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<h1><a>Models and Scenes</a></h1><div><p>Like <a href="/com/jme3/gde/core/docs/jme3/advanced/shape.html">Shape</a>s, 3D models are also made up of <a href="/com/jme3/gde/core/docs/jme3/advanced/mesh.html">Mesh</a>es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors.</p></div><h2><a>Using Models and Scenes with jME3</a></h2><div><p>To use 3D models in a jME3 application:</p><ol><li><div>Export the 3D model in Ogre <acronym title="Extensible Markup Language">XML</acronym> or Wavefront OBJ format. Export Scenes as Ogre DotScene format.</div></li><li><div>Save the files into a subdirectory of your jME3 project's <code>assets</code> directory.</div></li><li><div>In your code, you use the <a href="/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html">Asset Manager</a> to load models as <a href="/com/jme3/gde/core/docs/jme3/advanced/spatial.html">Spatial</a>s into a jME application.<pre>Spatial model = assetManager.loadModel( |
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<h1><a>Models and Scenes</a></h1> |
"Models/MonkeyHead/MonkeyHead.mesh.xml" );</pre></div></li><li><div>(For the release build:) Use the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> to convert models to .j3o format. You don't need this step as long you still develop and test the aplication within the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym>.</div></li></ol></div><h2><a>Creating Models and Scenes</a></h2><div><p>To create 3D models and scenes, you need a 3D Mesh Editor such as <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://www.blender.org/"><param name="text" value="<html><u>Blender</u></html>"><param name="textColor" value="blue"></object>, with an OgreXML Exporter plugin.</p><p><strong>Tip:</strong> Consider creating <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics"><param name="text" value="<html><u>UV textures</u></html>"><param name="textColor" value="blue"></object> for more complex models, it looks more professional.</p><p>3D mesh editors are third-party products, so please consult their documentation for instructions how to use them. Here is an example workflow for Blender users:</p><p>To export your models as Ogre <acronym title="Extensible Markup Language">XML</acronym> meshes with materials:</p><ol><li><div>Open the menu File > Export > OgreXML Exporter to open the exporter dialog.</div></li><li><div>In the Export Materials field: Give the material the same name as the model. For example, the model <code>something.mesh.xml</code> goes with <code>something.material</code>, plus (optionally) <code>something.skeleton.xml</code>, and some <acronym title="Joint Photographics Experts Group">JPG</acronym> files.</div></li><li><div>In the Export Meshes field: Select a target subdirectory of your <code>assets/Models/</code> directory. E.g. <code>assets/Models/something/</code>.</div></li><li><div>Activate the following exporter settings:</div><ul><li><div>Copy Textures: YES</div></li><li><div>Rendering Materials: YES</div></li><li><div>Flip Axis: YES</div></li><li><div>Require Materials: YES</div></li><li><div>Skeleton name follows mesh: YES</div></li></ul></li><li><div>Click export.</div></li></ol><p>You can now use the <a href="/com/jme3/gde/core/docs/sdk.html">jMonkeyEngine SDK</a> to <a href="/com/jme3/gde/core/docs/sdk/model_loader_and_viewer.html">load and view models</a>. You can <a href="/com/jme3/gde/core/docs/sdk/scene_composer.html">create scenes</a> from them and write cde that loads them into your application.</p></div> |
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Like <a href="/com/jme3/gde/core/docs/jme3/advanced/shape.html">Shape</a>s, 3D models are also made up of <a href="/com/jme3/gde/core/docs/jme3/advanced/mesh.html">Mesh</a>es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors. |
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</div> |
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<h2><a>Using Models and Scenes with jME3</a></h2> |
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To use 3D models in a jME3 application: |
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<ol> |
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<li><div> Export the 3D model in Ogre <acronym title="Extensible Markup Language">XML</acronym> or Wavefront OBJ format. Export Scenes as Ogre DotScene format.</div> |
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</li> |
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<li><div> Save the files into a subdirectory of your jME3 project's <code>assets</code> directory.</div> |
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</li> |
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<li><div> In your code, you use the <a href="/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html">Asset Manager</a> to load models as <a href="/com/jme3/gde/core/docs/jme3/advanced/spatial.html">Spatial</a>s into a jME application. <pre>Spatial model = assetManager.loadModel( |
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"Models/MonkeyHead/MonkeyHead.mesh.xml" );</pre> |
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</li> |
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<li><div> (For the release build:) Use the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> to convert models to .j3o format. You don't need this step as long you still develop and test the aplication within the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym>.</div> |
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</li> |
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</ol> |
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</div> |
