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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

private float windStrength = 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<5; 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、

*/

public void 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

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;

public class Lesson8 extends BaseGame{

private int width,height;

private int freq,depth;

private boolean fullscreen;

//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();

private float agl;

private Flag flag;

public static void 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

*/

protected void cleanup() {

ts.deleteAll();

}

protected void 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();

}

private void buildFlag() {

flag = new Flag(tb);

scene.attachChild(flag);

flag.placeFlag();

}

private void buildInput() {

input = new FlagRushInputHandler(

player,

settings.getRenderer()

);

}

private void buildChaseCamera() {

HashMap<String, Object> props = new HashMap<String, Object>();

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);

}

private void 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;

}

private void 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);

}

private void 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);

}

private void 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

*/

private void 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);

}

protected void initSystem() {

//保存属性信息

width = settings.getWidth();

height = settings.getHeight();

depth = settings.getDepth();

freq = settings.getFrequency();

fullscreen = settings.isFullscreen();

try{

display = DisplaySystem.getDisplaySystem(

settings.getRenderer()

);

display.createWindow(

width, height, depth, freq, fullscreen

);

cam = display.getRenderer().createCamera(width, height);

}catch(JmeException e){

e.printStackTrace();

System.exit(-1);

}

//设置背景为黑色

display.getRenderer().setBackgroundColor(ColorRGBA.black);

//初始化摄像机

cam.setFrustumPerspective(

45.0f,

(float)width/(float)height,

1f,

5000f

);

Vector3f loc = new Vector3f(200f,1000f,200f);

cam.setLocation(loc);

// Vector3f left = new Vector3f(-0.5f,0.0f,0.5f);

// Vector3f up = new Vector3f(0.0f,1.0f,0.0f);

// Vector3f dir = new Vector3f(-0.5f,0.0f,-0.5f);

// //将摄像机移到正确位置和方向

// cam.setFrame(loc, left, up, dir);

//我们改变自己的摄像机位置和视锥的标志

cam.update();

//获取一个高分辨率用于FPS更新

timer = Timer.getTimer();

display.getRenderer().setCamera(cam);

KeyBindingManager.getKeyBindingManager().set(

"exit",

KeyInput.KEY_ESCAPE

);

}

/*

* 如果分辨率改变将被调用

*/

protected void reinit() {

display.recreateWindow(width, height, depth, freq, fullscreen);

}

/*

* 绘制场景图

*/

protected void render(float interpolation) {

//清除屏幕

display.getRenderer().clearBuffers();

display.getRenderer().draw(scene);

}

/*

* update期间,我们只需寻找Escape按钮

* 并更新timer去获取帧率

*/

protected void update(float interpolation) {

//更新timer去获取帧率

timer.update();

interpolation = timer.getTimePerFrame();

input.update(interpolation);

chaser.update(interpolation);

flag.update(interpolation);

fence.update(interpolation);

//我们想让skybox一直在我们的视野内,所以让它和camera一起移动

skybox.setLocalTranslation(cam.getLocation());

//我们不想chase camera走到世界下面,因此让它一直在水平面上2个单元。

if(cam.getLocation().y < (tb.getHeight(cam.getLocation())+2)) {

cam.getLocation().y = tb.getHeight(cam.getLocation()) + 2;

cam.update();

}

//确保当玩家离开平面时我们不会坠落。

//当我们增加冲突时,fence将做它自己的工作并保持玩家在里面。

float characterMinHeight =

tb.getHeight(player.getLocalTranslation()) + agl;

if(

!Float.isInfinite(characterMinHeight) &&

!Float.isNaN(characterMinHeight)

)

player.getLocalTranslation().y = characterMinHeight;

//获取terrain在我们当前位置的normal

//我们然后将它应用到player上面。

tb.getSurfaceNormal(

player.getLocalTranslation(),

normal

);

if(normal != null) {

player.rotateUpTo(normal);

}

//Escape被按下时,我们退出游戏

if(KeyBindingManager.getKeyBindingManager()

.isValidCommand("exit")

){

finished = true;

}

//由于我们改变了场景(移动skybox),我们需要更新scene graph

scene.updateGeometricState(interpolation, true);

}

}

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