Ok I tried adding a bit of my own into the flag rush tutorial.
I have been following it up to this point and would like to replace the randomly generated landscape with one of my own that I created in Blender. I have no problem importing this model into a simplegame subclass and displaying it. When I try put that code into where the buildterrain() is, I get an exception in the game loop. How can I properly go about changing the random landscape to one that I have made?
import java.util.HashMap;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.ImageIcon;
import jmetest.renderer.TestSkybox;
import jmetest.terrain.TestTerrain;
import com.jme.app.BaseGame;
import com.jme.bounding.BoundingBox;
import com.jme.image.Texture;
import com.jme.input.ChaseCamera;
import com.jme.input.InputHandler;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.input.thirdperson.ThirdPersonMouseLook;
import com.jme.light.DirectionalLight;
import com.jme.math.FastMath;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.scene.Node;
import com.jme.scene.Skybox;
import com.jme.scene.Spatial;
import com.jme.scene.shape.Box;
import com.jme.scene.state.CullState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.TextureState;
import com.jme.scene.state.ZBufferState;
import com.jme.system.DisplaySystem;
import com.jme.system.JmeException;
import com.jme.util.TextureManager;
import com.jme.util.Timer;
import com.jme.util.export.binary.BinaryImporter;
import com.jmex.model.converters.FormatConverter;
import com.jmex.model.converters.ObjToJme;
import com.jmex.terrain.TerrainBlock;
import com.jmex.terrain.util.MidPointHeightMap;
import com.jmex.terrain.util.ProceduralTextureGenerator;
import java.io.ByteArrayInputStream;
import java.io.ByteArrayOutputStream;
import java.net.URL;
import jmetest.flagrushtut.lesson5.FlagRushHandler;
public class Lesson1 extends BaseGame {
private static final Logger logger = Logger.getLogger(Lesson1.class
.getName());
// the terrain we will drive over.
private TerrainBlock tb;
private Spatial map;
//Sky box (we update it each frame)
private Skybox skybox;
private Node player;
//private ChaseCamera chaser;
protected InputHandler input;
//the timer
protected Timer timer;
// Our camera object for viewing the scene
private Camera cam;
//The chase camera, this will follow our player as he zooms around the level
private ChaseCamera chaser;
// the root node of the scene graph
private Node scene;
// display attributes for the window. We will keep these values
// to allow the user to change them
private int width, height, depth, freq;
private boolean fullscreen;
/**
* Main entry point of the application
*/
public static void main(String[] args) {
Lesson1 app = new Lesson1();
// We will load our own "fantastic" Flag Rush logo. Yes, I'm an artist.
app.setConfigShowMode(ConfigShowMode.AlwaysShow, Lesson1.class
.getClassLoader().getResource(
"jmetest/data/images/FlagRush.png"));
app.start();
}
/**
* During an update we look for the escape button and update the timer
* to get the framerate. Things are now starting to happen, so we will
* update
*
* @see com.jme.app.SimpleGame#update
*/
protected void update(float interpolation) {
// update the time to get the framerate
timer.update();
interpolation = timer.getTimePerFrame();
//update the keyboard input (move the player around)
input.update(interpolation);
//update the chase camera to handle the player moving around.
chaser.update(interpolation);
//we want to keep the skybox around our eyes, so move it with
//the camera
skybox.setLocalTranslation(cam.getLocation());
// if escape was pressed, we exit
if (KeyBindingManager.getKeyBindingManager().isValidCommand("exit")) {
finished = true;
}
//We don't want the chase camera to go below the world, so always keep
//it 2 units above the level.
/*if(cam.getLocation().y < (tb.getHeight(cam.getLocation())+2)) {
cam.getLocation().y = tb.getHeight(cam.getLocation()) + 2;
cam.update();
}
//make sure that if the player left the level we don't crash. When we add collisions,
//the fence will do its job and keep the player inside.
float characterMinHeight = tb.getHeight(player
.getLocalTranslation())+((BoundingBox)player.getWorldBound()).yExtent;
if (!Float.isInfinite(characterMinHeight) && !Float.isNaN(characterMinHeight)) {
player.getLocalTranslation().y = characterMinHeight;
}*/
//Because we are changing the scene (moving the skybox and player) we need to update
//the graph.
scene.updateGeometricState(interpolation, true);
}
/**
* draws the scene graph
*
* @see com.jme.app.SimpleGame#render
*/
protected void render(float interpolation) {
// Clear the screen
display.getRenderer().clearBuffers();
display.getRenderer().draw(scene);
}
/**
* initializes the display and camera.
*
* @see com.jme.app.BaseGame#initSystem()
*/
protected void initSystem() {
// store the settings information
width = settings.getWidth();
height = settings.getHeight();
depth = settings.getDepth();
freq = settings.getFrequency();
fullscreen = settings.isFullscreen();
try {
display = DisplaySystem.getDisplaySystem(settings.getRenderer());
display.createWindow(width, height, depth, freq, fullscreen);
cam = display.getRenderer().createCamera(width, height);
} catch (JmeException e) {
logger.log(Level.SEVERE, "Could not create displaySystem", e);
System.exit(1);
}
// set the background to black
display.getRenderer().setBackgroundColor(ColorRGBA.black.clone());
// initialize the camera
cam.setFrustumPerspective(45.0f, (float) width / (float) height, 1,
5000);
/** Signal that we've changed our camera's location/frustum. */
cam.update();
/** Get a high resolution timer for FPS updates. */
timer = Timer.getTimer();
display.getRenderer().setCamera(cam);
KeyBindingManager.getKeyBindingManager().set("exit",
KeyInput.KEY_ESCAPE);
}
/**
* initializes the scene
*
* @see com.jme.app.BaseGame#initGame()
*/
protected void initGame() {
display.setTitle("Flag Rush");
scene = new Node("Scene graph node");
/** Create a ZBuffer to display pixels closest to the camera above farther ones. */
ZBufferState buf = display.getRenderer().createZBufferState();
buf.setEnabled(true);
buf.setFunction(ZBufferState.TestFunction.LessThanOrEqualTo);
scene.setRenderState(buf);
//Time for a little optimization. We don't need to render back face triangles, so lets
//not. This will give us a performance boost for very little effort.
