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jMonkeyEngine译文 FlagRush8(2)增加随机的Flag

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8.6 、为旗杆增加布 我想要让 Flag 看起来像 很好,像 Flag 。为了这么做,我们需要模拟一个布的 Flag , attach 到旗杆。有什么更好的方式完成这件事,还是使用 jME 的 ClothPatch 功能。这将允许我们去创建一个弹簧( spring )点的 matrix ,它们由不同方

8.6、为旗杆增加布

    我想要让Flag看起来像很好,像Flag。为了这么做,我们需要模拟一个布的Flagattach到旗杆。有什么更好的方式完成这件事,还是使用jMEClothPatch功能。这将允许我们去创建一个弹簧(spring)点的matrix,它们由不同方向的外力(force)调整(引力和风力)。我已经为这个向导创建了我自己的风力,而我们将在下面讨论。

 

    首先,增加对象到Flag类。

   

    //用于制作FlagCloth

    private ClothPatch cloth;

    //风的参数

    privatefloatwindStrength = 15f;

    private Vector3f windDirection = new Vector3f(0.8f, 0, 0.2f);

    private SpringPointForce gravity,wind;

 

         Flag的构造参数中,我们将创建一个ClothPatch。这个Cloth将是25*25matrix,给它一个相当详细的clothcloth上的点越多,它运行得越慢,所以你应该在flag的视觉外观和它对游戏的影响之间选个平衡点。25*25给我一个可接受的性能和外观的比例。在创建cloth之后,我们将增加我们的force。我们增加的第一个force是我们为这个向导创建的自定义的force,叫做RandomFlagWindForce。我们也将增加一个默认的重力它是由ClothUtils创建的,这将在风减小的时候把Flag拉下来。

 

       //创建一个cloth patch 将处理我们flag

       cloth = new ClothPatch("cloth", 25, 25, 1f, 10);

       //将我们自定义的风力增加到cloth

        wind = new RandomFlagWindForce(windStrength, windDirection);

        cloth.addForce(wind);

        //增加一个简单的重力

        gravity = ClothUtils.createBasicGravity();

        cloth.addForce(gravity);

 

         由于cloth是标准的jME Spatial,我们和平常一样应用RenderState。我们将为Flag增加texture,使用jME monkeylogo。这个是一个让monkey的头在你脑海留下烙印的企图。

 

        //创建一个将flag显示的texture,一起推进jME发展!

        TextureState ts = DisplaySystem.getDisplaySystem()

        .getRenderer().createTextureState();

        ts.setTexture(

             TextureManager.loadTexture(

                    Flag.class.getClassLoader()

                       .getResource("res/logo.png"),

                    Texture.MinificationFilter.Trilinear,

                    Texture.MagnificationFilter.Bilinear

             )

        );

        cloth.setRenderState(ts);

 

         当我开始增加一个flag到场景时,我对light非常不满意,因为flag大部分时间都是阴影。因此,我决定增加一个light,它只影响flag。这个light应该跟着Flag移动,并且根据Flag定位自己。因此,使用一个LightNode是最好的解决方案。LightNode允许你对待一个light就像scene中的其它元素一样,通过移动light的父亲node移动它。

 

        //我们将使用一个LightNode去给Flag增加light,使用Node

        //是因为它允许light随着FLag移动

        //首先创建light

        PointLight dr = new PointLight();

        dr.setEnabled(true);

        dr.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));

        dr.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));

        dr.setLocation(new Vector3f(0.5f, -0.5f, 0));

        //接下来是state

        LightState lightState = DisplaySystem.getDisplaySystem()

        .getRenderer().createLightState();

        lightState.setEnabled(true);

        lightState.setTwoSidedLighting(true);

        lightState.attach(dr);

        setRenderState(lightState);

        //最后是结点

        LightNode lightNode = new LightNode("light");

        lightNode.setLight(dr);

        lightNode.setLocalTranslation(new Vector3f(15,0,0));

        attachChild(lightNode);

        cloth.setRenderState(lightState);

 

         Flag有一点和前面不同,那就是我们想看到它所有面的三角形。前面,我们设置了sceneCullState去剔除所有背后的三角形。因此,我们将增加另一个CUllStatecloth,让它不要剔除任何三角形。它将看到所有的三角形。

       

