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1 /*
2  * To change this template, choose Tools | Templates
3  * and open the template in the editor.
4  */
5 
6 package jme3test.batching;
7 
8 /*
9  * Copyright (c) 2009-2010 jMonkeyEngine
10  * All rights reserved.
11  *
12  * Redistribution and use in source and binary forms, with or without
13  * modification, are permitted provided that the following conditions are
14  * met:
15  *
16  * * Redistributions of source code must retain the above copyright
17  *   notice, this list of conditions and the following disclaimer.
18  *
19  * * Redistributions in binary form must reproduce the above copyright
20  *   notice, this list of conditions and the following disclaimer in the
21  *   documentation and/or other materials provided with the distribution.
22  *
23  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
24  *   may be used to endorse or promote products derived from this software
25  *   without specific prior written permission.
26  *
27  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
29  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
30  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
31  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
32  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
33  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
34  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
35  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
36  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
37  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38  */
39 
40 import com.jme3.app.SimpleApplication;
41 import com.jme3.asset.TextureKey;
42 import com.jme3.bullet.BulletAppState;
43 import com.jme3.bullet.PhysicsSpace;
44 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
45 import com.jme3.bullet.control.RigidBodyControl;
46 import com.jme3.font.BitmapText;
47 import com.jme3.input.MouseInput;
48 import com.jme3.input.controls.ActionListener;
49 import com.jme3.input.controls.MouseButtonTrigger;
50 import com.jme3.material.Material;
51 import com.jme3.math.Vector2f;
52 import com.jme3.math.Vector3f;
53 import com.jme3.renderer.queue.RenderQueue.ShadowMode;
54 import com.jme3.scene.BatchNode;
55 import com.jme3.scene.Geometry;
56 import com.jme3.scene.shape.Box;
57 import com.jme3.scene.shape.Sphere;
58 import com.jme3.scene.shape.Sphere.TextureMode;
59 import com.jme3.shadow.PssmShadowRenderer;
60 import com.jme3.shadow.PssmShadowRenderer.CompareMode;
61 import com.jme3.shadow.PssmShadowRenderer.FilterMode;
62 import com.jme3.system.AppSettings;
63 import com.jme3.system.NanoTimer;
64 import com.jme3.texture.Texture;
65 import com.jme3.texture.Texture.WrapMode;
66 import jme3test.bullet.BombControl;
67 
68 /**
69  *
70  * @author double1984 (tower mod by atom)
71  */
72 public class TestBatchNodeTower extends SimpleApplication {
73 
74     int bricksPerLayer = 8;
75     int brickLayers = 30;
76 
77     static float brickWidth = .75f, brickHeight = .25f, brickDepth = .25f;
78     float radius = 3f;
79     float angle = 0;
80 
81 
82     Material mat;
83     Material mat2;
84     Material mat3;
85     PssmShadowRenderer bsr;
86     private Sphere bullet;
87     private Box brick;
88     private SphereCollisionShape bulletCollisionShape;
89 
90     private BulletAppState bulletAppState;
91     BatchNode batchNode = new BatchNode("batch Node");
92 
main(String args[])93     public static void main(String args[]) {
94         TestBatchNodeTower f = new TestBatchNodeTower();
95         AppSettings s = new AppSettings(true);
96         f.setSettings(s);
97         f.start();
98     }
99 
100     @Override
simpleInitApp()101     public void simpleInitApp() {
102         timer = new NanoTimer();
103         bulletAppState = new BulletAppState();
104         bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
105      //   bulletAppState.setEnabled(false);
106         stateManager.attach(bulletAppState);
107         bullet = new Sphere(32, 32, 0.4f, true, false);
108         bullet.setTextureMode(TextureMode.Projected);
109         bulletCollisionShape = new SphereCollisionShape(0.4f);
110 
111         brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
112         brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
113         //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
114         initMaterial();
115         initTower();
116         initFloor();
117         initCrossHairs();
118         this.cam.setLocation(new Vector3f(0, 25f, 8f));
119         cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
120         cam.setFrustumFar(80);
121         inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
122         inputManager.addListener(actionListener, "shoot");
123         rootNode.setShadowMode(ShadowMode.Off);
124 
125         batchNode.batch();
126         batchNode.setShadowMode(ShadowMode.CastAndReceive);
127         rootNode.attachChild(batchNode);
128 
129 
130         bsr = new PssmShadowRenderer(assetManager, 1024, 2);
131         bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
132         bsr.setLambda(0.55f);
