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WorldOfInception.java
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WorldOfInception.java
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/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.games;
import com.jme3.app.Application;
import com.jme3.app.SimpleApplication;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.MeshCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.debug.DebugTools;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.AnalogListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.FogFilter;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import java.util.Random;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* WorldOfInception - Find the galaxy center ;)
*
* @author normenhansen
*/
public class WorldOfInception extends SimpleApplication implements AnalogListener {
//Assumptions: POI radius in world == 1, only one player, vector3f hash describes enough worlds
private static final Logger logger = Logger.getLogger(WorldOfInception.class.getName());
private static final Random random = new Random(System.currentTimeMillis());
private static final float scaleDist = 10;
private static final float poiRadius = 100;
private static final int poiCount = 30;
private static Material poiMaterial;
private static Mesh poiMesh;
private static Material ballMaterial;
private static Mesh ballMesh;
private static CollisionShape poiHorizonCollisionShape;
private static CollisionShape poiCollisionShape;
private static CollisionShape ballCollisionShape;
private InceptionLevel currentLevel;
private final Vector3f walkDirection = new Vector3f();
private static DebugTools debugTools;
public WorldOfInception() {
//base level vector position hash == seed
super(new InceptionLevel(null, Vector3f.ZERO));
currentLevel = super.getStateManager().getState(InceptionLevel.class);
currentLevel.takeOverParent();
currentLevel.getRootNode().setLocalScale(Vector3f.UNIT_XYZ);
currentLevel.getRootNode().setLocalTranslation(Vector3f.ZERO);
}
public static void main(String[] args) {
WorldOfInception app = new WorldOfInception();
app.start();
}
@Override
public void simpleInitApp() {
//set far frustum only so we see the outer world longer
cam.setFrustumFar(10000);
cam.setLocation(Vector3f.ZERO);
debugTools = new DebugTools(assetManager);
rootNode.attachChild(debugTools.debugNode);
poiMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
poiMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
poiMesh = new Sphere(16, 16, 1f);
ballMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
ballMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
ballMaterial.setColor("Color", ColorRGBA.Red);
ballMesh = new Sphere(16, 16, 1.0f);
poiHorizonCollisionShape = new MeshCollisionShape(new Sphere(128, 128, poiRadius));
poiCollisionShape = new SphereCollisionShape(1f);
ballCollisionShape = new SphereCollisionShape(1f);
setupKeys();
setupDisplay();
setupFog();
}
private void setupKeys() {
inputManager.addMapping("StrafeLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("StrafeRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Forward", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Back", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("StrafeUp", new KeyTrigger(KeyInput.KEY_Q));
inputManager.addMapping("StrafeDown", new KeyTrigger(KeyInput.KEY_Z), new KeyTrigger(KeyInput.KEY_Y));
inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping("Return", new KeyTrigger(KeyInput.KEY_RETURN));
inputManager.addMapping("Esc", new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_UP));
inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_DOWN));
inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_LEFT));
inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_RIGHT));