        //我们想看flag所有的面,所以我们将关闭Cull

        CullState cs = DisplaySystem.getDisplaySystem()

            .getRenderer().createCullState();

        cs.setCullFace(CullState.Face.None);

        cloth.setRenderState(cs);

        this.attachChild(cloth);

 

         下一步,我们需要为cloth创建一些点去固定它。如果我们不这么做,整个cloth将在force应用于它身上时被“吹走”。我们需要在旗杆上attach一些点去保住cloth。我们通过设置点的质量为无穷大来这么做。因此,没有任何force能移走它。为了模拟这个方法,一个flagattach到一个旗杆,flag上边缘的一些和旗杆接触的点将被attach,下面的也是。这些点被设置在一个基础的二维matrix中,所以我们将attach点(01234)到旗杆,点(500525550575600)也一样。我们也调整这些点在y的位置让它们偏移,从而让cloth形成一点褶皱。

 

        //我们需要attach一些点到旗杆,这些点不应该被移动。

        //因此,我们将attach顶部和底部的5个点去让它们足够高而

        //且没有任何forece能移动它。我也稍微移动这些点的位置去

        //形成褶皱让它更真实。

        for(int i=0; i

            cloth.getSystem().getNode(i*25).position.y *= .8f;

             cloth.getSystem().getNode(i*25)

                 .setMass(Float.POSITIVE_INFINITY);

        }

        for(int i=24; i>19; i--){

             cloth.getSystem().getNode(i*25).position.y *= .8f;

            cloth.getSystem().getNode(i*25)

                 .setMass(Float.POSITIVE_INFINITY);

        }

 

         最后,我创建自定义风力。为了模仿旗杆上flag的效果,我们也随机化风向。风向将基于它之前的位置

 

       /**

         * 在每次update cloth时调用。将轻微调整风向和强度、

         */

       publicvoid apply(float dt, SpringPoint node) {

           windDirection.x += dt * (FastMath.nextRandomFloat() - .5f);

           windDirection.z += dt * (FastMath.nextRandomFloat() - .5f);

           windDirection.normalize();

           float tStr = FastMath.nextRandomFloat() * strength;

               node.acceleration.addLocal(

                  windDirection.x * tStr,

                  windDirection.y * tStr,

                  windDirection.z * tStr

               );

       }

 

         通过那样,我们现在有一个看起来真实的flag,而且我们以自己的方式去为我们游戏中添加元素。下一课,我们只需能获取flag

 

jMonkeyEngine译文 FlagRush8(2)增加随机的Flag

8.7、源码

 

import java.io.IOException;

import java.net.URL;

import java.util.HashMap;

 

import javax.swing.ImageIcon;

 

 

import com.jme.app.BaseGame;

import com.jme.bounding.BoundingBox;

import com.jme.image.Texture;

import com.jme.input.ChaseCamera;

import com.jme.input.InputHandler;

import com.jme.input.KeyBindingManager;

import com.jme.input.KeyInput;

import com.jme.input.thirdperson.ThirdPersonMouseLook;

import com.jme.light.DirectionalLight;

import com.jme.math.FastMath;

import com.jme.math.Vector3f;

import com.jme.renderer.Camera;

import com.jme.renderer.ColorRGBA;

import com.jme.renderer.Renderer;

import com.jme.scene.Node;

import com.jme.scene.Skybox;

import com.jme.scene.shape.Box;

import com.jme.scene.state.CullState;

import com.jme.scene.state.LightState;

import com.jme.scene.state.TextureState;

import com.jme.scene.state.ZBufferState;

import com.jme.system.DisplaySystem;

import com.jme.system.JmeException;

import com.jme.util.TextureManager;

import com.jme.util.Timer;

import com.jme.util.export.binary.BinaryImporter;

import com.jmex.model.converters.MaxToJme;

import com.jmex.terrain.TerrainBlock;

import com.jmex.terrain.util.MidPointHeightMap;

import com.jmex.terrain.util.ProceduralTextureGenerator;

 

publicclass Lesson8 extends BaseGame{

 

    privateintwidth,height;

    privateintfreq,depth;

    privatebooleanfullscreen;

   

    //我们的camera对象,用于观看scene

    private Camera cam;

   

    protected Timer timer;

    private Node scene;

    private TextureState ts;

   

    private TerrainBlock tb;

   

    private ForceFieldFence fence;

    private Skybox skybox;

