Jmoneky Engine为无限随机生成的Terrain提供了示例代码。我的问题是,代码没有用于编辑视图距离的注释或指示符。我正在尝试使用这个示例代码来构建一个游戏,但是如果渲染距离太短你看起来非常糟糕你可以看到世界的底部(无效)
守则:
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);
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", 33, 129, 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(33, 2.7f)); // 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));
}
@Override
public void simpleUpdate(final float tpf) {
}}
因此,遵循J Atkin关于Terrain Grid的说法,我发现了一个无尽的地形示例,即地形网格。 Cells加载的类是受保护的,这意味着我必须在类中扩展它以访问它。在Jmonkey中,主类必须扩展一个简单的应用程序才能运行。 Java不允许多个扩展,因此我构建了第二个类来允许访问。
public class ViewTerrain extends TerrainGrid{
public void setView(int numberofcells){
super.cellsLoaded = numberofcells;
}
}
我在这门课上遇到的问题是,我不知道如何保留原始声明IE。
this.terrain = new TerrainGrid("terrain", 65, 257, new ImageTileLoader(assetManager, new Namer() {
public String getName(int x, int y) {
return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png";
}
}));
答案 0 :(得分:1)
查看source似乎TerrainGrid
根据相机所在的网格和周围的网格图块动态重新定义内部TerrainQuad
树。在我看来,您应该将这些图块定义为您希望在任何时候可见的区域的大小。尝试将构造函数中的patchSize
更新为更大。