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<h2><a>Creating Models and Scenes</a></h2> |
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<p> |
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To create 3D models and scenes, you need a 3D Mesh Editor such as <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://www.blender.org/"><param name="text" value="<html><u>Blender</u></html>"><param name="textColor" value="blue"></object>, with an OgreXML Exporter plugin. |
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</p> |
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<strong>Tip:</strong> Consider creating <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics"><param name="text" value="<html><u>UV textures</u></html>"><param name="textColor" value="blue"></object> for more complex models, it looks more professional. |
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</p> |
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<p> |
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3D mesh editors are third-party products, so please consult their documentation for instructions how to use them. Here is an example workflow for Blender users: |
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</p> |
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<p> |
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To export your models as Ogre <acronym title="Extensible Markup Language">XML</acronym> meshes with materials: |
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</p> |
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<ol> |
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<li><div> Open the menu File > Export > OgreXML Exporter to open the exporter dialog.</div> |
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</li> |
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<li><div> In the Export Materials field: Give the material the same name as the model. For example, the model <code>something.mesh.xml</code> goes with <code>something.material</code>, plus (optionally) <code>something.skeleton.xml</code>, and some <acronym title="Joint Photographics Experts Group">JPG</acronym> files.</div> |
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</li> |
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<li><div> In the Export Meshes field: Select a target subdirectory of your <code>assets/Models/</code> directory. E.g. <code>assets/Models/something/</code>.</div> |
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</li> |
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<li><div> Activate the following exporter settings: </div> |
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<ul> |
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<li><div> Copy Textures: YES</div> |
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</li> |
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<li><div> Rendering Materials: YES</div> |
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</li> |
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<li><div> Flip Axis: YES</div> |
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</li> |
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<li><div> Require Materials: YES</div> |
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</li> |
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<li><div> Skeleton name follows mesh: YES</div> |
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</li> |
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</ul> |
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</li> |
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<li><div> Click export.</div> |
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</li> |
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</ol> |
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You can now use the <a href="/com/jme3/gde/core/docs/sdk.html">jMonkeyEngine SDK</a> to <a href="/com/jme3/gde/core/docs/sdk/model_loader_and_viewer.html">load and view models</a>. You can <a href="/com/jme3/gde/core/docs/sdk/scene_composer.html">create scenes</a> from them and write cde that loads them into your application. |
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</div> |
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<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:3d_models?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:3d_models?do=export_xhtmlbody">view online version</a></em></p> |
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<h1><a>Multithreading Bullet Physics in jme3</a></h1><div></div><h2><a>Introduction</a></h2><div><p>Since bullet is not (yet) multithreaded or GPU accelerated the jME3 implementation allows to run each physics space on a separate thread that is executed in parallel to rendering.</p></div><h2><a>How is it handled in jme3 and bullet?</a></h2><div><p>A SimpleApplication with a BulletAppState allows setting the threading type via</p><pre>setThreadingType(ThreadingType type);</pre><p>where ThreadingType can be either SEQUENTIAL or PARALLEL.</p><p>In the simpleInitApp() method:</p><pre>bulletAppState = new BulletAppState(); |
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<h1><a>Multithreading Bullet Physics in jme3</a></h1> |
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<h2><a>Introduction</a></h2> |
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Since bullet is not (yet) multithreaded or GPU accelerated the jME3 implementation allows to run each physics space on a separate thread that is executed in parallel to rendering. |
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<h2><a>How is it handled in jme3 and bullet?</a></h2> |
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A SimpleApplication with a BulletAppState allows setting the threading type via |
