Now have a planet on the screen and movable
Stolen code, wrong planet, not zoomable or rotatable, but not nothing.
This commit is contained in:
parent
4fa67075ec
commit
ca2e80abf4
6
.gitignore
vendored
6
.gitignore
vendored
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@ -13,3 +13,9 @@ pom.xml.asc
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.hg/
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.clj-kondo/*
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.lsp/*
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*.log
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.calva/*
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*.so
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39
project.clj
39
project.clj
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@ -3,13 +3,44 @@
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:license {:name "GNU General Public License,version 2.0 or (at your option) any later version"
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:url "https://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html"}
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:dependencies [[jme-clj "0.1.13"]
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[com.jme3/jmonkeyengine3 "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-testdata "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-terrain "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-plugins "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-niftygui "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-plugins "3.0.0-SNAPSHOT"]
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||||
[com.jme3/jME3-lwjgl "3.0.0-SNAPSHOT"]
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||||
[com.jme3/jME3-lwjgl-natives "3.0.0-SNAPSHOT"]
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||||
[com.jme3/jME3-jogg "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-jbullet "3.0.0-SNAPSHOT"]
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||||
[com.jme3/jME3-desktop "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-core "3.0.0-SNAPSHOT"]
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||||
[com.jme3/jME3-blender "3.0.0-SNAPSHOT"]
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[com.jme3/jME3-effects "3.0.0.20121220-SNAPSHOT"]
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[com.jme3/jME3-networking "3.0.0.20121220-SNAPSHOT"]
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[com.jme3/j-ogg-oggd "3.0.0-SNAPSHOT"]
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||||
[com.jme3/j-ogg-vorbisd "3.0.0-SNAPSHOT"]
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[com.jme3/eventbus "3.0.0-SNAPSHOT"]
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[com.jme3/jbullet "3.0.0-SNAPSHOT"]
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[com.jme3/jinput "3.0.0-SNAPSHOT"]
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||||
[com.jme3/lwjgl "3.0.0-SNAPSHOT"]
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[com.jme3/nifty "3.0.0-SNAPSHOT"]
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[com.jme3/nifty-default-controls "3.0.0-SNAPSHOT"]
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[com.jme3/nifty-style-black "3.0.0-SNAPSHOT"]
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[com.jme3/nifty-examples "3.0.0-SNAPSHOT"]
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[com.jme3/noise "3.0.0-SNAPSHOT"]
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[com.jme3/stack-alloc "3.0.0-SNAPSHOT"]
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[com.jme3/vecmath "3.0.0-SNAPSHOT"]
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[com.jme3/xmlpull-xpp3 "3.0.0-SNAPSHOT"]
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[org.clojure/clojure "1.10.3"]]
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:main ^:skip-aot climate-game.core
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:java-source-paths ["src/java"]
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:main ^:skip-aot cc.journeyman.climate-game.core
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:plugins [[lein-cloverage "1.2.2"]
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[lein-codox "0.10.7-cloverage"]]
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:profiles {:uberjar {:aot :all
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:jvm-opts ["-Dclojure.compiler.direct-linking=true"]}}
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:repositories {"oss-sonatype"
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"https://oss.sonatype.org/content/repositories/snapshots/"}
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:source-paths ["src/clj"]
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:target-path "target/%s"
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:url "http://example.com/FIXME"
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)
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:url "http://example.com/FIXME")
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@ -1,7 +0,0 @@
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(ns cc.journeyman.climate-game.core
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(:gen-class))
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(defn -main
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"I don't do a whole lot ... yet."
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[& args]
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(println "Hello, World!"))
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22
src/clj/cc/journeyman/climate_game/core.clj
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22
src/clj/cc/journeyman/climate_game/core.clj
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@ -0,0 +1,22 @@
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(ns cc.journeyman.climate-game.core
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(:require [jme-clj.core :refer [add-to-root box defsimpleapp geo material set* start]])
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(:import [aaronperkins.planeteg PlanetApp]
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[com.jme3.math ColorRGBA Vector3f]
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[com.jme3.app SimpleApplication]
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[com.jme3.scene Geometry]
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[com.jme3.material Material]
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[com.jme3.light DirectionalLight]))
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;; (defn init []
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;; (let [box (box 1 1 1)
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;; geom (geo "Box" box)
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;; mat (material "Common/MatDefs/Misc/Unshaded.j3md")]
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;; (set* mat :color "Color" ColorRGBA/Blue)
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;; (set* geom :material mat)
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;; (add-to-root geom)))
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;; (defsimpleapp app :init init)
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(def app (PlanetApp.))
