thanks a lot. I am not familiar with JME. I have downloaded that code [developed by gibbon] and how can I invoke that?
Could you give me an example how to perform Stereo Side-By-Side with that code? :
public class Lesson8 extends BaseGame {
private static final Logger logger = Logger.getLogger(Lesson8.class
.getName());
// the terrain we will drive over.
private TerrainBlock tb;
// fence that will keep us in.
private ForceFieldFence fence;
//Sky box (we update it each frame)
private Skybox skybox;
//the new player object
private Vehicle player;
//the flag to grab
private Flag flag;
//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;
//store the normal of the terrain
private Vector3f normal = new Vector3f();
//height above ground level
private float agl;
/**
* Main entry point of the application
*/
public static void main(String[] args) {
Lesson8 app = new Lesson8();
// We will load our own "fantastic" Flag Rush logo. Yes, I'm an artist.
app.setConfigShowMode(ConfigShowMode.AlwaysShow, Lesson8.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.BaseGame#update(float)
*/
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);
//update the fence to animate the force field texture
fence.update(interpolation);
//update the flag to make it flap in the wind
flag.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())+agl;
if (!Float.isInfinite(characterMinHeight) && !Float.isNaN(characterMinHeight)) {
player.getLocalTranslation().y = characterMinHeight;
}
//get the normal of the terrain at our current location. We then apply it to the up vector
//of the player.
tb.getSurfaceNormal(player.getLocalTranslation(), normal);
if(normal != null) {
player.rotateUpTo(normal);
}
//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.BaseGame#render(float)
*/
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);
cam.setLocation(new Vector3f(200,1000,200));
/** 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);
cam.setViewPort(0f, 0.5f, 0f, 1f);
//Add terrain to the scene
buildTerrain();
//Add a flag randomly to the terrain
buildFlag();
//Light the world
buildLighting();
//add the force field fence
buildEnvironment();
//Add the skybox
buildSkyBox();
//Build the player
buildPlayer();
//build the chase cam
buildChaseCamera();
//build the player input
cam.setViewPort(0.5f, 1.0f, 0f, 1f);
//Add terrain to the scene
buildTerrain();
//Add a flag randomly to the terrain
buildFlag();
//Light the world
buildLighting();
//add the force field fence
buildEnvironment();
//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();
}
private void buildFlag() {
//create the flag and place it
flag = new Flag(tb);
scene.attachChild(flag);
flag.placeFlag();
}
private void buildPlayer() {
Node model = null;
try {
MaxToJme C1 = new MaxToJme();
ByteArrayOutputStream BO = new ByteArrayOutputStream();
URL maxFile = Lesson7.class.getClassLoader().getResource("jmetest/data/model/bodyall.3DS");
C1.convert(new BufferedInputStream(maxFile.openStream()),BO);
model = (Node)BinaryImporter.getInstance().load(new ByteArrayInputStream(BO.toByteArray()));
//scale it to be MUCH smaller than it is originally
// model.setLocalScale(.0025f);
model.setModelBound(new BoundingBox());
model.updateModelBound();
//scale it to be MUCH smaller than it is originally
model.setLocalScale(.25f);
model.setLocalTranslation(new Vector3f(0, -0.5f, 0));
model.setLocalRotation(new Quaternion(new float[]{4.7f,4.7f,6.2f}));
} catch (IOException e) {
logger
.throwing(this.getClass().toString(), "buildPlayer()",
e);
}
player = new Vehicle("Player Node", model);
player.setAcceleration(15);
player.setBraking(15);
player.setTurnSpeed(2.5f);
player.setWeight(25);
player.setMaxSpeed(25);
player.setMinSpeed(15);
player.setLocalTranslation(new Vector3f(100,0, 100));
scene.attachChild(player);
scene.updateGeometricState(0, true);
//we now store this initial value, because we are rotating the wheels the bounding box will
//change each frame.
agl = ((BoundingBox)model.getWorldBound()).yExtent;
player.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
}
/**
* buildEnvironment will create a fence.
*/
private void buildEnvironment() {
//This is the main node of our fence
fence = new ForceFieldFence("fence");
//we will do a little 'tweaking' by hand to make it fit in the terrain a bit better.
//first we'll scale the entire "model" by a factor of 5
fence.setLocalScale(5);
//now let's move the fence to to the height of the terrain and in a little bit.
fence.setLocalTranslation(new Vector3f(25, tb.getHeight(25,25)+10, 25));
scene.attachChild(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() {
MidPointHeightMap heightMap = new MidPointHeightMap(64, 1f);
// Scale the data
Vector3f terrainScale = new Vector3f(4, 0.0575f, 4);
// create a terrainblock
tb = new TerrainBlock("Terrain", heightMap.getSize(), terrainScale,
heightMap.getHeightMap(), new Vector3f(0, 0, 0));
tb.setModelBound(new BoundingBox());
tb.updateModelBound();
// generate a terrain texture with 2 textures
ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
heightMap);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/grassb.png")), -128, 0, 128);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/dirt.jpg")), 0, 128, 255);
pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
.getResource("jmetest/data/texture/highest.jpg")), 128, 255,
384);
pt.createTexture(32);
// assign the texture to the terrain
TextureState ts = display.getRenderer().createTextureState();
Texture t1 = TextureManager.loadTexture(pt.getImageIcon().getImage(),
Texture.MinificationFilter.Trilinear, Texture.MagnificationFilter.Bilinear, true);
ts.setTexture(t1, 0);
//load a detail texture and set the combine modes for the two terrain textures.
Texture t2 = TextureManager.loadTexture(
TestTerrain.class.getClassLoader().getResource(
"jmetest/data/texture/Detail.jpg"),
Texture.MinificationFilter.Trilinear,
Texture.MagnificationFilter.Bilinear);
ts.setTexture(t2, 1);
t2.setWrap(Texture.WrapMode.Repeat);
t1.setApply(Texture.ApplyMode.Combine);
t1.setCombineFuncRGB(Texture.CombinerFunctionRGB.Modulate);
t1.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
t1.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
t1.setCombineSrc1RGB(Texture.CombinerSource.PrimaryColor);
t1.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
t2.setApply(Texture.ApplyMode.Combine);
t2.setCombineFuncRGB(Texture.CombinerFunctionRGB.AddSigned);
t2.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
t2.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
t2.setCombineSrc1RGB(Texture.CombinerSource.Previous);
t2.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
tb.setRenderState(ts);
//set the detail parameters.
tb.setDetailTexture(1, 16);
tb.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
scene.attachChild(tb);
}
/**
* 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() {
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_DAMPINGK, "4");
props.put(ChaseCamera.PROP_SPRINGK, "9");
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() {
}
}
I will really appreciate that!