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java - jMonkey 中使用 TerrainGrid 的无尽地形

转载 作者:行者123 更新时间:2023-11-30 04:21:10 25 4
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我已经开始学习使用jMonkey引擎进行游戏开发。我能够使用 TerrainQuad 创建单个地形图 block ,但下一步我坚持使其无限。我已经浏览了 wiki 并想使用 TerrainGrid 类,但我的代码似乎不起作用。我在网上浏览并搜索了其他论坛,但找不到任何其他代码示例来提供帮助。

我相信下面的代码,ImageTileLoader 返回一个图像,它是该图 block 的高度图。我已经修改它以每次返回相同的图像。但我看到的只是一扇黑色的 window 。Namer 方法甚至没有被调用。如果有人可以帮助提供一些网上的示例或教程,我们将不胜感激。

terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() {
public String getName(int x, int y) {
//return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png";
System.out.println("X = " + x + ", Y = " + y);
return "Textures/heightmap.png";
}
}));

这些是我的来源: jMonkeyEngine 3 Tutorial (10) - Hello Terrain , TerrainGridTest.java , ImageTileLoader

这是我使用 TerrainQuad enter image description here 时的结果

我的完整代码,

// Sample 10 - How to create fast-rendering terrains from heightmaps, and how to
// use texture splatting to make the terrain look good.
public class HelloTerrain extends SimpleApplication {

private TerrainQuad terrain;
Material mat_terrain;
private float grassScale = 64;
private float dirtScale = 32;
private float rockScale = 64;

public static void main(String[] args) {
HelloTerrain app = new HelloTerrain();
app.start();
}
private FractalSum base;
private PerturbFilter perturb;
private OptimizedErode therm;
private SmoothFilter smooth;
private IterativeFilter iterate;

@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(200);

initMaterial();

AbstractHeightMap heightmap = null;
Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png");
heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
heightmap.load();


int patchSize = 65;
//terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work*

terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() {
public String getName(int x, int y) {
//return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png";
System.out.println("X = " + x + ", Y = " + y);
return "Textures/heightmap.png";
// set to return the sme hieghtmap image.
}
}));



terrain.setMaterial(mat_terrain);
terrain.setLocalTranslation(0,-100, 0);
terrain.setLocalScale(2f, 1f, 2f);
rootNode.attachChild(terrain);


TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
terrain.addControl(control);
}

public void initMaterial() {
// TERRAIN TEXTURE material
this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");


// GRASS texture
Texture grass = this.assetManager.loadTexture("Textures/white.png");
grass.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region1ColorMap", grass);
this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale));

// DIRT texture
Texture dirt = this.assetManager.loadTexture("Textures/white.png");
dirt.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region2ColorMap", dirt);
this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale));


Texture building = this.assetManager.loadTexture("Textures/building.png");
building.setWrap(WrapMode.Repeat);


this.mat_terrain.setTexture("slopeColorMap", building);
this.mat_terrain.setFloat("slopeTileFactor", 32);

this.mat_terrain.setFloat("terrainSize", 513);
}
}

最佳答案

因此,我进一步解决了我的问题,并实现了我想要的目标。但我仍然无法理解我的第一个代码的错误是什么。下面是我通过修改 here 中的 TerrainGrid 示例获得的最终代码。下面是最终代码,供遇到同样情况的人使用。这不是最终的事情,但确实回答了我上面的问题。

public class TerrainGridTest extends SimpleApplication {

private Material mat_terrain;
private TerrainGrid terrain;
private float grassScale = 64;
private float dirtScale = 16;

public static void main(final String[] args) {
TerrainGridTest app = new TerrainGridTest();
app.start();
}

@Override
public void simpleInitApp() {
this.flyCam.setMoveSpeed(100f);
initMaterial();
initTerrain();
this.getCamera().setLocation(new Vector3f(0, 200, 0));
this.getCamera().lookAt(new Vector3f(0,0,0), Vector3f.UNIT_Y);
this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
initLight();
}

@Override
public void simpleUpdate(final float tpf) {

}

public void initMaterial() {
// TERRAIN TEXTURE material
this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");


// GRASS texture
Texture grass = this.assetManager.loadTexture("Textures/white.png");
grass.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region1ColorMap", grass);
this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale));

// DIRT texture
Texture dirt = this.assetManager.loadTexture("Textures/white.png");
dirt.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region2ColorMap", dirt);
this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale));

// ROCK texture
//Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
Texture building = this.assetManager.loadTexture("Textures/building.png");
building.setWrap(WrapMode.Repeat);


this.mat_terrain.setTexture("slopeColorMap", building);
this.mat_terrain.setFloat("slopeTileFactor", 32);

this.mat_terrain.setFloat("terrainSize", 513);
}

private void initLight() {
DirectionalLight light = new DirectionalLight();
light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
rootNode.addLight(light);
}

private void initTerrain() {
this.terrain = new TerrainGrid("terrain", 65, 257, new ImageTileLoader(assetManager, new Namer() {

public String getName(int x, int y) {
//return "Interface/Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png";
return "Textures/heightmap.png";
}
}));

this.terrain.setMaterial(mat_terrain);
this.terrain.setLocalTranslation(0, 0, 0);
this.terrain.setLocalScale(3f, 1.5f, 3f);
this.rootNode.attachChild(this.terrain);

TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera());
control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
this.terrain.addControl(control);
}
}

关于java - jMonkey 中使用 TerrainGrid 的无尽地形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17001988/

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