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- <body class="article toc2 toc-left">
- <div id="header">
- <h1>jMonkeyEngine 3 第二颗 (2) - Hello Node</h1>
- <div id="toc" class="toc2">
- <div id="toctitle">Table of Contents</div>
- <ul class="sectlevel1">
- <li><a href="#例子">例子</a></li>
- <li><a href="#口语到-jme-语">口语到 JME 语</a></li>
- <li><a href="#understanding-the-code">Understanding the Code</a>
- <ul class="sectlevel2">
- <li><a href="#what-is-a-pivot-node">What is a Pivot Node?</a></li>
- </ul>
- </li>
- <li><a href="#how-do-i-populate-the-scenegraph">How do I Populate the Scenegraph?</a></li>
- <li><a href="#how-do-i-transform-spatials">How do I Transform Spatials?</a></li>
- <li><a href="#how-do-i-troubleshoot-spatials">How do I Troubleshoot Spatials?</a></li>
- <li><a href="#how-do-i-add-custom-data-to-spatials">How do I Add Custom Data to Spatials?</a></li>
- <li><a href="#conclusion">Conclusion</a></li>
- </ul>
- </div>
- </div>
- <div id="content">
- <div id="preamble">
- <div class="sectionbody">
- <div class="paragraph">
- <p>先看: <a href="jme3/the_scene_graph.html">Hello SimpleApplication</a>,
- 在看: <a href="jme3/beginner/hello_asset.html">Hello Assets</a>.</p>
- </div>
- <div class="paragraph">
- <p>我的中文不是呢么好,请你们帮我咻咻他。谢谢。</p>
- </div>
- <div class="paragraph">
- <p>在这一课,你会学怎么去盖一个3D场景。</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>学这一棵前,你先好知道什么是<a href="http://jmonkeyengine.org/wiki/doku.php/jme3:setting_up_jme3_in_eclipse">Scene Graph</a>,</p>
- </li>
- <li>
- <p>如果你不知道他是什么,就看<a href="jme3/scenegraph_for_dummies.html">Scene Graph for Dummies</a>.</p>
- </li>
- </ul>
- </div>
- <div class="paragraph">
- <p>盖3D游戏时:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>你要雕塑3D人,房子,ect。</p>
- </li>
- <li>
- <p>你要方静你的模型在游戏场景里</p>
- </li>
- <li>
- <p>你要动,便形,转,图上颜色,和动画他们。</p>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>你会学怎么用 Scene Graph 做什么,学为什么 RootNode 呢么重要,学怎么放变量比如活力或钱经一个 Node,学怎么动,转或变你的模型的形状,和你会学 Node 和 Geometry 有什么分别。</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="例子">例子</h2>
- <div class="sectionbody">
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----<span class="keyword">package</span> <span class="namespace">jme3test.helloworld</span>;</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>import com.jme3.app.SimpleApplication;
- import com.jme3.material.Material;
- import com.jme3.math.Vector3f;
- import com.jme3.scene.Geometry;
- import com.jme3.scene.shape.Box;
- import com.jme3.math.ColorRGBA;
- import com.jme3.scene.Node;</p>
- </div>
- <div class="paragraph">
- <p>/<strong>* Sample 2 - 怎么用 Nodes 去动或变模型。
- *Root Node 很特别,你只能看到放在它上的模型</strong>/</p>
- </div>
- <div class="paragraph">
- <p>public class HelloNode extends SimpleApplication {</p>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>public static void main(String[] args){
- HelloNode app = new HelloNode();
- app.start();
- }</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>@Override
- public void simpleInitApp() {</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 改一个新蓝色的立方体在(1,1,1)*/
- Box box1 = new Box( Vector3f.ZERO, 1,1,1);
- Geometry blue = new Geometry("Box", box1);
- Material mat1 = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- mat1.setColor("Color", ColorRGBA.Blue);
- blue.setMaterial(mat1);
- blue.move(1,-1,1);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/**盖一个新红色的立方体在(1,3,1)*/
- Box box2 = new Box( Vector3f.ZERO, 1,1,1);
- Geometry red = new Geometry("Box", box2);
- Material mat2 = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- mat2.setColor("Color", ColorRGBA.Red);
- red.setMaterial(mat2);
- red.move(1,3,1);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 改一个新 Node 叫 ”pivot“ 在 (0,0,0),放他在 Root Node 上*/
- Node pivot = new Node("pivot");
- rootNode.attachChild(pivot); // 放 pivot 在 Root Node 上。</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre> /** 放那两个立方体在在 pivot 上 */
- pivot.attachChild(blue);
- pivot.attachChild(red);
- /** 转 pivot:那两个立方体会跟他转*/
- pivot.rotate(.4f,.4f,0f);
- }
- }----
- 开始 Hello Node 后,你会看到两个一样斜的立方体。</pre>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="口语到-jme-语">口语到 JME 语</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>在这一个,你学到了几个东西:</p>
- </div>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 50%;">
