A complete 3D game development suite written purely in Java.
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jmonkeyengine/engine/src/test/jme3test/batching/TestBatchedTower.java

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/*
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package jme3test.batching;
/*
* Copyright (c) 2009-2010 jMonkeyEngine All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* may be used to endorse or promote products derived from this software
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
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import com.jme3.bullet.BulletAppState;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.TextureKey;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.font.BitmapText;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.BatchedGeometry;
import com.jme3.scene.Geometry;
import com.jme3.scene.GeometryBatch;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.shadow.PssmShadowRenderer;
import com.jme3.shadow.PssmShadowRenderer.CompareMode;
import com.jme3.shadow.PssmShadowRenderer.FilterMode;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import java.util.ArrayList;
import java.util.List;
import jme3test.bullet.BombControl;
/**
*
* @author double1984 (tower mod by atom)
*/
public class TestBatchedTower extends SimpleApplication {
int bricksPerLayer = 8;
int brickLayers = 30;
static float brickWidth = .75f, brickHeight = .25f, brickDepth = .25f;
float radius = 3f;
float angle = 0;
List<Geometry> geoms = new ArrayList<Geometry>();
Material mat;
Material mat2;
Material mat3;
PssmShadowRenderer bsr;
private Sphere bullet;
private Box brick;
private SphereCollisionShape bulletCollisionShape;
private GeometryBatch batch = new GeometryBatch();
private BulletAppState bulletAppState;
public static void main(String args[]) {
TestBatchedTower f = new TestBatchedTower();
f.start();
}
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
List<BatchedGeometry> bgs = batch.batch(geoms);
for (BatchedGeometry bg : bgs) {
RigidBodyControl rb = new RigidBodyControl(1.5f);
rb.setCollisionShape(new BoxCollisionShape(new Vector3f(brick.getXExtent(), brick.getYExtent(), brick.getZExtent())));
rb.setFriction(1.6f);
bg.addControl(rb);
this.getPhysicsSpace().add(bg);
}
batch.setMaterial(mat);
batch.setShadowMode(ShadowMode.CastAndReceive);
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
bsr = new PssmShadowRenderer(assetManager, 1024, 2);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setLambda(0.50f);
bsr.setShadowIntensity(0.6f);
bsr.setCompareMode(CompareMode.Hardware);
bsr.setFilterMode(FilterMode.PCF4);
viewPort.addProcessor(bsr);
flyCam.setMoveSpeed(50);
rootNode.attachChild(batch);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private ActionListener actionListener = new ActionListener() {
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(cam.getLocation());
RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
// RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
bulletNode.setLinearVelocity(cam.getDirection().mult(25));
bulletg.addControl(bulletNode);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletNode);
}
}
};
public void initTower() {
double tempX = 0;
double tempY = 0;
double tempZ = 0;
angle = 0f;
for (int i = 0; i < brickLayers; i++) {
// Increment rows
if (i != 0) {
tempY += brickHeight * 2;
} else {
tempY = brickHeight;
}
// Alternate brick seams
angle = 360.0f / bricksPerLayer * i / 2f;
for (int j = 0; j < bricksPerLayer; j++) {
tempZ = Math.cos(Math.toRadians(angle)) * radius;
tempX = Math.sin(Math.toRadians(angle)) * radius;
System.out.println("x=" + ((float) (tempX)) + " y=" + ((float) (tempY)) + " z=" + (float) (tempZ));
Vector3f vt = new Vector3f((float) (tempX), (float) (tempY), (float) (tempZ));
// Add crenelation
if (i == brickLayers - 1) {
if (j % 2 == 0) {
addBrick(vt);
}
} // Create main tower
else {
addBrick(vt);
}
angle += 360.0 / bricksPerLayer;
}
}
}
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);
}
public void initMaterial() {
mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
mat.setTexture("ColorMap", tex);
mat2 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
mat2.setTexture("ColorMap", tex2);
mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
mat3.setTexture("ColorMap", tex3);
}
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float) Math.toRadians(angle), 0f);
geoms.add(reBoxg);
}
protected void initCrossHairs() {
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
BitmapText ch = new BitmapText(guiFont, false);
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
ch.setText("+"); // crosshairs
ch.setLocalTranslation( // center
settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
guiNode.attachChild(ch);
}
}