![]() To me it look like now the game can find the j3md file, but not the frag and vert file specified in the j3md file. : agĪt .loadAsset(DesktopAssetManager.java:385)Īt .loadAsset(DesktopAssetManager.java:402)Īt .loadShader(TechniqueDef.java:514)Īt .getShader(TechniqueDef.java:529)Īt .DefaultTechniqueDefLogic.makeCurrent(DefaultTechniqueDefLogic.java:59)Īt .makeCurrent(Technique.java:152)Īt .render(Material.java:1018)Īt .renderGeometry(RenderManager.java:634)Īt .RenderQueue.renderGeometryList(RenderQueue.java:273)Īt .RenderQueue.renderQueue(RenderQueue.java:312)Īt .renderViewPortQueues(RenderManager.java:897)Īt .flushQueue(RenderManager.java:799)Īt .renderViewPort(RenderManager.java:1128)Īt .render(RenderManager.java:1180)Īt .update(SimpleApplication.java:273)Īt .nLoop(LwjglAbstractDisplay.java:160)Īt .nLoop(LwjglDisplay.java:201)Īt .n(LwjglAbstractDisplay.java:242)Īt java.base/(Thread.java:831) I get the following error if I add runtimeOnly project(':assets') to my gradle file: Project with path ':assets' could not be found in root project 'testJava2'.īut if I add runtimeOnly files('assets') then I get the following exception. I don't know what the target version of the Gradle is but mainClassName is deprecated. But at least the Maven should be included. Maybe this should still be included since PSpeed's EX libraries can't be found in Maven. General documentation can be found on the wiki. `: Textures/eisenwald.png (Flipped) (Mipmapped)Īt .loadAsset(DesktopAssetManager.java:371)Īt .loadTexture(DesktopAssetManager.java:391)Īt .loadTexture(DesktopAssetManager.java:401)Īt (Main.java:30)Īt .initialize(SimpleApplication.java:239)Īt .LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130)Īt .n(LwjglAbstractDisplay.java:211)Īt java.base/(Thread.java:829)`Īlso the template only lists jcenter as repositories. A utility to convert JME3-compatible models to the jMonkeyEngine binary j3o format. Trying to load it via code results in error. To reproduce, just … add any texture to Project assets sub project under Textures folder. ( do (println-repl "creating joint between" (.getName obj-a) "and" (.SDK Basic Gradle Game template doesn't handle assets nicely. A side-effect of creating a joint registers it with both physics objects which in turn will register the joint with the physics system when the simulation is started. Pivot-b (world-to-local obj-b joint-center)] This ensures that the model’s Texture paths keep working between your 3D mesh editor and JME3. Pivot-a (world-to-local obj-a joint-center) The jMonkeyEngine SDK imports models from your project and stores them in the assets folder. Use the assetManager’s load() method to load the. getControl obj-a RigidBod圜ontrol)Ĭontrol-b (. Here are some examples: (use XZY rotation mode in blender!)" The type of joint is determined by the metadata on 'joint. ( defn connect "Create a joint between 'obj-a and 'obj-b at the location of 'joint. 0 1 0))) (println-repl "UNIT_Z -> " (.mult rotation (Vector3f. 1 0 0))) (println-repl "UNIT_Y -> " (.mult rotation (Vector3f. (println-repl "creating CONE joint") (println-repl rotation) (println-repl "UNIT_X -> " (.mult rotation (Vector3f. but instead we must do this: (println-repl "substituting 6DOF joint for POINT2POINT joint!") jme3-testdata only exist in 3.3. Probably add dependency to the test data module : org.jmonkeyengine:jme3-testdata:3.3.0-alpha2. So the resources isn’t in your classpath. (println-repl "creating POINT2POINT joint") bullet's point2point joints are BROKEN, so we must use the generic 6DOF joint instead of an actual Point2Point joint! should be able to do this: In the stacktrace you have : AssetNotFoundException: Models/Oto/. ( defmulti joint-dispatch "Translate blender pseudo-joints into real JME joints." Retractable claws or EVE's hands, which are able to coalesce into one ![]() One piece forever they can be dynamically replaced with multiple Physics backend for jMonkeyEngine, can efficiently simulate hundreds Invisible joints that are well supported in jMonkeyEngine. Separate rigid body that corresponds exactly with its visual Each individual section is simulated by a There will be correspondence between the AI's vision and the physical The fl圜am class field gives you access to an AppState that extends the default camera in with more features. The main reason that I use eve-style bodies is so that This body plan turns out to be much better suited to my purposes than a more human-like one.ĮVE's body is composed of several rigid components that are held
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