- <col style="width: 50%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">你要做什么</th>
- <th class="tableblock halign-left valign-top">怎么说在JME语言</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Lay out the 3D scene</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Populate the scene graph</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Create scene objects</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Create Spatials (e.g. create Geometries)</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Make an object appear in the scene</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Attach a Spatial to the rootNode</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Make an object disappear from the scene</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Detach the Spatial from the rootNode</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Position/move, turn, or resize an object</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Translate, or rotate, or scale an object = transform an object.</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- <div class="paragraph">
- <p>Every JME3 application has a rootNode: Your game automatically inherits the <code>rootNode</code> object from SimpleApplication. Everything attached to the rootNode is part of the scene graph. The elements of the scene graph are Spatials.</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>A Spatial contains the location, rotation, and scale of an object.</p>
- </li>
- <li>
- <p>A Spatial can be loaded, transformed, and saved.</p>
- </li>
- <li>
- <p>There are two types of Spatials: Nodes and Geometries.</p>
- </li>
- </ul>
- </div>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 100%;">
- </colgroup>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Geometry</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Node</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Visibility:</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Geometry is a visible scene object.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Node is an invisible “handle for scene objects.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Purpose:</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Geometry stores an object’s looks.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Node groups Geometries and other Nodes together.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Examples:</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A box, a sphere, a player, a building, a piece of terrain, a vehicle, missiles, NPCs, etc…</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>The <code>rootNode</code>, a floor node grouping several terrains, a custom vehicle-with-passengers node, a player-with-weapon node, an audio node, etc…</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <div class="sect1">
- <h2 id="understanding-the-code">Understanding the Code</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>What happens in the code snippet? You use the <code>simpleInitApp()</code> method that was introduced in the first tutorial to initialize the scene.</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>You create the first box Geometry.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Create a Box shape with a radius of (1,1,1), that makes the box 2x2x2 world units big.</p>
- </li>
- <li>
- <p>Position the box at (1,-1,1) using the move() method. (Don’t change the Vector3f.ZERO unless you want to change the center of rotation)</p>
- </li>
- <li>
- <p>Wrap the Box shape into a Geometry.</p>
- </li>
- <li>
- <p>Create a blue material.</p>
- </li>
- <li>
- <p>Apply the blue material to the Box Geometry.</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre> Box box1 = new Box( Vector3f.ZERO, 1,1,1);
- Geometry blue = new Geometry("Box", box1);
- Material mat1 = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- mat1.setColor("Color", ColorRGBA.Blue);
- blue.setMaterial(mat1);
- blue.move(1,-1,1);----
- . You create a second box Geometry.
- ** Create a second Box shape with the same size.
- ** Position the second box at (1,3,1). This is straight above the first box, with a gap of 2 world units inbetween.
- ** Wrap the Box shape into a Geometry.
- ** Create a red material.
- ** Apply the red material to the Box Geometry.
