![]() ![]() I haven’t been able to solve this after about an hour of looking (and testing), so any help would be appreciated. To load the plane variable, I use the following code: Spatial plane = assetManager.loadModel("Models/PlaneModel.obj") Īnd I am successfully able to render the plane. Models can be jME3 object files (J3O), OgreXML (mesh.xml), BLEND, FBX and OBJ file loadAsset Load an asset by name, calling this method is the same as callingloadAsset(new AssetKey(name)). General documentation can be found on the wiki. Both terrain and plane are of type Spatial. A utility to convert JME3-compatible models to the jMonkeyEngine binary j3o format. But why? When I add terrain collision, I use the line CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) terrain) without any issues. RigidBod圜ontrol planeLand = new RigidBod圜ontrol(planeShape, 0) ![]() The error occurs when using this code: CollisionShape planeShape =ĬollisionShapeFactory.createMeshShape((Node) plane) <- Error happens here However, when I attempt to add collision to a loaded OBJ model, I get the following error: : cannot be cast to ![]() This ensures that the model’s Texture paths keep working between your 3D mesh editor and JME3. When you click a second time, the target is reattached at the location that you have clicked. Use the assetManager’s load() method to load the. Then later in your code, you only need to call one setter instead of several. Change the code as follows to simulate the player picking up objects into the inventory: When you click once, the closest target is identified and detached from the scene. Sadly, many of the importers in jme2 dont work properly as they were not updated by the maintainers. 3ds in jme3 normen September 15, 2010, 5:54pm 2 No, obj and ogrexml are the only supported formats at the moment. Save the files into a sub-directory of your jME3 Assets directory. In your initSimpleApplication, create a material using this definition, apply it to a geometry. How it’s in jme3 I read that I can load models in meshxml, obj what with others formats Is any easy way to read for example. Export the 3D model using a Supported External File Type. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into. Create a material definition (j3md) file specifying the user defined uniforms, path to the shaders and the global uniforms to use. I now have a heightmap-generated world, with a player which can walk along and collide with. Material Definitions article you learned how to configure programmatically in Java code. I have successfully followed the collision tutorial. Is derived from GLSurfaceView and handles all Inputs - * larynx - * - */ -public class AndroidInput extends GLSurfaceView implements TouchInput, - GestureDetector.OnGestureListener, GestureDetector.OnDoubleTapListener, ScaleGestureDetector.(Java and LWJGL expert here, but I only started using JME yesterday) j3o files and their materials in the jMonkeyEngine SDK and compose scenes (this does not include editing meshes). +++ -1,619 +1,620 -import -import -import -import -import -import -import -import -import -import -import .MouseButtonEvent -import .MouseMotionEvent -import .TouchEvent -import .TouchEvent.Type -import 2f -import -import -import -/** - * AndroidInput is one of the main components that connect jme with android. a/engine/src/android/com/jme3/input/android/AndroidInput.java +++ -70,6 +70,10 protected boolean mouseEventsInvertY = true /** + * if true finish this activity when the jme app is stopped + */ + protected boolean finishOnAppStop = true + /** * Title of the exit dialog, default is "Do you want to exit?" */ protected String exitDialogTitle = "Do you want to exit?" -131,7 +135,7 bIsLogFormatSet = false do diff -git a/engine/src/android/com/jme3/input/android/AndroidInput.java b/engine/src/android/com/jme3/input/android/AndroidInput.java In this tutorial we will learn to load 3D models and text into the scene graph, using the jME Asset Manager. a/engine/src/android/com/jme3/app/AndroidHarness.java j3o files in the jMonkeyEngine SDK to display them in the SceneViewer, or load them in-game using the AssetManager. Fixes a few unnecessary memory allocations inĬhange-Id: I51ac0942fe87204df102cfdce746b59a5cb5ff85 diff -git a/engine/src/android/com/jme3/app/AndroidHarness.java b/engine/src/android/com/jme3/app/AndroidHarness.java ![]() 59b2e6871c65f58fdad78cd7229c292f6a177578 Ī new drop of the jmonkeyengine library sources, based on a ![]()
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