public Trapeeze(Game game) { Cylinder pole = new Cylinder(10, 10, radius, height, true); leftPole = new Geometry("leftPole", pole); leftPole.rotate(90f * FastMath.DEG_TO_RAD, 0, 0); leftPole.setLocalTranslation(-1f, height / 2f, 0f); leftPole.setShadowMode(RenderQueue.ShadowMode.Cast); rightPole = new Geometry("rightPole", pole); rightPole.rotate(90f * FastMath.DEG_TO_RAD, 0, 0); rightPole.setLocalTranslation(1f, height / 2f, 0f); rightPole.setShadowMode(RenderQueue.ShadowMode.Cast); float betweenPoles = rightPole.getLocalTranslation().x - leftPole.getLocalTranslation().x; Box seat = new Box(betweenPoles, radius, radius * 4); swing = new Geometry("swing", seat); swing.rotate(90f * FastMath.DEG_TO_RAD, 0, 0); swing.setLocalTranslation(0f, 3, 0f); swing.setShadowMode(RenderQueue.ShadowMode.Cast); swing.move(-4.0f, 6f, 0.0f); leftPole.move(-4.0f, 10f, 0.0f); rightPole.move(-4.0f, 10f, 0.0f); setTrapeezeMaterial(Main.matOrange); collisionShape = CollisionShapeFactory.createBoxShape(leftPole); collisionShape = CollisionShapeFactory.createBoxShape(rightPole); collisionShape = CollisionShapeFactory.createBoxShape(swing); this.attachChild(leftPole); this.attachChild(swing); }
// debug function that create a displayable frustrum protected Geometry createFrustum(Vector3f[] pts, int i) { WireFrustum frustum = new WireFrustum(pts); Geometry frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); frustumMdl.setMaterial(mat); switch (i) { case 0: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Pink); break; case 1: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); break; case 2: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Green); break; case 3: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Blue); break; default: frustumMdl.getMaterial().setColor("Color", ColorRGBA.White); break; } frustumMdl.updateGeometricState(); return frustumMdl; }
/** 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.setShadowMode(ShadowMode.Receive); 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); }
public void addBrick(Vector3f ori) { Geometry reBoxg = new Geometry("brick", brick); reBoxg.setMaterial(mat); reBoxg.setLocalTranslation(ori); reBoxg.rotate(0f, (float) Math.toRadians(angle), 0f); reBoxg.addControl(new RigidBodyControl(1.5f)); reBoxg.setShadowMode(ShadowMode.CastAndReceive); reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f); this.rootNode.attachChild(reBoxg); this.getPhysicsSpace().add(reBoxg); }
public void initFloor() { Box floorBox = new Box(Vector3f.ZERO, 10f, 0.1f, 5f); floorBox.scaleTextureCoordinates(new Vector2f(3, 6)); Geometry floor = new Geometry("floor", floorBox); floor.setMaterial(mat3); floor.setShadowMode(ShadowMode.Receive); floor.setLocalTranslation(0, 0, 0); floor.addControl(new RigidBodyControl(0)); this.rootNode.attachChild(floor); this.getPhysicsSpace().add(floor); }
@Override public void simpleInitApp() { // put the camera in a bad position cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f)); cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f)); cam.setFrustumFar(10); Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"); rootNode.setShadowMode(ShadowMode.Off); Box floor = new Box(Vector3f.ZERO, 3, 0.1f, 3); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(0, -0.2f, 0); floorGeom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(floorGeom); teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.setLocalScale(2f); teapot.setMaterial(mat); teapot.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(teapot); // lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); // lightMdl.setMaterial(mat); // // disable shadowing for light representation // lightMdl.setShadowMode(ShadowMode.Off); // rootNode.attachChild(lightMdl); bsr = new BasicShadowRenderer(assetManager, 512); bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); viewPort.addProcessor(bsr); frustum = new WireFrustum(bsr.getPoints()); frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md")); frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true); frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(frustumMdl); }
public void simpleInitApp() { renderManager.setAlphaToCoverage(true); cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f)); cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f)); // cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f)); // cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, // -0.13857932f)); viewPort.setBackgroundColor(ColorRGBA.DarkGray); Quad q = new Quad(20, 20); q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5)); Geometry geom = new Geometry("floor", q); Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m"); geom.setMaterial(mat); geom.rotate(-FastMath.HALF_PI, 0, 0); geom.center(); geom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(geom); // create the geometry and attach it Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree.mesh.j3o"); teaGeom.setQueueBucket(Bucket.Transparent); teaGeom.setShadowMode(ShadowMode.Cast); makeToonish(teaGeom); AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.mult(2)); rootNode.addLight(al); DirectionalLight dl1 = new DirectionalLight(); dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal()); dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f)); rootNode.addLight(dl1); DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f)); rootNode.addLight(dl); rootNode.attachChild(teaGeom); FilterPostProcessor fpp = new FilterPostProcessor(assetManager); CartoonEdgeFilter toon = new CartoonEdgeFilter(); toon.setEdgeWidth(0.5f); toon.setEdgeIntensity(1.0f); toon.setNormalThreshold(0.8f); fpp.addFilter(toon); viewPort.addProcessor(fpp); }
