1

主人公のモデルをレンダリングしようとしていますが、どのベクトルまたは回転を入れても、彼は空中にぶら下がっています。私が見るのは彼の足だけで、間違った方向に向けられています。

ここに画像の説明を入力してください

ウォークを押すと、緑色の人が動きますが、後方に移動し、Yを中心に回転して修正できませんでした。

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);

シーン全体の完全なコードは次のとおりです。

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();
    }
}

緑の忍者を背中をキャマーに向けて自然にレンダリングする方法を考えています。プレイヤーは忍者を制御し、現在は機能しているが間違った場所(空中)で忍者を歩くことができ、調整できないようです。ポジション。

助言がありますか?

アップデート

次のコードは、緑の人の位置を改善するように見えます。

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);

}

しかし、ウォーキングはそれでも、本来の動作とは逆のように機能します。でも、少なくとも主人公がきちんと回転するようにシーンを改善できて良かったです。別のスクリーンショットと詳細をできるだけ早く更新します

改善の提案があれば、回答またはコメントしてください。

アップデート

私は緑の人を回転させることができましたが、blenderでモデルを調和させます:

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);

}

ここに画像の説明を入力してください

4

1 に答える 1

2

あなたが「歩く」とき、緑の人は彼の歩くアニメーションがさらに後ろ向きであるという意味で実際に後ろ向きに歩きますか?とにかく、カメラを男の後ろに動かしたほうがいいのではないでしょうか。Y軸を中心に男を回転させることができないのは奇妙なことです。最初にそれを機能させようとします。そうしないと、基本的な軸の回転が機能しない場合に何が間違っている可能性があるかがわかります。

于 2012-07-31T04:33:47.537 に答える