I have been using terrainGrid for a while now. I have been prototyping other systems in my game so I have kind of been ignoring something that happens with terraingrid. The problem is that every so often terrainGrid pages out a terrainQuad from underneath you. To start with I thought that it might be something todo with different systems that I attached to the terraingrid on loading such as physics system and navigation mesh. So I went back to the TerrainFractalGridTest.Java and set this up with the size terrain grid that I am using in my game. I have put in a button press that highlights the problem.
Steps to replicate.
- Run TerrainFractalGridTest.Java.
- Wait until all terrain has paged in.
- Press E
- The terrainGrid will page out the current terrain quad.
- It pages in the two new terrain quad you can see in the view.
- TerrainGrid then pages current terrain quad back in.
- If you hand characters on the current terrain they have now dropped through the ground.
The problem with this is that it makes terrain grid unusable in a game. Your characters drop through the ground while moving about in there world.
Here is the code so highlight this Bug.
[java]
package jme3test.terrain;
import com.jme3.app.SimpleApplication;
import com.jme3.app.state.ScreenshotAppState;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.terrain.geomipmap.TerrainGrid;
import com.jme3.terrain.geomipmap.TerrainGridLodControl;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.grid.FractalTileLoader;
import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
import com.jme3.terrain.noise.ShaderUtils;
import com.jme3.terrain.noise.basis.FilteredBasis;
import com.jme3.terrain.noise.filter.IterativeFilter;
import com.jme3.terrain.noise.filter.OptimizedErode;
import com.jme3.terrain.noise.filter.PerturbFilter;
import com.jme3.terrain.noise.filter.SmoothFilter;
import com.jme3.terrain.noise.fractal.FractalSum;
import com.jme3.terrain.noise.modulator.NoiseModulator;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
public class TerrainFractalGridTest extends SimpleApplication {
private Material mat_terrain;
private TerrainGrid terrain;
private float grassScale = 64;
private float dirtScale = 16;
private float rockScale = 128;
public static void main(final String[] args) {
TerrainFractalGridTest app = new TerrainFractalGridTest();
app.start();
}
private CharacterControl player3;
private FractalSum base;
private PerturbFilter perturb;
private OptimizedErode therm;
private SmoothFilter smooth;
private IterativeFilter iterate;
@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);
Material GreenWireFrame = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
GreenWireFrame.setColor("Color", ColorRGBA.Green);
GreenWireFrame.getAdditionalRenderState().setWireframe(true);
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", 65, 513, 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(65, 1.5f)); // 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));
// You can map one or several inputs to one named action
this.inputManager.addMapping("MoveCamera", new KeyTrigger(KeyInput.KEY_E));
this.inputManager.addListener(this.actionListener, "MoveCamera");
}
boolean bFlipFlop=false;
private final ActionListener actionListener = new ActionListener()
{
@Override
public void onAction(final String name, final boolean keyPressed, final float tpf)
{
if (name.equals("MoveCamera")&& keyPressed)
{
if(bFlipFlop)
{
TerrainFractalGridTest.this.getCamera().lookAtDirection(new Vector3f(-0.6315f, -0.3342f, -0.6995f), TerrainFractalGridTest.this.getCamera().getUp());
TerrainFractalGridTest.this.getCamera().setLocation(new Vector3f(0, 200, 0));
bFlipFlop = false;
}
else{
TerrainFractalGridTest.this.getCamera().lookAtDirection(new Vector3f(-0.6315f, -0.3342f, -0.6995f), TerrainFractalGridTest.this.getCamera().getUp());
TerrainFractalGridTest.this.getCamera().setLocation(new Vector3f(-265, 200, -265));
bFlipFlop = true;
}
}
}
};
@Override
public void simpleUpdate(final float tpf) {
}
}
[/java]