   

    private Vehicle player;

    private ChaseCamera chaser;

   

    private InputHandler input;

   

    //保存terrain的任何一个给出点的法向

    private Vector3f normal = new Vector3f();

    privatefloatagl;

    private Flag flag;

   

    publicstaticvoid main(String[] args) {

       Lesson8 app = new Lesson8();

       java.net.URL url = app.getClass().getClassLoader().getResource("res/logo.png");

       app.setConfigShowMode(ConfigShowMode.AlwaysShow,url);

       app.start();

    }

 

    /*

     * 清除texture

     */

    protectedvoid cleanup() {

       ts.deleteAll();

    }

 

    protectedvoid initGame() {

       display.setTitle("Flag Rush");

       scene = new Node("Scene Graph Node");

      

       ZBufferState buf = display.getRenderer().createZBufferState();

       buf.setEnabled(true);

       buf.setFunction(ZBufferState.TestFunction.LessThanOrEqualTo);

       scene.setRenderState(buf);

      

       buildTerrain();

       buildFlag();

       buildLighting();

       buildEnvironment();

       createSkybox();

       buildPlayer();

       buildChaseCamera();

       buildInput();

      

       CullState cs = display.getRenderer().createCullState();

       cs.setCullFace(CullState.Face.Back);

       scene.setRenderState(cs);

      

       //更新scene用于渲染

       scene.updateGeometricState(0.0f, true);

       scene.updateRenderState();

    }

 

    privatevoid buildFlag() {

       flag = new Flag(tb);

       scene.attachChild(flag);

       flag.placeFlag();

    }

 

    privatevoid buildInput() {

       input = new FlagRushInputHandler(

              player,

              settings.getRenderer()

       );

    }

 

    privatevoid buildChaseCamera() {

       HashMap props = new HashMap();

       props.put(ThirdPersonMouseLook.PROP_MAXROLLOUT, "6");

       props.put(ThirdPersonMouseLook.PROP_MINROLLOUT, "3");

       props.put(

              ThirdPersonMouseLook.PROP_MAXASCENT,

              ""+45*FastMath.DEG_TO_RAD

       );

       props.put(

              ChaseCamera.PROP_INITIALSPHERECOORDS,

              new Vector3f(5,0,30*FastMath.DEG_TO_RAD)

       );

       chaser = new ChaseCamera(cam, player, props);

       chaser.setMaxDistance(8);

       chaser.setMinDistance(2);

    }

 

    privatevoid buildPlayer() {

       Node model = null;

       URL maxFile = Lesson8.class.getClassLoader()

        .getResource("res/bike.jme");

       try {

           model = (Node)BinaryImporter.getInstance().load(

                  maxFile.openStream()

           );

           model.setModelBound(new BoundingBox());

           model.updateModelBound();

           model.setLocalScale(0.0025f);

       } catch (IOException e1) {

           e1.printStackTrace();

       }

 

        //设置Vehicle的属性(这些数字能被认为是单元/ Unit/S

        player = new Vehicle("Player Node",model);

        player.setAcceleration(15);

        player.setBraking(25);

        player.setTurnSpeed(2.5f);

        player.setWeight(25);

        player.setMaxSpeed(25);

        player.setMinSpeed(15);

       

        player.setLocalTranslation(new Vector3f(100,0, 100));

        player.updateWorldBound();

        player.setRenderQueueMode(Renderer.QUEUE_OPAQUE);

       

        scene.attachChild(player);

        scene.updateGeometricState(0, true);

       

        agl = ((BoundingBox)(player.getWorldBound())).yExtent;

    }

 

    privatevoid createSkybox() {

       skybox = new Skybox("skybox",10,10,10);

       Texture north = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/north.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

              Texture.MagnificationFilter.Bilinear

       );

       Texture south = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/south.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

               Texture.MagnificationFilter.Bilinear

       );

       Texture east = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/east.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

              Texture.MagnificationFilter.Bilinear

       );

       Texture west = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/west.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

              Texture.MagnificationFilter.Bilinear

       );

       Texture up = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/top.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

              Texture.MagnificationFilter.Bilinear

       );

       Texture down = TextureManager.loadTexture(

              Lesson8.class.getClassLoader()

