com.jme3.terrain.geomipmap.TerrainGrid Java Examples
The following examples show how to use
com.jme3.terrain.geomipmap.TerrainGrid.
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Example #1
Source File: DefaultTreeNodeFactory.java From jmonkeybuilder with Apache License 2.0 | 5 votes |
@Override @FxThread public <T, V extends TreeNode<T>> @Nullable V createFor(@Nullable final T element, final long objectId) { if (element instanceof LayersRoot) { return unsafeCast(new LayersRootTreeNode((LayersRoot) element, objectId)); } else if (element instanceof TerrainGrid) { return unsafeCast(new TerrainGridTreeNode((TerrainGrid) element, objectId)); } else if (element instanceof TerrainQuad) { return unsafeCast(new TerrainQuadTreeNode((TerrainQuad) element, objectId)); } else if (element instanceof SceneNode) { return unsafeCast(new SceneNodeTreeNode((SceneNode) element, objectId)); } else if (element instanceof SceneLayer) { return unsafeCast(new SceneLayerTreeNode((SceneLayer) element, objectId)); } else if (element instanceof Mesh) { return unsafeCast(new MeshTreeNode((Mesh) element, objectId)); } else if (element instanceof Geometry) { return unsafeCast(new GeometryTreeNode<>((Geometry) element, objectId)); } else if (element instanceof AudioNode) { return unsafeCast(new AudioTreeNode((AudioNode) element, objectId)); } else if (element instanceof AssetLinkNode) { return unsafeCast(new AssetLinkNodeTreeNode((AssetLinkNode) element, objectId)); } else if (element instanceof Node) { return unsafeCast(new NodeTreeNode<>((Node) element, objectId)); } else if (element instanceof Material) { return unsafeCast(new MaterialTreeNode((Material) element, objectId)); } else if (element instanceof SceneFiltersNode) { return unsafeCast(new SceneFiltersTreeNode((SceneFiltersNode) element, objectId)); } else if (element instanceof SceneAppStatesNode) { return unsafeCast(new SceneAppStatesTreeNode((SceneAppStatesNode) element, objectId)); } else if (element instanceof Filter) { return unsafeCast(new SceneFilterTreeNode((Filter) element, objectId)); } else if (element instanceof SceneAppState) { return unsafeCast(new SceneAppStateTreeNode((SceneAppState) element, objectId)); } return null; }
Example #2
Source File: TerrainGridTreeNode.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
public TerrainGridTreeNode(@NotNull final TerrainGrid element, final long objectId) { super(element, objectId); }
Example #3
Source File: TerrainFractalGridTest.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void simpleInitApp() { this.flyCam.setMoveSpeed(100f); ScreenshotAppState state = new ScreenshotAppState(); this.stateManager.attach(state); // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(15, 200, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 20, this.dirtScale)); // ROCK texture Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region3ColorMap", rock); this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("region4ColorMap", rock); this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("slopeColorMap", rock); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); this.base = new FractalSum(); this.base.setRoughness(0.7f); this.base.setFrequency(1.0f); this.base.setAmplitude(1.0f); this.base.setLacunarity(2.12f); this.base.setOctaves(8); this.base.setScale(0.02125f); this.base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(this.base); this.perturb = new PerturbFilter(); this.perturb.setMagnitude(0.119f); this.therm = new OptimizedErode(); this.therm.setRadius(5); this.therm.setTalus(0.011f); this.smooth = new SmoothFilter(); this.smooth.setRadius(1); this.smooth.setEffect(0.7f); this.iterate = new IterativeFilter(); this.iterate.addPreFilter(this.perturb); this.iterate.addPostFilter(this.smooth); this.iterate.setFilter(this.therm); this.iterate.setIterations(1); ground.addPreFilter(this.iterate); this.terrain = new TerrainGrid("terrain", 33, 129, new FractalTileLoader(ground, 256f)); this.terrain.setMaterial(this.mat_terrain); this.terrain.setLocalTranslation(0, 0, 0); this.terrain.setLocalScale(2f, 1f, 2f); this.rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainGridLodControl(this.terrain, this.getCamera()); control.setLodCalculator(new DistanceLodCalculator(33, 2.7f)); // patch size, and a multiplier this.terrain.addControl(control); this.getCamera().setLocation(new Vector3f(0, 300, 0)); cam.setRotation(new Quaternion(0.51176f, -0.14f, 0.085f, 0.84336f)); this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); }
Example #4
Source File: TerrainTestModifyHeight.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