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<pre>setThreadingType(ThreadingType type);</pre> |
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where ThreadingType can be either SEQUENTIAL or PARALLEL. |
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In the simpleInitApp() method: |
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<pre>bulletAppState = new BulletAppState(); |
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bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL); |
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL); |
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stateManager.attach(bulletAppState);</pre> |
stateManager.attach(bulletAppState);</pre><p>The physics update happens in parallel to rendering, after the users changes have been made in the update() call. This way the loop logic is still maintained: the user can set and change values in physics and scenegraph objects before render() and physicsUpdate() are called in parallel. More physics spaces can simply be added by using multiple bulletAppStates.</p><div><span><a href="/wiki/doku.php/tag:documentation?do=showtag&tag=tag%3Adocumentation">documentation</a>, <a href="/wiki/doku.php/tag:physics?do=showtag&tag=tag%3Aphysics">physics</a>, <a href="/wiki/doku.php/tag:threading?do=showtag&tag=tag%3Athreading">threading</a> </span></div></div> |
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<p> |
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The physics update happens in parallel to rendering, after the users changes have been made in the update() call. This way the loop logic is still maintained: the user can set and change values in physics and scenegraph objects before render() and physicsUpdate() are called in parallel. More physics spaces can simply be added by using multiple bulletAppStates. |
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<div><span> |
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<a href="/wiki/doku.php/tag:documentation?do=showtag&tag=tag%3Adocumentation">documentation</a>, |
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<a href="/wiki/doku.php/tag:physics?do=showtag&tag=tag%3Aphysics">physics</a>, |
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<a href="/wiki/doku.php/tag:threading?do=showtag&tag=tag%3Athreading">threading</a> |
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<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bullet_multithreading?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bullet_multithreading?do=export_xhtmlbody">view online version</a></em></p> |
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<h1><a>Building jMonkeyEngine 3 from the Sources</a></h1><div><p>We recommend downloading the <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://code.google.com/p/jmonkeyengine/downloads/list"><param name="text" value="<html><u>jMonkeyEngine SDK</u></html>"><param name="textColor" value="blue"></object> - but of course you can also build the jMonkeyEngine yourself from the sources. In this case, you need the <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://subversion.tigris.org"><param name="text" value="<html><u>Subversion</u></html>"><param name="textColor" value="blue"></object> file version system installed (svn).</p><ol><li><div><strong>Checkout:</strong> Checkout the Subversion repository.<pre>svn checkout http://jmonkeyengine.googlecode.com/svn/trunk/engine jme3</pre></div><ul><li><div>You can leave login and password empty</div></li></ul></li><li><div><strong>Build:</strong> Execute <code>ant jar</code></div><ul><li><div>This compiles the JAR files in <code>dist/libs/*</code></div></li></ul></li><li><div><strong>Javadoc:</strong> Execute <code>ant javadoc</code></div><ul><li><div>This generates javadocs in the <code>dist/javadoc</code> directory.</div></li></ul></li><li><div><strong>Run:</strong> Execute <code>ant run</code></div><ul><li><div>This runs the TestChooser where you can browse examples.</div></li></ul></li><li><div><strong>Use:</strong> Create a Java SE project and place all JARs from the <code>dist/lib</code> directory on the classpath.</div><ul><li><div>You can now extend your first game from <code>com.jme3.app.SimpleApplication</code>.</div></li></ul></li></ol><hr /><p>Learn more about:</p><ul><li><div><a href="/com/jme3/gde/core/docs/jme3/simpleapplication_from_the_commandline.html">Setting up JME3 on the commandline (generic)</a>.</div></li><li><div><a href="/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html">Building JME3 from the sources with NetBeans</a></div></li></ul></div> |
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<h1><a>Building jMonkeyEngine 3 from the Sources</a></h1> |
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<div> |
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<p> |
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We recommend downloading the <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://code.google.com/p/jmonkeyengine/downloads/list"><param name="text" value="<html><u>jMonkeyEngine SDK</u></html>"><param name="textColor" value="blue"></object> - but of course you can also build the jMonkeyEngine yourself from the sources. In this case, you need the <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://subversion.tigris.org"><param name="text" value="<html><u>Subversion</u></html>"><param name="textColor" value="blue"></object> file version system installed (svn). |
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</p> |
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<ol> |
