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我正在尝试为主角渲染一个模型,但无论我输入哪个 vector 或旋转,他都悬卡在空中,我看到的只是他的脚,而且它们转向了错误的方向:
当我按下步行键时,绿色的人移动但向后移动,我无法通过绕 Y 旋转来修复它:
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
Quaternion yaw90 = new Quaternion();
Quaternion roll90 = new Quaternion();
Quaternion pitch90 = new Quaternion();
yaw90.fromAngles(1, 0, 0);
roll90.fromAngles(0, 1, 0);
pitch90.fromAngles(0, 0, 1);
model.rotate(roll90);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140, 15, -10));
rootNode.attachChild(model);
整个场景的完整代码是
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
prepareBullet();
prepareEffect();
createLight();
createSky();
createTerrain();
createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain() {
matRock = new Material(assetManager,
"Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap",
assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager
.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager
.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager
.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager
.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager
.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager
.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager
.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(),
0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
Quaternion yaw90 = new Quaternion();
Quaternion roll90 = new Quaternion();
Quaternion pitch90 = new Quaternion();
yaw90.fromAngles(1, 0, 0);
roll90.fromAngles(0, 1, 0);
pitch90.fromAngles(0, 0, 1);
model.rotate(roll90);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140, 15, -10));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
BlenderKey blenderKey = new BlenderKey(
"objects/creatures/alien/alien.mesh.xml");
Node alien = (Node) assetManager.loadModel(blenderKey);
alien.setLocalTranslation(new Vector3f(-145, 15, -10));
//Geometry geom=(Geometry)alien.getChild("myGeometry");
//geom.getMaterial().getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey(
"objects/creatures/spaceman/man.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 15, -10));
rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
//shootingChannel = animationControl.createChannel();
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
@Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
我想知道如何渲染我的绿色忍者,背部自然朝向摄像机,玩家能够控制忍者并行走忍者,现在可以工作,但位置错误(在空中),我看不到调整位置。
有什么建议吗?
下面的代码出现提高绿色人的位置:
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140, 20, -9));
character.setViewDirection(new Vector3f(1, 1, 1));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
BlenderKey blenderKey = new BlenderKey(
"objects/creatures/alien/alien.mesh.xml");
Node alien = (Node) assetManager.loadModel(blenderKey);
alien.setLocalTranslation(new Vector3f(-145, 15, -10));
rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey(
"objects/creatures/spaceman/man.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 15, -10));
rootNode.attachChild(man);
}
但是步行的效果仍然有点与应有的相反。但我很高兴至少可以改进场景,让主角正确旋转。我将尽快更新另一个屏幕截图和更多详细信息。
请回答或评论任何改进建议。
我可以旋转绿色的人,但也会协调 blender 中的模型:
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140, 20, -9));
character.setViewDirection(new Vector3f(1, 1, 1));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
BlenderKey blenderKey = new BlenderKey(
"objects/creatures/alien/alien.mesh.xml");
Node alien = (Node) assetManager.loadModel(blenderKey);
alien.setLocalTranslation(new Vector3f(-145, 15, -10));
rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey(
"objects/creatures/spaceman/man.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 15, -10));
rootNode.attachChild(man);
}
最佳答案
当你“行走”时,绿色的人实际上是在向后行走吗,因为他的行走动画甚至是向后的?不管怎样,也许把摄像机移到那个人身后会更好?奇怪的是你不能在 Y 轴上旋转这个家伙。我会先尝试让它工作,否则,如果你的基本轴旋转不起作用,谁知道会出现什么问题。
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我是 MVVM 的新手,需要一些帮助。 我的应用程序由许多不同的窗口组成,这些窗口显示允许用户编辑业务层中的数据的控件。 目前,每次用户打开这些窗口之一的新实例时,都会从头开始创建一个 ViewMod
我一直在寻找与我类似的问题以找到解决方案,但我真的找不到类似的东西。 我试图使用 asynctask 类从解析中下载帖子数组,在获取帖子后,它应该在我的页面中设置帖子数组,并执行 setAdapter
这个问题在这里已经有了答案: What is local/remote and no-interface view in EJB? (2 个答案) 关闭 9 年前。 我以前理解它的意思是“接口(in
希望这不会太困惑。 我有一个主视图 Controller ( MainView ),在 View 底部有一个堆栈 View ,在堆栈 View 中我有三个 View 。在一个 View 中(我们称之为
我一直在想这个问题,我真的不知道如何正确地将一个 View Controller 管理的 View 添加到另一个 View Controller 的 View 中。 这不起作用,因为 View 没有完
在明显的情况下,我必须将大量文件从一个 View 复制到另一个 View 。要复制的文件名将作为输入给出。有什么想法可以通过脚本实现吗? 谢谢,日语 最佳答案 最简单的方法是使用 clearfsimp
我正在使用完整日历。这里我的问题是,当单击上一个按钮或下一个按钮单击功能时,如何找到月 View 、周 View 或日 View 格式的完整日历。这里正在调用下一个和上一个按钮的自定义代码。因为使用这
我对这两者感到困惑,并试图找出差异,但没有得到我正在寻找的特定内容。 在哪里使用索引 View 而不是普通 View 。 它们之间的一些重要区别。 最佳答案 关键的区别在于物化 View 很好,物化了
我在一个 xib 中有一个 CustomView,在两个不同的 xib 中有两个不同的 View 。我想在一个 CustomeView 中依次显示这两个 View 。我有一个 NSView 对象,它连
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