inputManager.addListener(this, "StrafeLeft", "StrafeRight", "Forward", "Back", "StrafeUp", "StrafeDown", "Space", "Reset", "Esc", "Up", "Down", "Left", "Right");
}
private void setupDisplay() {
if (fpsText == null) {
fpsText = new BitmapText(guiFont);
}
fpsText.setLocalScale(0.7f, 0.7f, 0.7f);
fpsText.setLocalTranslation(0, fpsText.getLineHeight(), 0);
fpsText.setText("");
fpsText.setCullHint(Spatial.CullHint.Never);
guiNode.attachChild(fpsText);
}
private void setupFog() {
// use fog to give more sense of depth
FilterPostProcessor fpp;
FogFilter fog;
fpp=new FilterPostProcessor(assetManager);
fog=new FogFilter();
fog.setFogColor(new ColorRGBA(0.0f, 0.0f, 0.0f, 1.0f));
fog.setFogDistance(poiRadius);
fog.setFogDensity(2.0f);
fpp.addFilter(fog);
viewPort.addProcessor(fpp);
}
@Override
public void onAnalog(String name, float value, float tpf) {
Vector3f left = rootNode.getLocalRotation().mult(Vector3f.UNIT_X.negate());
Vector3f forward = rootNode.getLocalRotation().mult(Vector3f.UNIT_Z.negate());
Vector3f up = rootNode.getLocalRotation().mult(Vector3f.UNIT_Y);
//TODO: properly scale input based on current scaling level
tpf = tpf * (10 - (9.0f * currentLevel.getCurrentScaleAmount()));
if (name.equals("StrafeLeft") && value > 0) {
walkDirection.addLocal(left.mult(tpf));
} else if (name.equals("StrafeRight") && value > 0) {
walkDirection.addLocal(left.negate().multLocal(tpf));
} else if (name.equals("Forward") && value > 0) {
walkDirection.addLocal(forward.mult(tpf));
} else if (name.equals("Back") && value > 0) {
walkDirection.addLocal(forward.negate().multLocal(tpf));
} else if (name.equals("StrafeUp") && value > 0) {
walkDirection.addLocal(up.mult(tpf));
} else if (name.equals("StrafeDown") && value > 0) {
walkDirection.addLocal(up.negate().multLocal(tpf));
} else if (name.equals("Up") && value > 0) {
//TODO: rotate rootNode, needs to be global
} else if (name.equals("Down") && value > 0) {
} else if (name.equals("Left") && value > 0) {
} else if (name.equals("Right") && value > 0) {
} else if (name.equals("Esc")) {
stop();
}
}
@Override
public void simpleUpdate(float tpf) {
currentLevel = currentLevel.getCurrentLevel();
currentLevel.move(walkDirection);
fpsText.setText("Location: " + currentLevel.getCoordinates());
walkDirection.set(Vector3f.ZERO);
}
public static class InceptionLevel extends AbstractAppState {
private final InceptionLevel parent;
private final Vector3f inParentPosition;
private SimpleApplication application;
private BulletAppState physicsState;
private Node rootNode;
private Vector3f playerPos;
private InceptionLevel currentActiveChild;
private InceptionLevel currentReturnLevel;
private float curScaleAmount = 0;
public InceptionLevel(InceptionLevel parent, Vector3f inParentPosition) {
this.parent = parent;
this.inParentPosition = inParentPosition;
}
@Override
public void update(float tpf) {
super.update(tpf);
if (currentReturnLevel != this) {
return;
}
debugTools.setYellowArrow(new Vector3f(0, 0, -2), playerPos.divide(poiRadius));
float curLocalDist = getPlayerPosition().length();
// If we are outside the range of one point of interest, move out to
// the next upper level
if (curLocalDist > poiRadius + FastMath.ZERO_TOLERANCE) { //DAFUQ normalize?
if (parent == null) {
//TODO: could add new nodes coming in instead for literally endless space
logger.log(Level.INFO, "Hit event horizon");
currentReturnLevel = this;
return;
}
//give to parent
logger.log(Level.INFO, "give to parent");
parent.takeOverChild(inParentPosition.add(playerPos.normalize()));
application.getStateManager().attach(parent);
currentReturnLevel = parent;
return;
}
AppStateManager stateManager = application.getStateManager();
// We create child positions based on the parent position hash, so we
// should in practice get the same galaxy w/o too many doubles
// with each run with the same root vector.