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(start app)
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src/java/aaronperkins/planeteg/PlanetApp.java
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57
src/java/aaronperkins/planeteg/PlanetApp.java
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@ -0,0 +1,57 @@
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package aaronperkins.planeteg;
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import com.jme3.app.SimpleApplication;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.material.Material;
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import com.jme3.light.DirectionalLight;
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/**
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* Stolen in whole cloth from https://gist.github.com/aaronperkins/1775883
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*/
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public class PlanetApp extends SimpleApplication {
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Geometry planet;
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public static void main(String[] args){
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PlanetApp app = new PlanetApp();
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app.start();
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}
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@Override
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public void simpleInitApp() {
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// Setup camera
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this.getCamera().setLocation(new Vector3f(0,0,1000));
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this.getFlyByCamera().setMoveSpeed(200.0f);
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// Add sun
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DirectionalLight sun = new DirectionalLight();
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sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
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rootNode.addLight(sun);
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// Add planet
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planet = new Geometry("Planet");
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PlanetMeshGen planetMeshGen = new PlanetMeshGen();
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planetMeshGen.generateHeightmap();
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planet.setMesh(planetMeshGen.generateMesh());
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Material mat = new Material(this.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
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mat.setBoolean("UseVertexColor", true);
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// Uncommet for wireframe
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//mat.getAdditionalRenderState().setWireframe(true);
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planet.setMaterial(mat);
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rootNode.attachChild(planet);
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}
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@Override
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public void simpleUpdate(float tpf) {
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planet.rotate(0, 0.005f*tpf, 0);
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}
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}
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330
src/java/aaronperkins/planeteg/PlanetMeshGen.java
Normal file
330
src/java/aaronperkins/planeteg/PlanetMeshGen.java
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@ -0,0 +1,330 @@
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package aaronperkins.planeteg;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.util.BufferUtils;
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import com.jme3.math.FastMath;
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import java.util.List;
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import java.util.ArrayList;
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import java.util.Random;
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/**
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* Stolen in whole cloth from https://gist.github.com/aaronperkins/1775883
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* <code>PlanetMeshGen</code>
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* Generates a planet from a random heightmap.
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* Orginal source:
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* http://ahuynh.posterous.com/article-1-generating-a-planet-in-opengl
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* Adapted for jmonkeyengine by:
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* ajperkins@gmail.com
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*/
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public class PlanetMeshGen {
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// Radius of planet
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protected float planetRadius;
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// Width of heightmap
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protected int heightmapWidth;
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// Stores heightmap data
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protected float heightmapData[];
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public PlanetMeshGen() {
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}
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public Mesh generateMesh () {
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return generateMesh(250);
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}
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public Mesh generateMesh (float radius) {
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planetRadius = radius;
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Mesh mesh = new Mesh();
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int gammaSamples = heightmapWidth;
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int thetaSamples = (heightmapWidth - 1) * 2;
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List<Vector3f> vertexList = new ArrayList<Vector3f>();
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List<Vector3f> normalList = new ArrayList<Vector3f>();
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List<Integer> indexList = new ArrayList<Integer>();
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List<Float> colorList = new ArrayList<Float>();
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// Horizontal points
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float gammaStep = 2 * FastMath.PI / thetaSamples;
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// Vertical points
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float thetaStep = FastMath.PI / ( gammaSamples - 1 );
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// Generate vertices
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for( int i = 0; i < thetaSamples; i++ ) {
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float gamma = i * gammaStep;
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for( int j = 0; j < gammaSamples; j++ ) {
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float theta = j * thetaStep;
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Vector3f pt = new Vector3f();
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pt.x = planetRadius * FastMath.sin( theta ) * FastMath.cos( gamma );
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pt.y = planetRadius * FastMath.cos( theta );
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pt.z = planetRadius * FastMath.sin( theta ) * FastMath.sin( gamma );
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float height = getHeight(i,j);
