时间:2021-07-01 10:21:17 帮助过:40人阅读
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
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Flag的Cloth
private ClothPatch cloth;
//风的参数
privatefloatwindStrength = 15f;
private Vector3f windDirection = new Vector3f(0.8f, 0, 0.2f);
private SpringPointForce gravity,wind;
在Flag的构造参数中,我们将创建一个ClothPatch。这个Cloth将是25*25的matrix,给它一个相当详细的cloth。cloth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 monkey的logo。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scene的CullState去剔除所有背后的三角形。因此,我们将增加另一个CUllState给cloth,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flag被attach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(0,1,2,3,4)到旗杆,点(500,525,550,575,600)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、
*/
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。
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.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/秒 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fence到terrain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heightmap和terrainBlock
*/
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2个terrain的texture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