Vector3f[] vectors = getPositions(poiCount, inParentPosition.hashCode());
for (int i = 0; i < vectors.length; i++) {
Vector3f vector3f = vectors[i];
//negative rootNode location is our actual player position
Vector3f distVect = vector3f.subtract(playerPos);
float distance = distVect.length();
if (distance <= 1) {
checkActiveChild(vector3f);
float percent = 0;
curScaleAmount = 0;
this.scaleAsParent(percent, playerPos, distVect);
currentActiveChild.scaleAsChild(percent, distVect);
logger.log(Level.INFO, "Give over to child {0}", currentActiveChild);
currentActiveChild.takeOverParent();
stateManager.detach(this);
currentReturnLevel = currentActiveChild;
return;
} else if (distance <= 1 + scaleDist) {
debugTools.setRedArrow(Vector3f.ZERO, distVect);
checkActiveChild(vector3f);
//TODO: scale percent nicer for less of an "explosion" effect
float percent = 1 - mapValue(distance - 1, 0, scaleDist, 0, 1);
curScaleAmount = percent;
rootNode.getChild(i).setCullHint(Spatial.CullHint.Always);
this.scaleAsParent(percent, playerPos, distVect);
currentActiveChild.scaleAsChild(percent, distVect);
currentReturnLevel = this;
return;
} else if (currentActiveChild != null && currentActiveChild.getPositionInParent().equals(vector3f)) {
//TODO: doing this here causes problems when close to multiple POIs
rootNode.getChild(i).setCullHint(Spatial.CullHint.Inherit);
}
}
checkActiveChild(null);
curScaleAmount = 0;
rootNode.setLocalScale(1);
rootNode.setLocalTranslation(playerPos.negate());
debugTools.setRedArrow(Vector3f.ZERO, Vector3f.ZERO);
debugTools.setBlueArrow(Vector3f.ZERO, Vector3f.ZERO);
debugTools.setGreenArrow(Vector3f.ZERO, Vector3f.ZERO);
}
private void checkActiveChild(Vector3f vector3f) {
AppStateManager stateManager = application.getStateManager();
if(vector3f == null){
if(currentActiveChild != null){
logger.log(Level.INFO, "Detach child {0}", currentActiveChild);
stateManager.detach(currentActiveChild);
currentActiveChild = null;
}
return;
}
if (currentActiveChild == null) {
currentActiveChild = new InceptionLevel(this, vector3f);
stateManager.attach(currentActiveChild);
logger.log(Level.INFO, "Attach child {0}", currentActiveChild);
} else if (!currentActiveChild.getPositionInParent().equals(vector3f)) {
logger.log(Level.INFO, "Switching from child {0}", currentActiveChild);
stateManager.detach(currentActiveChild);
currentActiveChild = new InceptionLevel(this, vector3f);
stateManager.attach(currentActiveChild);
logger.log(Level.INFO, "Attach child {0}", currentActiveChild);
}
}
private void scaleAsChild(float percent, Vector3f dist) {
float childScale = mapValue(percent, 1.0f / poiRadius, 1);
Vector3f distToHorizon = dist.normalize();
Vector3f scaledDistToHorizon = distToHorizon.mult(childScale * poiRadius);
Vector3f rootOff = dist.add(scaledDistToHorizon);
debugTools.setBlueArrow(Vector3f.ZERO, rootOff);
getRootNode().setLocalScale(childScale);
getRootNode().setLocalTranslation(rootOff);
//prepare player position already
Vector3f playerPosition = dist.normalize().mult(-poiRadius);
setPlayerPosition(playerPosition);
}
private void scaleAsParent(float percent, Vector3f playerPos, Vector3f dist) {
float scale = mapValue(percent, 1.0f, poiRadius);
Vector3f distToHorizon = dist.subtract(dist.normalize());
Vector3f offLocation = playerPos.add(distToHorizon);
Vector3f rootOff = offLocation.mult(scale).negate();
rootOff.addLocal(dist);
debugTools.setGreenArrow(Vector3f.ZERO, offLocation);
getRootNode().setLocalScale(scale);
getRootNode().setLocalTranslation(rootOff);
}
public void takeOverParent() {
//got playerPos from scaleAsChild before
getPlayerPosition().normalizeLocal().multLocal(poiRadius);
currentReturnLevel = this;
}
public void takeOverChild(Vector3f playerPos) {
this.playerPos.set(playerPos);
currentReturnLevel = this;
}
public InceptionLevel getLastLevel(Ray pickRay) {
// TODO: get a level based on positions getting ever more accurate,
// from any given position
return null;
}
public InceptionLevel getLevel(Vector3f... location) {
// TODO: get a level based on positions getting ever more accurate,
// from any given position
return null;
}
private void initData() {
getRootNode();
physicsState = new BulletAppState();
physicsState.startPhysics();
physicsState.getPhysicsSpace().setGravity(Vector3f.ZERO);
//horizon