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<li><div> <strong>Checkout:</strong> Checkout the Subversion repository. <pre>svn checkout http://jmonkeyengine.googlecode.com/svn/trunk/engine jme3</pre> |
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</div> |
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<ul> |
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<li><div> You can leave login and password empty</div> |
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</ul> |
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<li><div> <strong>Build:</strong> Execute <code>ant jar</code></div> |
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<li><div> This compiles the JAR files in <code>dist/libs/*</code></div> |
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</li> |
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<li><div> <strong>Javadoc:</strong> Execute <code>ant javadoc</code> </div> |
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<ul> |
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<li><div> This generates javadocs in the <code>dist/javadoc</code> directory.</div> |
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<li><div> <strong>Run:</strong> Execute <code>ant run</code></div> |
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<li><div> This runs the TestChooser where you can browse examples.</div> |
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<li><div> <strong>Use:</strong> Create a Java SE project and place all JARs from the <code>dist/lib</code> directory on the classpath.</div> |
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<ul> |
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<li><div> You can now extend your first game from <code>com.jme3.app.SimpleApplication</code>. </div> |
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</li> |
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</ul> |
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Learn more about: |
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<li><div> <a href="/com/jme3/gde/core/docs/jme3/simpleapplication_from_the_commandline.html">Setting up JME3 on the commandline (generic)</a>.</div> |
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</li> |
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<li><div> <a href="/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html">Building JME3 from the sources with NetBeans</a> </div> |
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<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:build_from_sources?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:build_from_sources?do=export_xhtmlbody">view online version</a></em></p> |
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<h1><a>jMonkeyEngine3 Supported File Types</a></h1><div></div><h2><a>jMonkeyEngine3 File Formats</a></h2><div><div><table><tr><th>Suffix</th><th>Usage</th><th>Learn more</th></tr><tr><td>.j3o</td><td>Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. <br/> During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.</td><td><a href="/com/jme3/gde/core/docs/sdk/model_loader_and_viewer.html">Model Loader and Viewer</a></td></tr><tr><td>.j3m</td><td>A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).</td><td><a href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a> <br/> <a href="/com/jme3/gde/core/docs/sdk/material_editing.html">Material Editing</a></td></tr><tr><td>.j3md</td><td>A Material definition. These are pre-defined templates for shader-based Materials. <br/> Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.</td><td><a href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a></td></tr><tr><td>.j3f</td><td>A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.</td><td><a href="/com/jme3/gde/core/docs/sdk/filters.html">Filters</a> <br/> <a href="/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html">Effects Overview</a></td></tr></table></div></div><h2><a>Supported External File Types</a></h2><div><div><table><tr><th>File Suffix</th><th>Type</th><th>Description</th></tr><tr><td>.mesh.xml, .meshxml</td><td>3D model</td><td>Ogre Mesh <acronym title="Extensible Markup Language">XML</acronym></td></tr><tr><td>.scene</td><td>3D scene</td><td>Ogre DotScene</td></tr><tr><td>.OBJ, .MTL</td><td>3D model</td><td>Wavefront</td></tr><tr><td>.blend</td><td>3D model</td><td>Blender version 2.49 or 2.5x</td></tr><tr><td>.<acronym title="Joint Photographics Experts Group">JPG</acronym>, .<acronym title="Portable Network Graphics">PNG</acronym>, .<acronym title="Graphics Interchange Format">GIF</acronym></td><td>image</td><td>Textures, icons</td></tr><tr><td>.DDS</td><td>image</td><td>Direct Draw Surface texture</td></tr><tr><td>.HDR</td><td>image</td><td>High Dynamic Range texture</td></tr><tr><td>.TGA</td><td>image</td><td>Targa Image File texture</td></tr><tr><td>.PFM</td><td>image</td><td>Portable Float Map texture</td></tr><tr><td>.fnt</td><td>bitmap font</td><td>AngelCode font for <acronym title="Graphical User Interface">GUI</acronym> and HUD</td></tr><tr><td>.WAV</td><td>audio</td><td>Wave music and sounds</td></tr><tr><td>.OGG</td><td>audio</td><td>OGG Vorbis music and sounds</td></tr></table></div></div> |
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<h1><a>jMonkeyEngine3 Supported File Types</a></h1> |
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<div> |
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</div> |
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<h2><a>jMonkeyEngine3 File Formats</a></h2> |
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<div> |
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<div><table> |
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<tr> |
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<th>Suffix</th><th>Usage</th><th>Learn more</th> |
