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Added NPCs walking around.

master
Dejvino 7年前
コミット
e1f20c7adb
13個のファイルの変更258行の追加2行の削除
  1. +149
    -0
      assets-src/Models/Cube.mesh.xml
  2. +42
    -0
      assets-src/Models/Material.material
  3. バイナリ
      assets-src/Models/person.blend
  4. バイナリ
      assets-src/Models/person.blend1
  5. バイナリ
      assets-src/Models/person.png
  6. +24
    -0
      assets-src/Models/person.scene
  7. バイナリ
      assets-src/Textures/person.png
  8. バイナリ
      assets/Models/person.j3o
  9. +3
    -0
      assets/Models/person.j3odata
  10. バイナリ
      assets/Models/person.png
  11. バイナリ
      assets/Textures/person.png
  12. バイナリ
      screenshot.png
  13. +40
    -2
      src/roadtrip/RoadTrip.java

+ 149
- 0
assets-src/Models/Cube.mesh.xml ファイルの表示

@@ -0,0 +1,149 @@
<?xml version="1.0" encoding="UTF-8"?>
<mesh>
<sharedgeometry vertexcount="24">
<vertexbuffer colours_diffuse="False" normals="true" positions="true" texture_coords="1">
<vertex>
<position y="-1.000000" z="1.000000" x="1.000000"/>
<normal y="-1.000000" z="0.000000" x="0.000000"/>
<texcoord v="0.637624" u="0.125767"/>
</vertex>
<vertex>
<position y="-1.000000" z="1.000000" x="-1.000000"/>
<normal y="-1.000000" z="0.000000" x="0.000000"/>
<texcoord v="0.637624" u="0.255208"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="-1.000000"/>
<normal y="-1.000000" z="0.000000" x="0.000000"/>
<texcoord v="0.508183" u="0.255208"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="1.000000"/>
<normal y="-1.000000" z="0.000000" x="0.000000"/>
<texcoord v="0.508183" u="0.125767"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="1.000000"/>
<normal y="1.000000" z="-0.000000" x="-0.000000"/>
<texcoord v="0.642195" u="0.127299"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="1.000000"/>
<normal y="1.000000" z="-0.000000" x="-0.000000"/>
<texcoord v="0.504590" u="0.127299"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="-1.000000"/>
<normal y="1.000000" z="-0.000000" x="-0.000000"/>
<texcoord v="0.504590" u="0.001320"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="-1.000000"/>
<normal y="1.000000" z="-0.000000" x="-0.000000"/>
<texcoord v="0.642195" u="0.001320"/>
</vertex>
<vertex>
<position y="-1.000000" z="1.000000" x="1.000000"/>
<normal y="0.000000" z="1.000000" x="-0.000000"/>
<texcoord v="0.500401" u="0.257550"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="1.000000"/>
<normal y="0.000000" z="1.000000" x="-0.000000"/>
<texcoord v="0.004050" u="0.257551"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="-1.000000"/>
<normal y="0.000000" z="1.000000" x="-0.000000"/>
<texcoord v="0.004050" u="0.128401"/>
</vertex>
<vertex>
<position y="-1.000000" z="1.000000" x="-1.000000"/>
<normal y="0.000000" z="1.000000" x="-0.000000"/>
<texcoord v="0.500401" u="0.128401"/>
</vertex>
<vertex>
<position y="-1.000000" z="1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-0.000000" x="-1.000000"/>
<texcoord v="0.499039" u="0.511562"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-0.000000" x="-1.000000"/>
<texcoord v="0.002312" u="0.511243"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-0.000000" x="-1.000000"/>
<texcoord v="0.002312" u="0.389646"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-0.000000" x="-1.000000"/>
<texcoord v="0.499039" u="0.389965"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-1.000000" x="0.000000"/>
<texcoord v="0.500401" u="0.386992"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="-1.000000"/>
<normal y="-0.000000" z="-1.000000" x="0.000000"/>
<texcoord v="0.004050" u="0.386992"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="1.000000"/>
<normal y="-0.000000" z="-1.000000" x="0.000000"/>
<texcoord v="0.004050" u="0.257842"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="1.000000"/>
<normal y="-0.000000" z="-1.000000" x="0.000000"/>
<texcoord v="0.500401" u="0.257842"/>
</vertex>
<vertex>
<position y="1.000000" z="1.000000" x="1.000000"/>
<normal y="0.000000" z="0.000000" x="1.000000"/>
<texcoord v="0.004451" u="-0.001422"/>
</vertex>
<vertex>
<position y="-1.000000" z="1.000000" x="1.000000"/>
<normal y="0.000000" z="0.000000" x="1.000000"/>
<texcoord v="0.500802" u="-0.001422"/>
</vertex>
<vertex>
<position y="-1.000000" z="-1.000000" x="1.000000"/>
<normal y="0.000000" z="0.000000" x="1.000000"/>
<texcoord v="0.500802" u="0.127810"/>
</vertex>
<vertex>
<position y="1.000000" z="-1.000000" x="1.000000"/>
<normal y="0.000000" z="0.000000" x="1.000000"/>
<texcoord v="0.004451" u="0.127810"/>
</vertex>
</vertexbuffer>
</sharedgeometry>
<submeshes>
<submesh material="Material" operationtype="triangle_list" use32bitindexes="False" usesharedvertices="true">
<faces count="12">
<face v3="2" v2="1" v1="0"/>
<face v3="3" v2="2" v1="0"/>
<face v3="6" v2="5" v1="4"/>
<face v3="7" v2="6" v1="4"/>
<face v3="10" v2="9" v1="8"/>
<face v3="11" v2="10" v1="8"/>
<face v3="14" v2="13" v1="12"/>
<face v3="15" v2="14" v1="12"/>
<face v3="18" v2="17" v1="16"/>
<face v3="19" v2="18" v1="16"/>
<face v3="22" v2="21" v1="20"/>
<face v3="23" v2="22" v1="20"/>
</faces>
</submesh>
</submeshes>
<submeshnames>
<submesh index="0" name="Material">
</submesh>
</submeshnames>
</mesh>