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vertexList.add( pt.normalize().mult(planetRadius + height) );
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// Set vertex colors
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if( height <= 1f ) {
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colorList.add(0.0f);
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colorList.add(0.4f);
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colorList.add(0.8f);
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colorList.add(1.0f); // Ocean
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} else if( height <= 1.5f ) {
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colorList.add(0.83f);
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colorList.add(0.72f);
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colorList.add(0.34f);
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colorList.add(1.0f); // Sand
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} else if( height <= 10f ) {
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colorList.add(0.2f);
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colorList.add(0.6f);
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colorList.add(0.1f);
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colorList.add(1.0f); // Grass
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} else {
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colorList.add(0.5f);
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colorList.add(0.5f);
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colorList.add(0.5f);
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colorList.add(1.0f); // Mountains
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}
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}
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}
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// Generate normals
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for( int i = 0; i < thetaSamples; i++ ) {
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for( int j = 0; j < gammaSamples; j++ ) {
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int i1 = i * gammaSamples + j;
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int i2 = ( ( i + 1 ) % thetaSamples ) * gammaSamples + j;
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int i3 = ( ( i + 1 ) % thetaSamples ) * gammaSamples + j + 1;
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int i4 = i * gammaSamples + j + 1;
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if( j >= gammaSamples-1 ) {
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i3 = gammaSamples + j + 1;
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i4 = j + 1;
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}
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Vector3f v1 = vertexList.get(i1);
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Vector3f v2 = vertexList.get(i2);
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Vector3f v3 = vertexList.get(i3);
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Vector3f v4 = vertexList.get(i4);
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Vector3f normal;
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Vector3f t1, t2, t3, t4;
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Vector3f n1, n2, n3, n4;
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t1 = v1.subtract( v1 );
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t2 = v2.subtract( v3 );
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t3 = v3.subtract( v4 );
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t4 = v4.subtract( v1 );
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n1 = t1.cross( t2 ).normalize();
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n2 = t2.cross( t3 ).normalize();
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n3 = t3.cross( t4 ).normalize();
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n4 = t4.cross( t1 ).normalize();
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normal = n1.add( n2 ).add( n3 ).add( n4 ).normalize();
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normalList.add(normal);
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}
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}
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// Generate indices
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for( int i = 0; i < thetaSamples; i++ ) {
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for( int j = 0; j < gammaSamples-1; j++ ) {
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Integer i1 = i * gammaSamples + j;
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Integer i2 = ( ( i + 1 ) % thetaSamples ) * gammaSamples + j;
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Integer i3 = ( ( i + 1 ) % thetaSamples ) * gammaSamples + j + 1;
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Integer i4 = i * gammaSamples + j + 1;
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indexList.add( i1 );
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indexList.add( i2 );
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indexList.add( i3 );
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indexList.add( i1 );
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indexList.add( i3 );
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indexList.add( i4 );
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}
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}
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// Set buffers
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mesh.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertexList.toArray(new Vector3f[0])));
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mesh.setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normalList.toArray(new Vector3f[0])));
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mesh.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(toIntArray(indexList)));
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mesh.setBuffer(Type.Color, 4, BufferUtils.createFloatBuffer(toFloatArray(colorList)));
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mesh.updateBound();
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return mesh;
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}
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/**
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* Create the heightmap for the planet with default values.
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*
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*/
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public void generateHeightmap( ) {
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generateHeightmap( 750, 19580427, 30, 90, 25000, .8f, .3f );
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}
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/**
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* Create the heightmap for the planet.
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*
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* @param width The width of the heightmap. Larger values mean more complex mesh
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* @param seed The random seed for generating the heightmap
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* @param numIslands Total number of land masses
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* @param islandRadius How big each land mass is
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* @param iterations More interation equals more complex features
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* @param displacment How high land features get
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* @param smoothing Lower numbers mean smoother land features
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*/
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public void generateHeightmap(int width, int seed, int numIslands, float islandRadius, int iterations, float displacement, float smoothing ) {
