Add deer
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3b31303078
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@ -5,7 +5,7 @@
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"displayWidth" : 1920,
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"displayHeight" : 1080,
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"graphicsFOV" : 90.0,
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"graphicsFOV" : 100.0,
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"graphicsPerformanceLODChunkRadius" : 3,
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@ -285,6 +285,65 @@
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"onDamageIFrames" : 30
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},
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"modelPath" : "Models/unitcube.fbx"
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},
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{
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"name" : "Deer",
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"bodyParts" : [
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{
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"name" : "Head",
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"type" : "Head"
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},
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{
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"name" : "Torso",
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"type" : "Torso"
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}
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],
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"hitboxes" : [
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{
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"type": "hurt",
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"bone": "Bone",
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"radius": 0.04
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}
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],
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"tokens" : [
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"BLENDER_TRANSFORM",
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"GRAVITY"
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],
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"movementSystems" : [
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{
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"type" : "GROUND",
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"acceleration" : 0.001,
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"maxVelocity" : 0.025
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}
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],
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"physicsObject" : {
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"type" : "CYLINDER",
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"dimension1" : 0.1,
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"dimension2" : 0.2,
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"dimension3" : 0.1,
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"offsetX" : 0,
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"offsetY" : 0.2,
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"offsetZ" : 0
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},
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"healthSystem" : {
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"maxHealth" : 100,
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"onDamageIFrames" : 30
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},
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"modelPath" : "Models/deer1.fbx"
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}
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BIN
assets/Models/deer1.fbx
Normal file
BIN
assets/Models/deer1.fbx
Normal file
Binary file not shown.
BIN
assets/Textures/deer1.png
Normal file
BIN
assets/Textures/deer1.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 117 KiB |
@ -107,6 +107,12 @@
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"/Textures/falloak1.png",
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"/Textures/falloak1.png"
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]
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},
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"Models/deer1.fbx" : {
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"Cube.001" : [
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"/Textures/deer1.png",
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"/Textures/deer1.png"
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]
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}
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}
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}
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@ -581,6 +581,14 @@ public class LoadingThread extends Thread {
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EntityUtils.getPosition(spark).set(new Vector3f(3,3,3));
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EntityUtils.getScale(spark).mul(1f);
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Entity deer = CreatureUtils.spawnBasicCreature("Deer");
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EntityUtils.getPosition(deer).set(5, 0.25f, 3);
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// Model deerModel = Globals.assetManager.fetchModel("Models/deer1.fbx");
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// deerModel.describeHighLevel();
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// CollisionObjUtils.positionCharacter(fallOak, new Vector3f(1, 0, 3));
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//
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//
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@ -149,14 +149,18 @@ public class MovementTree {
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}
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}
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//handle impulses
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for(Impulse impulse : collidable.getImpulses()){
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// collidable.getImpulses().remove(impulse);
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Vector3f impulseForce = new Vector3f(impulse.direction).mul(impulse.force).mul(Main.deltaTime);
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// System.out.println("Impulse force: " + impulseForce);
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position.add(impulseForce);
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if(collidable != null){
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for(Impulse impulse : collidable.getImpulses()){
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// collidable.getImpulses().remove(impulse);
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Vector3f impulseForce = new Vector3f(impulse.direction).mul(impulse.force).mul(Main.deltaTime);
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// System.out.println("Impulse force: " + impulseForce);
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position.add(impulseForce);
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}
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}
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if(body != null){
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bodyTransformMatrix = new javax.vecmath.Matrix4f(PhysicsUtils.jomlToVecmathQuaternionf(rotation),PhysicsUtils.jomlToVecmathVector3f(new Vector3f((float)position.x,(float)position.y,(float)position.z)),1.0f);
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body.setWorldTransform(new electrosphere.linearmath.Transform(bodyTransformMatrix));
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}
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bodyTransformMatrix = new javax.vecmath.Matrix4f(PhysicsUtils.jomlToVecmathQuaternionf(rotation),PhysicsUtils.jomlToVecmathVector3f(new Vector3f((float)position.x,(float)position.y,(float)position.z)),1.0f);
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body.setWorldTransform(new electrosphere.linearmath.Transform(bodyTransformMatrix));
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//state machine
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switch(state){
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@ -141,6 +141,8 @@ public class PhysicsUtils {
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true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
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);
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terrainShape.setMargin(0.08f);
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// terrainShape.localGetSupportingVertex(new javax.vecmath.Vector3f(1,0,0), aabbMin);
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// terrainShape.recalcLocalAabb();
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// terrainShape.getLocalAabbMin(aabbMin);
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@ -207,7 +207,7 @@ public class Globals {
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//terrain manager
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// public static boolean LOAD_TERRAIN = true;
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public static ServerTerrainManager serverTerrainManager;
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public static Vector3f spawnPoint = new Vector3f(1000,0,1000);
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public static Vector3f spawnPoint = new Vector3f(0,0,0);
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//manages all models loaded into memory
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public static AssetManager assetManager;
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@ -362,6 +362,8 @@ public class Globals {
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testingTexture = "Textures/Testing1.png";
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Globals.assetManager.addTexturePathtoQueue(testingTexture);
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assetManager.addModelPathToQueue("Models/deer1.fbx");
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//as these assets are required for the renderer to work, we go ahead and
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//load them into memory now. The loading time penalty is worth it I think.
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Globals.assetManager.loadAssetsInQueue();
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@ -142,7 +142,7 @@ public class ClientProtocol {
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Globals.clientTerrainManager.attachWorldMessage(message);
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break;
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case SPAWNPOSITION:
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Globals.spawnPoint.set(new Vector3f(message.getrealLocationX(),0,message.getrealLocationY()));
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Globals.spawnPoint.set(new Vector3f(message.getrealLocationX(),0.25f,message.getrealLocationY()));
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break;
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case CHUNKLOADSTART:
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Globals.clientTerrainManager.attachWorldMessage(message);
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@ -390,4 +390,19 @@ public class Model {
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}
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return null;
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}
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public void describeHighLevel(){
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System.out.println("Meshes: ");
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for(Mesh mesh : meshes){
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System.out.println(mesh.nodeID);
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}
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System.out.println("Animations: ");
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for(Animation anim : animations){
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System.out.println(anim.name);
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}
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System.out.println("Bones:");
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for(Bone bone : bones){
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System.out.println(bone.boneID);
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}
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}
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}
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