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</tr> |
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<tr> |
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<td>.j3o</td><td>Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. <br/> |
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During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.</td><td><a href="/com/jme3/gde/core/docs/sdk/model_loader_and_viewer.html">Model Loader and Viewer</a> </td> |
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</tr> |
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<tr> |
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<td>.j3m</td><td>A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).</td><td><a href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a> <br/> |
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<a href="/com/jme3/gde/core/docs/sdk/material_editing.html">Material Editing</a> </td> |
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</tr> |
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<tr> |
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<td>.j3md</td><td>A Material definition. These are pre-defined templates for shader-based Materials. <br/> |
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Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions. </td><td> <a href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a> </td> |
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</tr> |
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<tr> |
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<td>.j3f</td><td>A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters. </td><td> <a href="/com/jme3/gde/core/docs/sdk/filters.html">Filters</a> <br/> |
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<a href="/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html">Effects Overview</a> </td> |
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</tr> |
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</table></div> |
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<!-- EDIT1 TABLE [93-1068] --> |
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</div> |
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<h2><a>Supported External File Types</a></h2> |
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<div> |
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<div><table> |
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<tr> |
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<th>File Suffix</th><th>Type</th><th>Description</th> |
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</tr> |
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<tr> |
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<td>.mesh.xml, .meshxml</td><td>3D model</td><td>Ogre Mesh <acronym title="Extensible Markup Language">XML</acronym> </td> |
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</tr> |
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<tr> |
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<td>.scene</td><td>3D scene</td><td>Ogre DotScene </td> |
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</tr> |
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<tr> |
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<td>.OBJ, .MTL</td><td>3D model</td><td>Wavefront</td> |
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</tr> |
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<tr> |
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<td>.blend</td><td>3D model</td><td>Blender version 2.49 or 2.5x</td> |
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</tr> |
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<tr> |
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||||||
<td>.<acronym title="Joint Photographics Experts Group">JPG</acronym>, .<acronym title="Portable Network Graphics">PNG</acronym>, .<acronym title="Graphics Interchange Format">GIF</acronym></td><td>image</td><td>Textures, icons</td> |
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</tr> |
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<tr> |
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<td>.DDS</td><td>image</td><td>Direct Draw Surface texture</td> |
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</tr> |
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<tr> |
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<td>.HDR</td><td>image</td><td>High Dynamic Range texture</td> |
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||||||
</tr> |
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<tr> |
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<td>.TGA</td><td>image</td><td>Targa Image File texture</td> |
|
||||||
</tr> |
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||||||
<tr> |
|
||||||
<td>.PFM</td><td>image</td><td>Portable Float Map texture</td> |
|
||||||
</tr> |
|
||||||
<tr> |
|
||||||
<td>.fnt</td><td>bitmap font</td><td>AngelCode font for <acronym title="Graphical User Interface">GUI</acronym> and HUD</td> |
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</tr> |
|
||||||
<tr> |
|
||||||
<td>.WAV</td><td>audio</td><td>Wave music and sounds</td> |
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||||||
</tr> |
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||||||
<tr> |
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||||||
<td>.OGG</td><td>audio</td><td>OGG Vorbis music and sounds</td> |
|
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</tr> |
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</table></div> |
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<!-- EDIT2 TABLE [1113-1628] --> |
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</div> |
