예제 #1
0
  @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.
  }
  private void scanSpatial(Spatial model) {
    AnimControl animControl = model.getControl(AnimControl.class);
    Map<Integer, List<Float>> pointsMap = null;
    if (weightThreshold == -1.0f) {
      pointsMap = RagdollUtils.buildPointMap(model);
    }

    skeleton = animControl.getSkeleton();
    skeleton.resetAndUpdate();
    for (int i = 0; i < skeleton.getRoots().length; i++) {
      Bone childBone = skeleton.getRoots()[i];
      if (childBone.getParent() == null) {
        logger.log(Level.INFO, "Found root bone in skeleton {0}", skeleton);
        baseRigidBody =
            new PhysicsRigidBody(new BoxCollisionShape(Vector3f.UNIT_XYZ.mult(0.1f)), 1);
        baseRigidBody.setKinematic(mode == Mode.Kinematic);
        boneRecursion(model, childBone, baseRigidBody, 1, pointsMap);
      }
    }
  }
예제 #3
0
  private static BoneWorldGrid makeBoneWorldGrid(
      ByteArray3d boneMeshGrid, float worldScale, MyBone bone) {
    Transform transform = BoneTransformUtils.boneTransform2(bone);
    // bounding box needed for boneMeshGrid in world grid:
    float bs = 1.0f;
    Vector3f c1 =
        transform.transformVector(new Vector3f(-bs, -bs, -bs), null).multLocal(worldScale);
    Vector3f c2 =
        transform.transformVector(new Vector3f(+bs, -bs, -bs), null).multLocal(worldScale);
    Vector3f c3 =
        transform.transformVector(new Vector3f(-bs, +bs, -bs), null).multLocal(worldScale);
    Vector3f c4 =
        transform.transformVector(new Vector3f(-bs, -bs, +bs), null).multLocal(worldScale);
    Vector3f c5 =
        transform.transformVector(new Vector3f(+bs, +bs, -bs), null).multLocal(worldScale);
    Vector3f c6 =
        transform.transformVector(new Vector3f(-bs, +bs, +bs), null).multLocal(worldScale);
    Vector3f c7 =
        transform.transformVector(new Vector3f(+bs, -bs, +bs), null).multLocal(worldScale);
    Vector3f c8 =
        transform.transformVector(new Vector3f(+bs, +bs, +bs), null).multLocal(worldScale);

    Vector3f cmin = c1.clone();
    cmin.minLocal(c2);
    cmin.minLocal(c3);
    cmin.minLocal(c4);
    cmin.minLocal(c5);
    cmin.minLocal(c6);
    cmin.minLocal(c7);
    cmin.minLocal(c8);
    Vector3f cmax = c1.clone();
    cmax.maxLocal(c2);
    cmax.maxLocal(c3);
    cmax.maxLocal(c4);
    cmax.maxLocal(c5);
    cmax.maxLocal(c6);
    cmax.maxLocal(c7);
    cmax.maxLocal(c8);

    int xsize = (int) FastMath.ceil(cmax.x - cmin.x);
    int ysize = (int) FastMath.ceil(cmax.y - cmin.y);
    int zsize = (int) FastMath.ceil(cmax.z - cmin.z);

    ByteArray3d grid = new ByteArray3d(xsize, ysize, zsize);
    int w = grid.getWidth();
    int h = grid.getHeight();
    int d = grid.getDepth();
    Vector3f v = new Vector3f();
    Vector3f inv = new Vector3f();
    Vector3f inv2 = new Vector3f();

    // we want to calculate transform: (inv - (-bs)) * (sz / (bs - (-bs)))
    // se let's precalculate it to (inv + shift) * scale
    Vector3f scale =
        new Vector3f(boneMeshGrid.getWidth(), boneMeshGrid.getHeight(), boneMeshGrid.getDepth())
            .divideLocal(bs * 2);
    Vector3f shift = Vector3f.UNIT_XYZ.mult(bs);

    for (int x = 0; x < w; x++) {
      for (int y = 0; y < h; y++) {
        // calculate inverse transform at (x,y,0) and (x,y,1), the rest of the transforms in inner
        // loop
        // can be calculated by adding (inv2-inv1) because the transforms are linear
        v.set(x, y, 0).addLocal(cmin).divideLocal(worldScale);
        transform.transformInverseVector(v, inv);
        inv.addLocal(shift).multLocal(scale);

        v.set(x, y, 1).addLocal(cmin).divideLocal(worldScale);
        transform.transformInverseVector(v, inv2);
        inv2.addLocal(shift).multLocal(scale);

        Vector3f add = inv2.subtractLocal(inv);

        for (int z = 0; z < d; z++) {
          inv.addLocal(add);
          if (inv.x >= 0
              && inv.x < boneMeshGrid.getWidth()
              && inv.y >= 0
              && inv.y < boneMeshGrid.getHeight()
              && inv.z >= 0
              && inv.z < boneMeshGrid.getDepth()) {

            grid.set(x, y, z, boneMeshGrid.get((int) inv.x, (int) inv.y, (int) inv.z));
          }
        }
      }
    }

    // Once the boneMeshGrid has been transformed into world grid, it may suffer from
    // downsampling and upsampling artifacts (because the sampling is very simple nearest-neighbor).
    // Blurring the grid helps with both issues (blur=fake antialias). It has the added benefit
    // that each BoneWorldGrid will have some "smoothing buffer" around the actual shape, so that
    // the shape blends better with other bones' shapes.
    blurGrid(grid);

    BoneWorldGrid bwg2 = new BoneWorldGrid();
    bwg2.grid = grid;
    bwg2.location = new Vector3i(Math.round(cmin.x), Math.round(cmin.y), Math.round(cmin.z));
    return bwg2;
  }