button("button");
button2 = new Button("button2");
sidePanel.add(button1);
sidePanel.add(button2);
getContentPane().add(sidePanel, BorderLayout.WEST);
button2.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
click = 1;
}
});
setVisible(true);
FPSAnimator animator = new FPSAnimator(myCanvas, 30);
animator.start();
}
public void display(GLAutoDrawable drawable)
{ GL4 gl = (GL4) GLContext.getCurrentGL();
gl.glUseProgram(rendering_program);
gl.glPointSize(50.0f);
float bkg[] = {0.0f, 0.0f, 0.0f, 1.0f};
FloatBuffer bkgBuffer = Buffers.newDirectFloatBuffer(bkg);
gl.glClearBufferfv(GL_COLOR, 0, bkgBuffer);
x+=inc;
y+=incy;
if(x > 1.0f) inc = -0.01f;
if(x < -1.0f) inc = 0.01f;
if(y > 1.0f) incy = -0.01f;
if(y< -1.0f) incy = 0.01f;
int offset_loc = gl.glGetUniformLocation(rendering_program, "inc");
int offset_y = gl.glGetUniformLocation(rendering_program, "incy");
int flag = gl.glGetUniformLocation(rendering_program, "flag");
gl.glProgramUniform1f(rendering_program, offset_loc, x);
gl.glProgramUniform1f(rendering_program, offset_y, y);
gl.glProgramUniform1f(rendering_program, flag, click);
gl.glDrawArrays(GL_TRIANGLES,0,3);
}
public void init(GLAutoDrawable drawable)
{ GL4 gl = (GL4) GLContext.getCurrentGL();
rendering_program = createShaderProgram();
gl.glGenVertexArrays(vao.length, vao, 0);
gl.glBindVertexArray(vao[0]);
}
private int createShaderProgram()
{
GL4 gl = (GL4) GLContext.getCurrentGL();
int[] vertCompiled = new int[1];
int[] fragCompiled = new int[1];
int[] linked = new int[1];
String vshaderSource[] = readShaderSource("src/vert.shader");
String fshaderSource[] = readShaderSource("src/frag.shader");
int vShader = gl.glCreateShader(GL_VERTEX_SHADER);
gl.glShaderSource(vShader, vshaderSource.length, vshaderSource, null, 0);
gl.glCompileShader(vShader);
util.checkOpenGLError();
gl.glGetShaderiv(vShader, GL_COMPILE_STATUS, vertCompiled, 0);
if(vertCompiled[0] == 1)
{
System.out.println("vertex compilation success");
}else{
System.out.println("vertex compilation failed");
util.printShaderLog(vShader);
}
int fShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
gl.glShaderSource(fShader, fshaderSource.length, fshaderSource, null, 0);
gl.glCompileShader(fShader);
util.checkOpenGLError();
gl.glGetShaderiv(fShader, GL_COMPILE_STATUS, fragCompiled, 0);
if(fragCompiled[0] == 1)
{
System.out.println("fragment compilation success");
}else{
System.out.println("fragment compilation failed");
util.printShaderLog(fShader);
}
int vfprogram = gl.glCreateProgram();
gl.glAttachShader(vfprogram, vShader);
gl.glAttachShader(vfprogram, fShader);
gl.glLinkProgram(vfprogram);
util.checkOpenGLError();
gl.glGetProgramiv(vfprogram, GL_LINK_STATUS, linked, 0);
if(linked[0] == 1)
{
System.out.println("linking succeeded");
}else{
System.out.println("linking failed");
util.printProgramLog(vfprogram);
}
//gl.glDeleteShader(vShader);
//gl.glDeleteShader(fShader);
return vfprogram;
}
public static void main(String[] args) { new a1(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
public void dispose(GLAutoDrawable drawable) {}
private String[] readShaderSource(String filename)
{
Vector<String> lines = new Vector<String>();
Scanner sc;
try
{
sc = new Scanner(new File(filename));
}catch (IOException e)
{
System.err.println("IOException reading file: " + e);
return null;
}
while(sc.hasNext())
{
lines.addElement(sc.nextLine());
}
String[] program = new String[lines.size()];
for(int i=0; i<lines.size(); i++)
{
program[i] = (String) lines.elementAt(i)+ "\n";
}
return program;
}
}
#version 430
uniform float inc;
void main(void)
{
if(gl_VertexID == 0) gl_Position = vec4(0.25, -0.25+inc, 0.0, 1.0);
else if(gl_VertexID == 1) gl_Position = vec4(-0.25, -0.25+inc, 0.0, 1.0);
else gl_Position = vec4(0.25, 0.25+inc, 0.0, 1.0);
}
How do I edit my vertex shader so that when I click on a button the location of the vertices changes and the triangle begins to move up and down instead of left to right?