+ 42
- 0
assets-src/Models/Material.material ファイルの表示

@@ -0,0 +1,42 @@
// Material genrated by blender2ogre 0.5.8

material Material
{
receive_shadows on

technique
{
pass Material
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0

alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on

texture_unit
{
texture person.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}

バイナリ
assets-src/Models/person.blend ファイルの表示


バイナリ
assets-src/Models/person.blend1 ファイルの表示


バイナリ
assets-src/Models/person.png ファイルの表示

変更前 変更後
幅: 256  |  高さ: 256  |  サイズ: 1.3 KiB

+ 24
- 0
assets-src/Models/person.scene ファイルの表示

@@ -0,0 +1,24 @@
<scene exported_by="dejvino" export_time="1483218291.9523585" formatVersion="1.0.1" previous_export_time="1483218209.9221447" >
<nodes >
<node name="Cube" >
<position y="1.693228" z="-0.000000" x="0.000000" />
<rotation qz="-0.000000" qw="1.000000" qx="0.000000" qy="0.000000" />
<scale y="1.642234" z="0.377920" x="0.377920" />
<game >
<sensors />
<actuators />
</game>
<entity damping_trans="0.02539999969303608" meshFile="Cube.mesh" ghost="False" friction_y="1.0" lock_rot_x="False" mass="1.0" anisotropic_friction="False" actor="False" lock_trans_z="False" lock_rot_z="False" name="Cube" lock_trans_y="False" mass_radius="1.0" damping_rot="0.1589999943971634" velocity_max="0.0" velocity_min="0.0" lock_trans_x="False" lock_rot_y="False" friction_x="1.0" physics_type="STATIC" inertia_tensor="0.4000000059604645" friction_z="1.0" />
</node>
</nodes>
<externals >
<item type="material" >
<file name="P:\Development\roadtrip\assets-src\Models\Material.material" />
</item>
</externals>
<environment >
<colourAmbient g="0.0" r="0.0" b="0.0" />
<colourBackground g="0.05087608844041824" r="0.05087608844041824" b="0.05087608844041824" />
<colourDiffuse g="0.05087608844041824" r="0.05087608844041824" b="0.05087608844041824" />
</environment>
</scene>