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<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:intermediate:file_types?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:intermediate:file_types?do=export_xhtmlbody">view online version</a></em></p> |
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<h1><a>Creating a model importer</a></h1><div><ol><li><div>Create plugin</div></li><li><div>Add importer jar file (wrap jar file)</div></li><li><div>Add filetype (Template)</div></li><li><div>Change DataObject to extend SpatialAssetDataObject</div></li><li><div>Implement loadAsset method in DataObject (if necessary, most model formats should load normally via the loader)</div></li><li><div>Create AssetManagerConfigurator \</div></li></ol><p>See also:</p><ul><li><div><a href="/com/jme3/gde/core/docs/sdk/development/projects_assets.html">Projects and Assets</a></div></li><li><div><object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://platform.netbeans.org/tutorials/nbm-filetype.html"><param name="text" value="<html><u>http://platform.netbeans.org/tutorials/nbm-filetype.html</u></html>"><param name="textColor" value="blue"></object></div></li></ul></div> |
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<h1><a>Creating a model importer</a></h1> |
|
||||||
<div> |
|
||||||
<ol> |
|
||||||
<li><div> Create plugin</div> |
|
||||||
</li> |
|
||||||
<li><div> Add importer jar file (wrap jar file)</div> |
|
||||||
</li> |
|
||||||
<li><div> Add filetype (Template)</div> |
|
||||||
</li> |
|
||||||
<li><div> Change DataObject to extend SpatialAssetDataObject</div> |
|
||||||
</li> |
|
||||||
<li><div> Implement loadAsset method in DataObject (if necessary, most model formats should load normally via the loader)</div> |
|
||||||
</li> |
|
||||||
<li><div> Create AssetManagerConfigurator \</div> |
|
||||||
</li> |
|
||||||
</ol> |
|
||||||
|
|
||||||
<p> |
|
||||||
See also: |
|
||||||
</p> |
|
||||||
<ul> |
|
||||||
<li><div> <a href="/com/jme3/gde/core/docs/sdk/development/projects_assets.html">Projects and Assets</a></div> |
|
||||||
</li> |
|
||||||
<li><div> <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://platform.netbeans.org/tutorials/nbm-filetype.html"><param name="text" value="<html><u>http://platform.netbeans.org/tutorials/nbm-filetype.html</u></html>"><param name="textColor" value="blue"></object></div> |
|
||||||
</li> |
|
||||||
</ul> |
|
||||||
|
|
||||||
</div> |
|
||||||
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:development:model_loader?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:development:model_loader?do=export_xhtmlbody">view online version</a></em></p> |
@ -1,31 +1,2 @@ |
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|
<h2><a>Troubleshooting jMonkeyEngine3 SDK</a></h2><div></div><h3><a>Specifying the JDK location</a></h3><div><p>If jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> cannot find a valid <acronym title="Java Development Kit">JDK</acronym> although you have it installed you have to specify the location manually.</p><p>To do that edit the file <code>jmonkeyplatform.conf</code> in the <code>etc</code> directory of your jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> installation location. Mac users have to right-click the application and select "Show package contents" and then navigate to <code>Contents/Resources/jmonkeyplatform</code>.</p></div><h3><a>Known Issues</a></h3><div><p>For a list of known issues and possible workarounds see the following link: <object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://code.google.com/p/jmonkeyengine/issues/list?can=2&q=label%3AProduct-Platform+Type%3DDefect+&colspec=ID+Type+Status+Component+Priority+Product+Milestone+Owner+Summary&cells=tiles"><param name="text" value="<html><u>List of known issues on googlecode</u></html>"><param name="textColor" value="blue"></object></p></div> |
||||||
<h2><a>Troubleshooting jMonkeyEngine3 SDK</a></h2> |
|
||||||
<div> |
|
||||||
|
|
||||||
</div> |
|
||||||
|
|
||||||
<h3><a>Specifying the JDK location</a></h3> |
|
||||||
<div> |
|
||||||
|
|
||||||
<p> |
|
||||||
If jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> cannot find a valid <acronym title="Java Development Kit">JDK</acronym> although you have it installed you have to specify the location manually. |
|
||||||
</p> |
|
||||||
|
|
||||||
<p> |
|
||||||
To do that edit the file <code>jmonkeyplatform.conf</code> in the <code>etc</code> directory of your jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym> installation location. |
|
||||||
Mac users have to right-click the application and select "Show package contents" and then navigate to <code>Contents/Resources/jmonkeyplatform</code>. |
|
||||||
</p> |
|
||||||
|
|
||||||
</div> |
|
||||||
|
|
||||||
<h3><a>Known Issues</a></h3> |
|
||||||
<div> |
|
||||||
|
|
||||||
<p> |
|
||||||
For a list of known issues and possible workarounds see the following link: |
|
||||||
<object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://code.google.com/p/jmonkeyengine/issues/list?can=2&q=label%3AProduct-Platform+Type%3DDefect+&colspec=ID+Type+Status+Component+Priority+Product+Milestone+Owner+Summary&cells=tiles"><param name="text" value="<html><u>List of known issues on googlecode</u></html>"><param name="textColor" value="blue"></object> |
|
||||||
|
|
||||||
</p> |
|
||||||
|
|
||||||
</div> |
|
||||||
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:troubleshooting?do=export_xhtmlbody">view online version</a></em></p> |
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:troubleshooting?do=export_xhtmlbody">view online version</a></em></p> |
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Reference in new issue