133         bsr.setShadowIntensity(0.6f);
134         bsr.setCompareMode(CompareMode.Hardware);
135         bsr.setFilterMode(FilterMode.PCF4);
136         viewPort.addProcessor(bsr);
137     }
138 
getPhysicsSpace()139     private PhysicsSpace getPhysicsSpace() {
140         return bulletAppState.getPhysicsSpace();
141     }
142     private ActionListener actionListener = new ActionListener() {
143 
144         public void onAction(String name, boolean keyPressed, float tpf) {
145             if (name.equals("shoot") && !keyPressed) {
146                 Geometry bulletg = new Geometry("bullet", bullet);
147                 bulletg.setMaterial(mat2);
148                 bulletg.setShadowMode(ShadowMode.CastAndReceive);
149                 bulletg.setLocalTranslation(cam.getLocation());
150                 RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
151 //                RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
152                 bulletNode.setLinearVelocity(cam.getDirection().mult(25));
153                 bulletg.addControl(bulletNode);
154                 rootNode.attachChild(bulletg);
155                 getPhysicsSpace().add(bulletNode);
156             }
157         }
158     };
159 
initTower()160     public void initTower() {
161         double tempX = 0;
162         double tempY = 0;
163         double tempZ = 0;
164         angle = 0f;
165         for (int i = 0; i < brickLayers; i++){
166             // Increment rows
167             if(i!=0)
168                 tempY+=brickHeight*2;
169             else
170                 tempY=brickHeight;
171             // Alternate brick seams
172             angle = 360.0f / bricksPerLayer * i/2f;
173             for (int j = 0; j < bricksPerLayer; j++){
174               tempZ = Math.cos(Math.toRadians(angle))*radius;
175               tempX = Math.sin(Math.toRadians(angle))*radius;
176               System.out.println("x="+((float)(tempX))+" y="+((float)(tempY))+" z="+(float)(tempZ));
177               Vector3f vt = new Vector3f((float)(tempX), (float)(tempY), (float)(tempZ));
178               // Add crenelation
179               if (i==brickLayers-1){
180                 if (j%2 == 0){
181                     addBrick(vt);
182                 }
183               }
184               // Create main tower
185               else {
186                 addBrick(vt);
187               }
188               angle += 360.0/bricksPerLayer;
189             }
190           }
191 
192     }
193 
initFloor()194     public void initFloor() {
195         Box floorBox = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);
196         floorBox.scaleTextureCoordinates(new Vector2f(3, 6));
197 
198         Geometry floor = new Geometry("floor", floorBox);
199         floor.setMaterial(mat3);
200         floor.setShadowMode(ShadowMode.Receive);
201         floor.setLocalTranslation(0, 0, 0);
202         floor.addControl(new RigidBodyControl(0));
203         this.rootNode.attachChild(floor);
204         this.getPhysicsSpace().add(floor);
205     }
206 
initMaterial()207     public void initMaterial() {
208         mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
209         TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
210         key.setGenerateMips(true);
211         Texture tex = assetManager.loadTexture(key);
212         mat.setTexture("ColorMap", tex);
213 
214         mat2 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
215         TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
216         key2.setGenerateMips(true);
217         Texture tex2 = assetManager.loadTexture(key2);
218         mat2.setTexture("ColorMap", tex2);
219 
220         mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
221         TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
222         key3.setGenerateMips(true);
223         Texture tex3 = assetManager.loadTexture(key3);
224         tex3.setWrap(WrapMode.Repeat);
225         mat3.setTexture("ColorMap", tex3);
226     }
227 int nbBrick =0;
addBrick(Vector3f ori)228     public void addBrick(Vector3f ori) {
229         Geometry reBoxg = new Geometry("brick", brick);
230         reBoxg.setMaterial(mat);
231         reBoxg.setLocalTranslation(ori);
232         reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );
233         reBoxg.addControl(new RigidBodyControl(1.5f));
234         reBoxg.setShadowMode(ShadowMode.CastAndReceive);
235         reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
236         this.batchNode.attachChild(reBoxg);
237         this.getPhysicsSpace().add(reBoxg);
238         nbBrick++;
239     }
240 
initCrossHairs()241     protected void initCrossHairs() {
242         guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
243         BitmapText ch = new BitmapText(guiFont, false);
244         ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
245         ch.setText("+"); // crosshairs
246         ch.setLocalTranslation( // center
247                 settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
248                 settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
249         guiNode.attachChild(ch);
250     }
251 }