バイナリ
assets-src/Textures/person.png ファイルの表示

変更前 変更後
幅: 256  |  高さ: 256  |  サイズ: 1.3 KiB

バイナリ
assets/Models/person.j3o ファイルの表示


+ 3
- 0
assets/Models/person.j3odata ファイルの表示

@@ -0,0 +1,3 @@
#
#Sat Dec 31 22:05:36 CET 2016
ORIGINAL_PATH=Models/person.scene

バイナリ
assets/Models/person.png ファイルの表示

変更前 変更後
幅: 256  |  高さ: 256  |  サイズ: 1.3 KiB

バイナリ
assets/Textures/person.png ファイルの表示

変更前 変更後
幅: 256  |  高さ: 256  |  サイズ: 1.3 KiB

バイナリ
screenshot.png ファイルの表示

変更前 変更後
幅: 1026  |  高さ: 795  |  サイズ: 938 KiB 幅: 1026  |  高さ: 795  |  サイズ: 912 KiB

+ 40
- 2
src/roadtrip/RoadTrip.java ファイルの表示

@@ -5,6 +5,8 @@ import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.control.BetterCharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.control.VehicleControl;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
@@ -17,6 +19,7 @@ import com.jme3.math.Vector3f;
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.Cylinder;
/**
@@ -25,6 +28,7 @@ import com.jme3.scene.shape.Cylinder;
*/
public class RoadTrip extends SimpleApplication implements ActionListener {
public static boolean DEBUG = false;//true;
final int WEAK = 1;
final int TRUCK = 2;
final int SPORT = 3;
@@ -51,7 +55,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
if (DEBUG) bulletAppState.getPhysicsSpace().enableDebug(assetManager);
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
setupKeys();
buildPlayer();
@@ -61,6 +65,12 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
getPhysicsSpace().addAll(map);
vehicle.setPhysicsLocation(new Vector3f(5f, 30f, 5f));
addPerson();
addPerson();
addPerson();
addPerson();
addPerson();
}
private PhysicsSpace getPhysicsSpace(){
@@ -87,7 +97,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
private void buildPlayer() {
Material mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Red);
mat.setColor("Color", ColorRGBA.Black);
//create a compound shape and attach the BoxCollisionShape for the car body at 0,1,0
//this shifts the effective center of mass of the BoxCollisionShape to 0,-1,0
@@ -127,6 +137,12 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
float xOff = 1.6f;
float zOff = 2f;
Geometry carBody = new Geometry("car body", new Box(new Vector3f(0.0f, 1f, 0.0f), 1.4f, 0.5f, 3.6f));
Material matBody = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
matBody.setColor("Color", ColorRGBA.Red);
carBody.setMaterial(matBody);
vehicleNode.attachChild(carBody);
Cylinder wheelMesh = new Cylinder(16, 16, radius, radius * 0.2f, true);
Node node1 = new Node("wheel 1 node");
@@ -207,6 +223,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
accelerationForce = 20000f;
brakeForce = 200f;
}
mat.getAdditionalRenderState().setWireframe(false);
}
@Override
@@ -285,4 +302,25 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
}
}
}
private void addPerson() {
Spatial personModel = assetManager.loadModel("Models/person.j3o");
Node person = new Node("person");
person.attachChild(personModel);
BetterCharacterControl personControl = new BetterCharacterControl(1f, 4f, 10f);
/*personModel.setLocalTranslation(0f, -1f, 0f);
BoxCollisionShape personShape = new BoxCollisionShape(new Vector3f(0.5f, 2f, 0.5f));
RigidBodyControl personControl = new RigidBodyControl(personShape, 80f);/**/
person.addControl(personControl);
/**/personControl.setJumpForce(new Vector3f(0,5f,0));
personControl.setGravity(new Vector3f(0,1f,0));
personControl.warp(new Vector3f(10f + (float)Math.random() * 10f, 30f, 12f + (float)Math.random() * 10f));/**/
//personControl.setPhysicsLocation(new Vector3f(10f, 30f, 12f));
getPhysicsSpace().add(personControl);
getPhysicsSpace().addAll(person);
rootNode.attachChild(person);
Vector3f dir = new Vector3f((float)Math.random() * 2f - 1f, 0f, (float)Math.random() * 2f - 1f);
personControl.setViewDirection(dir);
personControl.setWalkDirection(dir);
}
}

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