private void createTerrainGrid() { // TERRAIN TEXTURE material matTerrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); matTerrain.setTexture("region1ColorMap", grass); matTerrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); // DIRT texture Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); matTerrain.setTexture("region2ColorMap", dirt); matTerrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); // ROCK texture Texture rock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); matTerrain.setTexture("region3ColorMap", rock); matTerrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("region4ColorMap", rock); matTerrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("slopeColorMap", rock); matTerrain.setFloat("slopeTileFactor", 32); matTerrain.setFloat("terrainSize", 513); FractalSum base = new FractalSum(); base.setRoughness(0.7f); base.setFrequency(1.0f); base.setAmplitude(1.0f); base.setLacunarity(2.12f); base.setOctaves(8); base.setScale(0.02125f); base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(base); PerturbFilter perturb = new PerturbFilter(); perturb.setMagnitude(0.119f); OptimizedErode therm = new OptimizedErode(); therm.setRadius(5); therm.setTalus(0.011f); SmoothFilter smooth = new SmoothFilter(); smooth.setRadius(1); smooth.setEffect(0.7f); IterativeFilter iterate = new IterativeFilter(); iterate.addPreFilter(perturb); iterate.addPostFilter(smooth); iterate.setFilter(therm); iterate.setIterations(1); ground.addPreFilter(iterate); this.terrain = new TerrainGrid("terrain", 65, 257, new FractalTileLoader(ground, 256f)); terrain.setMaterial(matTerrain); terrain.setLocalTranslation(0, 0, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainLodControl(this.terrain, getCamera()); this.terrain.addControl(control); }
Example #5
Source File: TerrainFractalGridTest.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { this.flyCam.setMoveSpeed(100f); ScreenshotAppState state = new ScreenshotAppState(); this.stateManager.attach(state); // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(15, 200, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 20, this.dirtScale)); // ROCK texture Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region3ColorMap", rock); this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("region4ColorMap", rock); this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("slopeColorMap", rock); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); this.base = new FractalSum(); this.base.setRoughness(0.7f); this.base.setFrequency(1.0f); this.base.setAmplitude(1.0f); this.base.setLacunarity(2.12f); this.base.setOctaves(8); this.base.setScale(0.02125f); this.base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(this.base); this.perturb = new PerturbFilter(); this.perturb.setMagnitude(0.119f); this.therm = new OptimizedErode(); this.therm.setRadius(5); this.therm.setTalus(0.011f); this.smooth = new SmoothFilter(); this.smooth.setRadius(1); this.smooth.setEffect(0.7f); this.iterate = new IterativeFilter(); this.iterate.addPreFilter(this.perturb); this.iterate.addPostFilter(this.smooth); this.iterate.setFilter(this.therm); this.iterate.setIterations(1); ground.addPreFilter(this.iterate); this.terrain = new TerrainGrid("terrain", 33, 129, new FractalTileLoader(ground, 256f)); this.terrain.setMaterial(this.mat_terrain); this.terrain.setLocalTranslation(0, 0, 0); this.terrain.setLocalScale(2f, 1f, 2f); this.rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainGridLodControl(this.terrain, this.getCamera()); control.setLodCalculator(new DistanceLodCalculator(33, 2.7f)); // patch size, and a multiplier this.terrain.addControl(control); this.getCamera().setLocation(new Vector3f(0, 300, 0)); this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); }
Example #6
Source File: TerrainTestModifyHeight.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void createTerrainGrid() { // TERRAIN TEXTURE material matTerrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); matTerrain.setTexture("region1ColorMap", grass); matTerrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); // DIRT texture Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); matTerrain.setTexture("region2ColorMap", dirt); matTerrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); // ROCK texture Texture rock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); matTerrain.setTexture("region3ColorMap", rock); matTerrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("region4ColorMap", rock); matTerrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("slopeColorMap", rock); matTerrain.setFloat("slopeTileFactor", 32); matTerrain.setFloat("terrainSize", 513); FractalSum base = new FractalSum(); base.setRoughness(0.7f); base.setFrequency(1.0f); base.setAmplitude(1.0f); base.setLacunarity(2.12f); base.setOctaves(8); base.setScale(0.02125f); base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(base); PerturbFilter perturb = new PerturbFilter(); perturb.setMagnitude(0.119f); OptimizedErode therm = new OptimizedErode(); therm.setRadius(5); therm.setTalus(0.011f); SmoothFilter smooth = new SmoothFilter(); smooth.setRadius(1); smooth.setEffect(0.7f); IterativeFilter iterate = new IterativeFilter(); iterate.addPreFilter(perturb); iterate.addPostFilter(smooth); iterate.setFilter(therm); iterate.setIterations(1); ground.addPreFilter(iterate); this.terrain = new TerrainGrid("terrain", 65, 257, new FractalTileLoader(ground, 256f)); terrain.setMaterial(matTerrain); terrain.setLocalTranslation(0, 0, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainLodControl(this.terrain, getCamera()); this.terrain.addControl(control); }