1) Don't do the update like that
2) Don't use an int array for the OpenGL resources (vao), prefer a direct integer buffer, you can use GLBuffers.newDirectIntBuffer(1); for the vao for example..
3) Don't use an FPSAnimator, use Animator instead
4) Don't inialize a new direct buffer everytime in the display() method (bkgBuffer), do it just once in the variable declaration or in the init(). You should also dispose any direct buffer, since it is not guaranteed that they are gonna be removed by the garbage collector. I have a small class for that here. A better one however is the implementation of Gouessej here.
4) Use a vertex buffer object to declare your vertices attributes (like position)
5) Declare a boolean flag variable update to trigger the update.
button2.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
update = 1;
}
});
public void display(GLAutoDrawable drawable) {
GL4 gl = (GL4) GLContext.getCurrentGL();
if(update) {
update = false;
...
}
}
now you have 2 possibilities:
you update the vertices directly
gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl3.glBufferSubData(GL_ARRAY_BUFFER, 0, vertexBuffer.capacity(), vertexBuffer);
gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);
and your vertex shader may be something like
#version 430
layout (location = POSITION) in vec2 position;
void main(void)
{
gl_Position = vec4(position, 0, 1);
}
you update only the matrix that is going to multiply the vertices
gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl3.glBufferSubData(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, matBuffer);
gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0);
and in this case the vertex may be
#version 430
layout (location = POSITION) in vec2 position;
layout (binding = TRANSFORM) uniform Transform
{
mat4 mat;
};
void main(void)
{
gl_Position = mat * vec4(position, 0, 1);
}
In case you need further assistance, don't hesitate to ask for help.
For inspiration, you can refer to this hello triangle of mine
My 3rd person floats in the air and the camera should zoom out:
This is the program
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
prepareBullet();
prepareEffect();
createLight();
createSky();
createTerrain();
createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain() {
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());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
//ninja.setViewDirection( new Vector3f( 1, 0, 1 ) );
//model.rotate(0.0f, -3.0f, 0.0f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140f, 9.9f, -9f));
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey(
// "objects/creatures/alien/alien.mesh.xml");
//Node alien = (Node) assetManager.loadModel(blenderKey);
//alien.setLocalTranslation(new Vector3f(-145, 21, -10));
//rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey(
"objects/creatures/minotaur/minotaur.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 15, -10));
rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
//shootingChannel = animationControl.createChannel();
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
I want the green person to stay on the ground but I can't seem to change the physicslocation to appropriate. Do you have any idea? I took this program and just switched the character from oto to ninja:
http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestWalkingChar.java
Do you have any idea how I can make the camera zoom out so that the whole green person is displayed and change the location of the green person so that he is on the ground?
I've noticed that I can change the location of the main char with this
character.setPhysicsLocation(new Vector3f(-140f, 9.9f, -9f));
but when I put in lower y coordinates the main char drops through the ground and then floats way up in the sky like he ended up on the top of everything when he went through the ground. I could run the example with Oto perfectly, it's changing the main char to ninja that doesn't work for me.