- [source,java]</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>Box box2 = new Box( Vector3f.ZERO, 1,1,1);
- Geometry red = new Geometry("Box", box2);
- Material mat2 = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- mat2.setColor("Color", ColorRGBA.Red);
- red.setMaterial(mat2);
- red.move(1,3,1);----</pre>
- </div>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>You create a pivot Node.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Name the Node “pivot.</p>
- </li>
- <li>
- <p>By default the Node is positioned at (0,0,0).</p>
- </li>
- <li>
- <p>Attach the Node to the rootNode.</p>
- </li>
- <li>
- <p>The Node has no visible appearance in the scene.</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre> Node pivot = new Node("pivot");
- rootNode.attachChild(pivot);----
- If you run the application with only the code up to here, the scene appears empty. This is because a Node is invisible, and you have not yet attached any visible Geometries to the rootNode.
- . Attach the two boxes to the pivot node.
- [source,java]</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre> pivot.attachChild(blue);
- pivot.attachChild(red);----
- If you run the app with only the code up to here, you see two cubes: A red cube straight above a blue cube.</pre>
- </div>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Rotate the pivot node.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">---- pivot.rotate( <span class="float">0.4f</span> , <span class="float">0.4f</span> , <span class="float">0.0f</span> );----
- If you run the app now, you see two boxes on top of each other <span class="error">–</span> both tilted at the same angle.</code></pre>
- </div>
- </div>
- </li>
- </ol>
- </div>
- <div class="sect2">
- <h3 id="what-is-a-pivot-node">What is a Pivot Node?</h3>
- <div class="paragraph">
- <p>You can transform (e.g. rotate) Geometries around their own center, or around a user defined center point. A user defined center point for one or more Geometries is called pivot.</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>In this example, you have grouped two Geometries by attaching them to one pivot Node. You use the pivot Node as a handle to rotate the two Geometries together around one common center. Rotating the pivot Node rotates all attached Geometries, in one step. The pivot node is the center of the rotation. Before attaching the other Geometries, make certain that the pivot node is at (0,0,0). Transforming a parent Node to transform all attached child Spatials is a common task. You will use this method a lot in your games when you move Spatials around.<br>
- <strong>Examples:</strong> A vehicle and its driver move together; a planet with its moon orbits the sun.</p>
- </li>
- <li>
- <p>Contrast this case with the other option: If you don’t create an extra pivot node and transform a Geometry, then every transformation is done relative to the Geometry’s origin (typically the center).<br>
- <strong>Examples:</strong> If you rotate each cube directly (using <code>red.rotate(0.1f , 0.2f , 0.3f);</code> and <code>blue.rotate(0.5f , 0.0f , 0.25f);</code>), then each cube is rotated individually around its center. This is similar to a planet rotating around its own center.</p>
- </li>
- </ul>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="how-do-i-populate-the-scenegraph">How do I Populate the Scenegraph?</h2>
- <div class="sectionbody">
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 50%;">
- <col style="width: 50%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Task…?</th>
- <th class="tableblock halign-left valign-top">Solution!</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Create a Spatial</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Create a Mesh shape, wrap it into a Geometry, and give it a Material. For example:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----<span class="predefined-type">Box</span> mesh = <span class="keyword">new</span> <span class="predefined-type">Box</span>(Vector3f.ZERO, <span class="integer">1</span>, <span class="integer">1</span>, <span class="integer">1</span>); <span class="comment">// a cuboid default mesh</span>
- Geometry thing = <span class="keyword">new</span> Geometry(<span class="string"><span class="delimiter">"</span><span class="content">thing</span><span class="delimiter">"</span></span>, mesh);
- Material mat = <span class="keyword">new</span> Material(assetManager,
- <span class="string"><span class="delimiter">"</span><span class="content">Common/MatDefs/Misc/ShowNormals.j3md</span><span class="delimiter">"</span></span>);
- thing.setMaterial(mat);----</code></pre>
- </div>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Make an object appear in the scene</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Attach the Spatial to the <code>rootNode</code>, or to any node that is attached to the rootNode.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----rootNode.attachChild(thing);----</code></pre>
- </div>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Remove objects from the scene</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Detach the Spatial from the <code>rootNode</code>, and from any node that is attached to the rootNode.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----rootNode.detachChild(thing);----