CullState cs = display.getRenderer().createCullState();
cs.setCullFace(CullState.Face.Back);
scene.setRenderState(cs);
//Add terrain to the scene
buildTerrain();
//Light the world
buildLighting();
//add the force field fence
//Add the skybox
buildSkyBox();
//Build the player
buildPlayer();
//build the chase cam
buildChaseCamera();
//build the player input
buildInput();
// update the scene graph for rendering
scene.updateGeometricState(0.0f, true);
scene.updateRenderState();
}
/**
* we are going to build the player object here. For now, we will use a box as a place
* holder. This is a good demonstration that you don't always need your graphics in place
* before you can start working on your application.
*
*/
private void buildPlayer() {
//box stand in
Box b = new Box("box", new Vector3f(), 0.35f,0.25f,0.5f);
b.setModelBound(new BoundingBox());
b.updateModelBound();
player = new Node("Player Node");
player.setLocalTranslation(new Vector3f(100,0, 100));
scene.attachChild(player);
player.attachChild(b);
player.updateWorldBound();
}
/**
* buildEnvironment will create a fence.
*/
/**
* creates a light for the terrain.
*/
private void buildLighting() {
/** Set up a basic, default light. */
DirectionalLight light = new DirectionalLight();
light.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
light.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));
light.setDirection(new Vector3f(1,-1,0));
light.setEnabled(true);
/** Attach the light to a lightState and the lightState to rootNode. */
LightState lightState = display.getRenderer().createLightState();
lightState.setEnabled(true);
lightState.attach(light);
scene.setRenderState(lightState);
}
/**
* build the height map and terrain block.
*/
private void buildTerrain() {
URL folder= Lesson1.class.getClassLoader().getResource("simplegmae/");
URL model = Lesson1.class.getClassLoader().getResource("simplegame/box.obj");
FormatConverter converter=new ObjToJme();
converter.setProperty("mtllib", folder);
converter.setProperty("texdir", folder);
ByteArrayOutputStream BO=new ByteArrayOutputStream();
try {
converter.convert(model.openStream(), BO);
map=(Spatial) BinaryImporter.getInstance().load(new ByteArrayInputStream(BO.toByteArray()));
map.setLocalScale(4f);
map.setModelBound(new BoundingBox());
map.updateModelBound();
scene.attachChild(map);
} catch (Exception e) {
System.out.println("Damn exceptions! O_o n" + e);
e.printStackTrace();
System.exit(0);
}
}
/**
* buildSkyBox creates a new skybox object with all the proper textures. The
* textures used are the standard skybox textures from all the tests.
*
*/
private void buildSkyBox() {
skybox = new Skybox("skybox", 10, 10, 10);
Texture north = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/north.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
Texture south = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/south.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
Texture east = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/east.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
Texture west = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/west.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
Texture up = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/top.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
Texture down = TextureManager.loadTexture(
TestSkybox.class.getClassLoader().getResource(
"jmetest/data/texture/bottom.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear);
skybox.setTexture(Skybox.Face.North, north);
skybox.setTexture(Skybox.Face.West, west);
skybox.setTexture(Skybox.Face.South, south);
skybox.setTexture(Skybox.Face.East, east);
skybox.setTexture(Skybox.Face.Up, up);
skybox.setTexture(Skybox.Face.Down, down);
skybox.preloadTextures();
scene.attachChild(skybox);
}
/**
* set the basic parameters of the chase camera. This includes the offset. We want
* to be behind the vehicle and a little above it. So we will the offset as 0 for
* x and z, but be 1.5 times higher than the node.
*
* We then set the roll out parameters (2 units is the closest the camera can get, and
* 5 is the furthest).
*
*/
private void buildChaseCamera() {
Vector3f targetOffset = new Vector3f();
targetOffset.y = ((BoundingBox) player.getWorldBound()).yExtent * 1.5f;
HashMap<String, Object> props = new HashMap<String, Object>();
props.put(ThirdPersonMouseLook.PROP_MAXROLLOUT, "6");
props.put(ThirdPersonMouseLook.PROP_MINROLLOUT, "3");
props.put(ThirdPersonMouseLook.PROP_MAXASCENT, ""+45 * FastMath.DEG_TO_RAD);
props.put(ChaseCamera.PROP_INITIALSPHERECOORDS, new Vector3f(5, 0, 30 * FastMath.DEG_TO_RAD));
props.put(ChaseCamera.PROP_TARGETOFFSET, targetOffset);
chaser = new ChaseCamera(cam, player, props);
chaser.setMaxDistance(8);
chaser.setMinDistance(2);
}
/**
* create our custom input handler.
*
*/
private void buildInput() {
input = new FlagRushHandler(player, settings.getRenderer());
}
/**
* will be called if the resolution changes
*
* @see com.jme.app.BaseGame#reinit()
*/
protected void reinit() {
display.recreateWindow(width, height, depth, freq, fullscreen);
}
/**
* close the window and also exit the program.
*/
protected void quit() {
super.quit();
System.exit(0);
}
/**
* clean up the textures.
*
* @see com.jme.app.BaseGame#cleanup()
*/
protected void cleanup() {
}
}
EDIT: I was able to make the game run with the code in there.......but it still doesn't load the terrain even knowing the log shows that it was loaded.