                  .getResource("res/texture/bottom.jpg"),

              Texture.MinificationFilter.BilinearNearestMipMap,

              Texture.MagnificationFilter.Bilinear

       );

      

       skybox.setTexture(Skybox.Face.North, north);

       skybox.setTexture(Skybox.Face.West, west);

       skybox.setTexture(Skybox.Face.South, south);

       skybox.setTexture(Skybox.Face.East, east);

       skybox.setTexture(Skybox.Face.Up, up);

       skybox.setTexture(Skybox.Face.Down, down);

       skybox.preloadTextures();

      

       scene.attachChild(skybox);

    }

 

    privatevoid buildEnvironment() {

       fence = new ForceFieldFence("forceFieldFence");

 

       //我们将手工做一些调整去让它更好适应terrain

       //首先我们将实体模型放大

       fence.setLocalScale(5);

       //现在,让我们移动fenceterrain的高度并有一点陷入它里面

       fence.setLocalTranslation(

           new Vector3f(25,tb.getHeight(25,25)+10,25)   

       );

      

       scene.attachChild(fence);

    }

 

    privatevoid buildLighting() {

       /* 设置一个基础、默认灯光 */

       DirectionalLight light = new DirectionalLight();

       light.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));

       light.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));

       light.setDirection(new Vector3f(1, -1, 0));

       light.setEnabled(true);

      

       LightState lightState = display.getRenderer().createLightState();

       lightState.setEnabled(true);

       lightState.attach(light);

      

       scene.setRenderState(lightState);

    }

 

    /**

     * 创建heightmapterrainBlock

     */

    privatevoid buildTerrain() {

       //生成随机地形数据

       MidPointHeightMap heightMap = new MidPointHeightMap(64,1f);

      

       //缩放数据

       Vector3f terrainScale = new Vector3f(4, .0575f, 4);

      

       //创建一个terrain block

       tb = new TerrainBlock(

              "terrain",

              heightMap.getSize(),

              terrainScale,

              heightMap.getHeightMap(),

              new Vector3f(0, 0, 0)

       );

       tb.setModelBound(new BoundingBox());

       tb.updateModelBound();

      

       //通过三个纹理生成地形纹理

       ProceduralTextureGenerator pt =

           new ProceduralTextureGenerator(heightMap);

      

       pt.addTexture(

              new ImageIcon(

                     getClass().getClassLoader()

                         .getResource("res/grassb.png")

              ),

              -128, 0, 128

       );

       pt.addTexture(

              new ImageIcon(

                     getClass().getClassLoader()

                         .getResource("res/dirt.jpg")

              ),

              0, 128, 256

       );

       pt.addTexture(

              new ImageIcon(

                     getClass().getClassLoader()

                         .getResource("res/highest.jpg")

              ),

              128, 256, 384

       );

       pt.createTexture(32);

      

       //将纹理赋予地形

       ts = display.getRenderer().createTextureState();

       Texture t1 = TextureManager.loadTexture(

              pt.getImageIcon().getImage(),

              Texture.MinificationFilter.Trilinear,

              Texture.MagnificationFilter.Bilinear,

              true

       );

       ts.setTexture(t1, 0);

      

      

       //加载细节纹理并为2terraintexture设置组合模型

        Texture t2 = TextureManager.loadTexture(

                Lesson8.class.getClassLoader()

                  .getResource("res/Detail.jpg"),

                Texture.MinificationFilter.Trilinear,

                Texture.MagnificationFilter.Bilinear

        );

        ts.setTexture(t2, 1);

       

        t2.setWrap(Texture.WrapMode.Repeat);

 

        t1.setApply(Texture.ApplyMode.Combine);

        t1.setCombineFuncRGB(Texture.CombinerFunctionRGB.Modulate);

        t1.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);

        t1.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);

        t1.setCombineSrc1RGB(Texture.CombinerSource.PrimaryColor);

        t1.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);

 

        t2.setApply(Texture.ApplyMode.Combine);

        t2.setCombineFuncRGB(Texture.CombinerFunctionRGB.AddSigned);

        t2.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);

        t2.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);

        t2.setCombineSrc1RGB(Texture.CombinerSource.Previous);

        t2.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);

 

 

       tb.setRenderState(ts);

       tb.setDetailTexture(1, 16);

 

        tb.setRenderQueueMode(Renderer.QUEUE_OPAQUE);

       scene.attachChild(tb

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