- [source,java]
- ----rootNode.detachAllChildren();----</code></pre>
- </div>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Find a Spatial in the scene by the object’s name, or ID, or by its position in the parent-child hierarchy.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Look at the node’s children or parent:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----Spatial thing = rootNode.getChild(<span class="string"><span class="delimiter">"</span><span class="content">thing</span><span class="delimiter">"</span></span>);----
- [source,java]
- ----Spatial twentyThird = rootNode.getChild(<span class="integer">22</span>);----
- [source,java]
- ----Spatial parent = myNode.getParent();----</code></pre>
- </div>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Specify what should be loaded at the start</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Everything you initialize and attach to the <code>rootNode</code> in the <code>simpleInitApp()</code> method is part of the scene at the start of the game.</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <div class="sect1">
- <h2 id="how-do-i-transform-spatials">How do I Transform Spatials?</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>There are three types of 3D transformation: Translation, Scaling, and Rotation.</p>
- </div>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Translation moves Spatials</th>
- <th class="tableblock halign-left valign-top">X-axis</th>
- <th class="tableblock halign-left valign-top">Y-axis</th>
- <th class="tableblock halign-left valign-top">Z-axis</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Specify the new location in three dimensions: How far away is it from the origin going right-up-forward?<br>
- To move a Spatial <em>to</em> specific coordinates, such as (0,40.2f,-2), use:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----thing.setLocalTranslation( <span class="keyword">new</span> Vector3f( <span class="float">0.0f</span>, <span class="float">40.2f</span>, -<span class="float">2.0f</span> ) );----
- To move a Spatial _by_ a certain amount, e.g. higher up (y=<span class="float">40.2f</span>) and further back (z=-<span class="float">2.0f</span>):</code></pre>
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----thing.move( <span class="float">0.0f</span>, <span class="float">40.2f</span>, -<span class="float">2.0f</span> );----</code></pre>
- </div>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>+right -left</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>+up -down</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>+forward -backward</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Scaling resizes Spatials</th>
- <th class="tableblock halign-left valign-top">X-axis</th>
- <th class="tableblock halign-left valign-top">Y-axis</th>
- <th class="tableblock halign-left valign-top">Z-axis</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Specify the scaling factor in each dimension: length, height, width.<br>
- A value between 0.0f and 1.0f shrinks the Spatial; bigger than 1.0f stretches it; 1.0f keeps it the same.<br>
- Using the same value for each dimension scales proportionally, different values stretch it.<br>
- To scale a Spatial 10 times longer, one tenth the height, and keep the same width:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----thing.scale( <span class="float">10.0f</span>, <span class="float">0.1f</span>, <span class="float">1.0f</span> );----</code></pre>
- </div>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>length</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>height</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>width</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- <col style="width: 25%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Rotation turns Spatials</th>
- <th class="tableblock halign-left valign-top">X-axis</th>
- <th class="tableblock halign-left valign-top">Y-axis</th>
- <th class="tableblock halign-left valign-top">Z-axis</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>3-D rotation is a bit tricky (<a href="jme3/rotate.html">learn details here</a>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with <code>FastMath.DEG_TO_RAD</code>.<br>
- To roll an object 180° around the z axis:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----thing.rotate( <span class="float">0f</span> , <span class="float">0f</span> , <span class="integer">180</span>*FastMath.DEG_TO_RAD );----
- Tip: If your game idea calls <span class="keyword">for</span> a serious amount of rotations, it is worth looking into <<jme3/quaternion<span class="error">#</span>,quaternion>>s, a data structure that can combine and store rotations efficiently.</code></pre>
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----thing.setLocalRotation(
- <span class="keyword">new</span> Quaternion().fromAngleAxis(<span class="integer">180</span>*FastMath.DEG_TO_RAD, <span class="keyword">new</span> Vector3f(<span class="integer">1</span>,<span class="integer">0</span>,<span class="integer">0</span>)));----</code></pre>
- </div>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>pitch = nodding your head</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>yaw = shaking your head</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>roll = cocking your head</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <div class="sect1">