Update
When using setlocaltranslationinstead of setphysicallocationmy main char gets located in the air:
Update 2
After scaling the main char:
model.scale(0.25f);
as suggested in the answer, the rendering is much better:
Update 2
After some more manipulation, it looks more like the way I want:
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
// ninja.setViewDirection( new Vector3f( 1, 0, 1 ) );
// model.rotate(0.0f, -3.0f, 0.0f);
float scale = 0.25f;
model.scale(scale, scale, scale);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-141f, 10.5f, -9f));
model.setShadowMode(ShadowMode.CastAndReceive);
// model.setLocalTranslation(0, 50, 0);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
// BlenderKey blenderKey = new BlenderKey(
// "objects/creatures/alien/alien.mesh.xml");
// Node alien = (Node) assetManager.loadModel(blenderKey);
// alien.setLocalTranslation(new Vector3f(-145, 21, -10));
// rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey("Models/Oto/Oto.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 10, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(man);
}
I suspect there are 3 things that could make your character appear to be hovering:
Your character is hovering. In this case you'd want to use character.setLocalTranslation(0, -20, 0) to adjust where your character is located (may have to adjust the -20 to some other negative number)
Your character's scale is too big compared to the ground's scale (it sounds like this is a problem you want to fix anyways). To fix this, you'd want to use character.scale(.25) (where the .25 can be adjusted to whatever number works for you
You don't have shadows on the ground. This really links your character to the ground and gives the feeling that they're connected in some way. For this, you'll probably want to use object.setShadowMode(RenderQueue.ShadowMode.Receive) for all your terrain objects, and character.setShadowMode(RenderQueue.ShadowMode.CastAndReceive) on your character object.
The JMonkeyEngine javadoc's are pretty good - If you haven't already I would suggest looking there to help figure out what you're capable of doing with your engine. http://jmonkeyengine.org/javadoc/index.html
I'm making a simple 3D scene with a character and a floor but the character is hovering, or falling through the scene if I put the y coordinate to a negative.
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.15f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
}
The above code makes the character fall through the scene. Changing it just a little bit to this makes the character hover:
character.setPhysicsLocation(new Vector3f(0, -0.09f, 0));
If you want to inspect all of the code it's here
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
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());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.09f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
//Spatial man = (Spatial) assetManager.loadModel(blenderKey);
//man.setLocalTranslation(new Vector3f(-140, 12.5f, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
//rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
It appears this is due to this line of code:
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
and then you are scaling down the model. I dont know what the values passed in are, but i suppose one is a radius and the other one is a height, try moving down that 3f and that 4f to something lower, like 1.0f and 2.0f.
It seems the collision detection is pushing your character upwards because its collision shape is a capsule, which is of a different size than the model, and the model is placed in the middle of the capsule.
I'm making a small 3D scene and the character can walk by pressing the WASD buttons but the animations that are playing are not correct and the character turns around so it looks like he is moonwalking when moving.
The control code for the buttons are
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
And the update loop looks like this
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
I don't understand what is wrong since it is actually so close to working, all I need is that the character doesn't turns around and plays the correct animation when walking. Do you have any idea what the problem might be?
The entire program is
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 100f, 0.1f, 50f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
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());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(0.0f, 0.0f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, 0f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
//Spatial man = (Spatial) assetManager.loadModel(blenderKey);
//man.setLocalTranslation(new Vector3f(-140, 12.5f, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
//rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
Update
I changed one line of code to include the transform I had to do at the beginning:
character.setViewDirection(walkDirection.add(new Vector3f(1, 0, 0)));
i.e. I added the Vector3f(1, 0, 0) and that seems to have helped, now my character can move forward and backward seemingly perfectly.
But it is still not perfect when moving sideways although the "moonwalking" disappeared and maybe you can confirm that I did the right thing using the add method of the vector?
Update 2
When changing the vector to negate the Ninja is starting to move like he should!
character.setViewDirection(walkDirection.negate());
e.g. in the update code
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
System.out.println("setting walk direction " + walkDirection);
character.setViewDirection(walkDirection.negate());
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
System.out.println("in walk Walk ");
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
Now a remaining problem is to make the char jump and move over stairs.
I'm no animation expert but if you move forward while playing the walk animation it should look ok. For better results you might need some transitions between antimations (e.g. stand, walk, turn) which can either be separate animations or maybe could be achieved by using animation blending.
Nevertheless, it's hard to unterstand what actually is your problem, since the description is quite short and we can't see animation problems from looking at a bunch of code.
Besides that, if your problem is how to correctly configure JMonkeyEngine you might be better off in their forum. Or at https://gamedev.stackexchange.com/.