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heightmapWidth = width;
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heightmapData = new float[heightmapWidth * heightmapWidth];
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Random rGenerator = new Random(seed);
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for( int j = 0; j < numIslands; j++ ) {
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// Find a random spot to grow an island
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int sx = rGenerator.nextInt(heightmapWidth);
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int sy = rGenerator.nextInt(heightmapWidth);
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int x = sx, y = sy;
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for( int i = 0; i < iterations; i++ ) {
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float d = getData( x, y );
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// Check neighbors
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if( getData( x-1, y ) < d ) {
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setData( x-1, y, getData( x-1, y ) + displacement );
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} else if( getData( x+1, y ) < d ) {
|
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setData( x+1, y, getData( x+1, y ) + displacement );
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} else if( this.getData( x, y-1 ) < d ) {
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setData( x, y-1, getData( x, y-1 ) + displacement );
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} else if( this.getData( x, y+1 ) < d ) {
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setData( x, y+1, getData( x, y+1 ) + displacement );
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} else {
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setData( x, y, d + displacement );
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}
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switch( rGenerator.nextInt(4) ) {
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case 0:
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y++;
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if( inCircle( sx, sy, x, y, islandRadius ) &&
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y > 0 && y < heightmapWidth ) {
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break;
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} else {
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y--;
|
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}
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case 1:
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y--;
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if( inCircle( sx, sy, x, y, islandRadius ) &&
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y > 0 && y < heightmapWidth ) {
|
||||
break;
|
||||
} else {
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y++;
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}
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case 2:
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x++;
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if( inCircle( sx, sy, x, y, islandRadius ) &&
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x > 0 && x < heightmapWidth ) {
|
||||
break;
|
||||
} else {
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x--;
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||||
}
|
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case 3:
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x--;
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||||
if( inCircle( sx, sy, x, y, islandRadius ) &&
|
||||
x > 0 && x < heightmapWidth ) {
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||||
break;
|
||||
} else {
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x++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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smooth( smoothing );
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}
|
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|
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protected void smooth( float k ) {
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for( int x = 1; x < heightmapWidth; x++ ) {
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for( int z = 0; z < heightmapWidth; z++ ) {
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heightmapData[ x * heightmapWidth + z ] =
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heightmapData[ (x-1) * heightmapWidth + z ] * ( 1 - k ) +
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heightmapData[ x * heightmapWidth + z ] * k;
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}
|
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}
|
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|
||||
for( int x = heightmapWidth-2; x >= 0; x-- ) {
|
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for( int z = 0; z < heightmapWidth; z++ ) {
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heightmapData[ x * heightmapWidth + z ] =
|
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heightmapData[ (x+1) * heightmapWidth + z ] * ( 1 - k ) +
|
||||
heightmapData[ x * heightmapWidth + z ] * k;
|
||||
}
|
||||
}
|
||||
|
||||
for( int x = 0; x < heightmapWidth; x++ ) {
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for( int z = heightmapWidth-2; z >= 0; z-- ) {
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heightmapData[ x * heightmapWidth + z ] =
|
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heightmapData[ x * heightmapWidth + (z+1) ] * ( 1 - k ) +
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heightmapData[ x * heightmapWidth + z ] * k;
|
||||
}
|
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}
|
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|
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for( int x = 0; x < heightmapWidth; x++ ) {
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for( int z = 1; z < heightmapWidth; z++ ) {
|
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heightmapData[ x * heightmapWidth + z ] =
|
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heightmapData[ x * heightmapWidth + (z-1) ] * ( 1 - k ) +
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heightmapData[ x * heightmapWidth + z ] * k;
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}
|
||||
}
|
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}
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||||
|
||||
protected float getHeight( int i, int j ) {
|
||||
float offset;
|
||||
if( i >= heightmapWidth ) {
|
||||
offset = heightmapData[ ( ( 2 * heightmapWidth - 1 ) - i ) * heightmapWidth + j ];
|
||||
} else {
|
||||
offset = heightmapData[ i * heightmapWidth + j ];
|
||||
}
|
||||
|
||||
return offset;
|
||||
}
|
||||
|
||||
protected float getData( int x, int y ) {
|
||||
int index = x * heightmapWidth + y;
|
||||
if (index < heightmapData.length && index >= 0)
|
||||
return heightmapData[ index ];
|
||||
else
|
||||
return 0f;
|
||||
}
|
||||
|
||||
protected void setData( int x, int y, float val ) {
|
||||
int index = x * heightmapWidth + y;
|
||||
if (index < heightmapData.length)
|
||||
heightmapData[ index ] = val;
|
||||
}
|
||||
|
||||
protected boolean inCircle ( int sx, int sy, int x, int y, float r ) {
|
||||
return ( FastMath.pow( x-sx, 2) + FastMath.pow( y-sy, 2 ) ) < FastMath.pow( r, 2 );
|
||||
}
|
||||
|
||||
protected int[] toIntArray(List<Integer> list) {
|
||||
int[] ret = new int[list.size()];
|
||||
int i = 0;
|
||||
for (Integer e : list)
|
||||
ret[i++] = e.intValue();
|
||||
return ret;
|
||||
}
|
||||
|
||||
protected float[] toFloatArray(List<Float> list) {
|
||||
float[] ret = new float[list.size()];
|
||||
int i = 0;
|
||||
for (Float e : list)
|
||||
ret[i++] = e.floatValue();
|
||||
return ret;
|
||||
}
|
||||
|
||||
} // End PlanetMeshGen Class
|
Loading…
Reference in a new issue