physicsState.getPhysicsSpace().add(new RigidBodyControl(poiHorizonCollisionShape, 0));
int hashCode = inParentPosition.hashCode();
Vector3f[] positions = getPositions(poiCount, hashCode);
for (int i = 0; i < positions.length; i++) {
Vector3f vector3f = positions[i];
Geometry poiGeom = new Geometry("poi", poiMesh);
poiGeom.setLocalTranslation(vector3f);
poiGeom.setMaterial(poiMaterial);
RigidBodyControl control = new RigidBodyControl(poiCollisionShape, 0);
//!!! Important
control.setApplyPhysicsLocal(true);
poiGeom.addControl(control);
physicsState.getPhysicsSpace().add(poiGeom);
rootNode.attachChild(poiGeom);
}
//add balls after so first 10 geoms == locations
for (int i = 0; i < positions.length; i++) {
Vector3f vector3f = positions[i];
Geometry ball = getRandomBall(vector3f);
physicsState.getPhysicsSpace().add(ball);
rootNode.attachChild(ball);
}
}
private Geometry getRandomBall(Vector3f location) {
Vector3f localLocation = new Vector3f();
localLocation.set(location);
localLocation.addLocal(new Vector3f(random.nextFloat() - 0.5f, random.nextFloat() - 0.5f, random.nextFloat() - 0.5f).normalize().mult(3));
Geometry poiGeom = new Geometry("ball", ballMesh);
poiGeom.setLocalTranslation(localLocation);
poiGeom.setMaterial(ballMaterial);
RigidBodyControl control = new RigidBodyControl(ballCollisionShape, 1);
//!!! Important
control.setApplyPhysicsLocal(true);
poiGeom.addControl(control);
float x = (random.nextFloat() - 0.5f) * 100;
float y = (random.nextFloat() - 0.5f) * 100;
float z = (random.nextFloat() - 0.5f) * 100;
control.setLinearVelocity(new Vector3f(x, y, z));
return poiGeom;
}
private void cleanupData() {
physicsState.stopPhysics();
//TODO: remove all objects?
physicsState = null;
rootNode = null;
}
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
//only generate data and attach node when we are actually attached (or picking)
initData();
application = (SimpleApplication) app;
application.getRootNode().attachChild(getRootNode());
application.getStateManager().attach(physicsState);
}
@Override
public void cleanup() {
super.cleanup();
//detach everything when we are detached
application.getRootNode().detachChild(rootNode);
application.getStateManager().detach(physicsState);
cleanupData();
}
public Node getRootNode() {
if (rootNode == null) {
rootNode = new Node("ZoomLevel");
if (parent != null) {
rootNode.setLocalScale(1.0f / poiRadius);
}
}
return rootNode;
}
public Vector3f getPositionInParent() {
return inParentPosition;
}
public Vector3f getPlayerPosition() {
if (playerPos == null) {
playerPos = new Vector3f();
}
return playerPos;
}
public void setPlayerPosition(Vector3f vec) {
if (playerPos == null) {
playerPos = new Vector3f();
}
playerPos.set(vec);
}
public void move(Vector3f dir) {
if (playerPos == null) {
playerPos = new Vector3f();
}
playerPos.addLocal(dir);
}
public float getCurrentScaleAmount() {
return curScaleAmount;
}
public InceptionLevel getParent() {
return parent;
}
public InceptionLevel getCurrentLevel() {
return currentReturnLevel;
}
public String getCoordinates() {
InceptionLevel cur = this;
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.insert(0, this.getPlayerPosition());
stringBuilder.insert(0, this.getPositionInParent() + " / ");
cur = cur.getParent();
while (cur != null) {
stringBuilder.insert(0, cur.getPositionInParent() + " / ");
cur = cur.getParent();
}
return stringBuilder.toString();
}
}
public static Vector3f[] getPositions(int count, long seed) {
Random rnd = new Random(seed);
Vector3f[] vectors = new Vector3f[count];
for (int i = 0; i < count; i++) {
vectors[i] = new Vector3f((rnd.nextFloat() - 0.5f) * poiRadius,
(rnd.nextFloat() - 0.5f) * poiRadius,
(rnd.nextFloat() - 0.5f) * poiRadius);
}
return vectors;
}
/**
* Maps a value from 0-1 to a range from min to max.
*
* @param x
* @param min
* @param max
* @return the mapped value
*/
private static float mapValue(float x, float min, float max) {
return mapValue(x, 0, 1, min, max);
}
/**
* Maps a value from inputMin to inputMax to a range from min to max.
*
* @param x
* @param inputMin
* @param inputMax
* @param min
* @param max
* @return the mapped value
*/
private static float mapValue(float x, float inputMin, float inputMax, float min, float max) {
return (x - inputMin) * (max - min) / (inputMax - inputMin) + min;
}
}