- <h2 id="how-do-i-troubleshoot-spatials">How do I Troubleshoot Spatials?</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>If you get unexpected results, check whether you made the following common mistakes:</p>
- </div>
- <table class="tableblock frame-all grid-all spread">
- <colgroup>
- <col style="width: 50%;">
- <col style="width: 50%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Problem?</th>
- <th class="tableblock halign-left valign-top">Solution!</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A created Geometry does not appear in the scene.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Have you attached it to (a node that is attached to) the rootNode?<br>
- Does it have a Material?<br>
- What is its translation (position)? Is it behind the camera or covered up by another Geometry?<br>
- Is it to tiny or too gigantic to see?<br>
- Is it too far from the camera? (Try <a href="http://jmonkeyengine.org/javadoc/com/jme3/renderer/Camera.html#setFrustumFar%28float%29">cam.setFrustumFar</a>(111111f); to see further)</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Spatial rotates in unexpected ways.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Did you use radian values, and not degrees? (If you used degrees, multiply them with FastMath.DEG_TO_RAD to convert them to radians) <br>
- Did you create the Spatial at the origin (Vector.ZERO) before moving it?<br>
- Did you rotate around the intended pivot node or around something else?<br>
- Did you rotate around the right axis?</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>A Geometry has an unexpected Color or Material.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div><div class="paragraph">
- <p>Did you reuse a Material from another Geometry and have inadvertently changed its properties? (If so, consider cloning it: mat2 = mat.clone(); )</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <div class="sect1">
- <h2 id="how-do-i-add-custom-data-to-spatials">How do I Add Custom Data to Spatials?</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Many Spatials represent game characters or other entities that the player can interact with. The above code that rotates the two boxes around a common center (pivot) could be used for a spacecraft docked to a orbiting space station, for example.</p>
- </div>
- <div class="paragraph">
- <p>Depending on your game, game entities do not only change their position, rotation, or scale (the transformations that you just learned about). Game entities also have custom properties, such as health, inventory carried, equipment worn for a character, or hull strength and fuel left for a spacecraft. In Java, you represent entity data as class variables, e.g. floats, Strings, or Arrays.</p>
- </div>
- <div class="paragraph">
- <p>You can add custom data directly to any Node or Geometry. <strong>You do not need to extend the Node class to include variables</strong>!
- For example, to add a custom id number to a node, you would use:</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----pivot.setUserData( <span class="string"><span class="delimiter">"</span><span class="content">pivot id</span><span class="delimiter">"</span></span>, <span class="integer">42</span> );----
- To read <span class="local-variable">this</span> Node<span class="string"><span class="delimiter">'</span><span class="content">s id number elsewhere, you would use:</span></span></code></pre>
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----<span class="type">int</span> id = pivot.getUserData( <span class="string"><span class="delimiter">"</span><span class="content">pivot id</span><span class="delimiter">"</span></span> ); ----
- By using different Strings keys (here the key is <span class="error">`</span>pivot id<span class="error">`</span>), you can get and set several values <span class="keyword">for</span> whatever data the Spatial needs to carry. When you start writing your game, you might add a fuel value to a car node, speed value to an airplane node, or number of gold coins to a player node, and much more.</code></pre>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="conclusion">Conclusion</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>You have learned that your 3D scene is a scene graph made up of Spatials: Visible Geometries and invisible Nodes. You can transform Spatials, or attach them to nodes and transform the nodes. You know the easiest way how to add custom entity properties (such as player health or vehicle speed) to Spatials.</p>
- </div>
- <div class="paragraph">
- <p>Since standard shapes like spheres and boxes get old fast, continue with the next chapter where you learn to <a href="jme3/beginner/hello_asset.html">load assets such as 3-D models</a>.</p>
- </div>
- <div class="paragraph">
- <p><tags><tag target="beginner" /><tag target="rootNode" /><tag target="node" /><tag target="intro" /><tag target="documentation" /><tag target="color" /><tag target="spatial" /><tag target="geometry" /><tag target="scenegraph" /><tag target="mesh" /></tags></p>
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- Last updated 2016-05-21 23:44:18 UTC
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