@Override public void simpleInitApp() { // sun DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-0.1f, -1f, -1).normalizeLocal()); dl.setColor(ColorRGBA.Orange); rootNode.addLight(dl); // ambient light AmbientLight al = new AmbientLight(); al.setColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 1.0f)); rootNode.addLight(al); // floor Material textureMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); textureMat.setTexture("ColorMap", assetManager.loadTexture("myAssets/Textures/woodFloor.jpg")); Box floor = new Box(Vector3f.ZERO, 20.0f, 0.01f, 20.0f); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(textureMat); rootNode.attachChild(floorGeom); // object Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o"); tree.setQueueBucket(Bucket.Transparent); rootNode.attachChild(tree); // projector PApplet applet = new ColorBarsPApplet(); PAppletProjectorNode projectorNode = new PAppletProjectorNode("projector0", assetManager, applet, 200, 200, true); rootNode.attachChild(projectorNode); rootNode.attachChild( projectorNode .getFrustmMdel()); // if you don't want to see frustum, please don't attach it to // rootNode. // projector should be added to TextureProjectorRenderer, and TextureProjectorRenderer should be // added to ViewPort. TextureProjectorRenderer ptr = new TextureProjectorRenderer(assetManager); ptr.getTextureProjectors().add(projectorNode.getProjector()); viewPort.addProcessor(ptr); // projector is a kind of Shadow, and following processes are necessary for Shadow Rendering. floorGeom.setShadowMode(ShadowMode.Receive); tree.setShadowMode(ShadowMode.CastAndReceive); // tree makes and receives shadow projectorNode.setLocalTranslation(new Vector3f(0, 10, 0)); // move the projector, projectorNode.lookAt( new Vector3f(0, 0, 0), Vector3f.UNIT_X); // and make it to look at where you want. // cam cam.setLocation(Vector3f.UNIT_XYZ.mult(10.0f)); // camera moves to 10, 10, 10 cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y); // and looks at 0,0,0. }
/** 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 and activate shadows */ brick_geo.setLocalTranslation(loc); brick_geo.setShadowMode(ShadowMode.CastAndReceive); /** 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); }
public void onAction(String binding, boolean value, float tpf) { if (binding.equals("shoot") && !value) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat); bulletg.setName("bullet"); bulletg.setLocalTranslation(cam.getLocation()); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1)); bulletg.getControl(RigidBodyControl.class).setCcdMotionThreshold(0.1f); bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40)); rootNode.attachChild(bulletg); getPhysicsSpace().add(bulletg); } else if (binding.equals("shoot2") && !value) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setName("bullet"); bulletg.setLocalTranslation(cam.getLocation()); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1)); bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40)); rootNode.attachChild(bulletg); getPhysicsSpace().add(bulletg); } }
public void onAction(String name, boolean keyPressed, float tpf) { if (name.equals("shoot") && !keyPressed) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.setLocalTranslation(getCam().getLocation()); RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1); // RigidBodyControl bulletNode = new // RigidBodyControl(bulletCollisionShape, 1); bulletNode.setLinearVelocity(getCam().getDirection().mult(25)); bulletg.addControl(bulletNode); rootNode.attachChild(bulletg); getPhysicsSpace().add(bulletNode); } }
/** * This method creates one individual physical cannon ball. By defaul, the ball is accelerated and * flies from the camera position in the camera direction. */ public void makeCannonBall() { /** Create a cannon ball geometry and attach to scene graph. */ Geometry ball_geo = new Geometry("cannon ball", sphere); ball_geo.setMaterial(stone_mat); rootNode.attachChild(ball_geo); /** Position the cannon ball and activate shadows */ ball_geo.setLocalTranslation(cam.getLocation()); ball_geo.setShadowMode(ShadowMode.CastAndReceive); /** Make the ball physcial with a mass > 0.0f */ ball_phy = new RigidBodyControl(1f); /** Add physical ball to physics space. */ ball_geo.addControl(ball_phy); bulletAppState.getPhysicsSpace().add(ball_phy); /** Accelerate the physcial ball to shoot it. */ ball_phy.setLinearVelocity(cam.getDirection().mult(25)); }
public void generateMesh() { if (!primitives.isEmpty()) { // Save local rotation Quaternion q1 = getParent().getLocalRotation().clone(); Quaternion q2 = getParent().getParent().getLocalRotation().clone(); // Align to Zero rotation. getParent().setLocalRotation(Quaternion.IDENTITY); getParent().getParent().setLocalRotation(Quaternion.IDENTITY); setLocalRotation(Quaternion.IDENTITY); // Discard previous mesh then reload it if (meshGeometry != null) { detachChild(meshGeometry); } // Build the hull again. Mesh mesh = buildPreviewMesh(); // Re-attach the hull meshGeometry = new Geometry("OurMesh", mesh); // meshGeometry.setMaterial(Primitive.showNormalsWireframeMaterial); // meshGeometry.setMaterial(Primitive.showNormalsMaterial); meshGeometry.setMaterial(Primitive.simpleLightMaterial); // meshGeometry.setMaterial(Primitive.simpleLightWireframeMaterial); attachChild(meshGeometry); meshGeometry.setShadowMode(ShadowMode.CastAndReceive); // Restore rotation getParent().setLocalRotation(q1); getParent().getParent().setLocalRotation(q2); // Hide all frames. for (Primitive a : primitives) { a.setCullHint(CullHint.Always); } } }