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BulletAppState debug not working in VR #1795

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marcelfalliere opened this issue Apr 1, 2022 · 23 comments · Fixed by #1888
Closed

BulletAppState debug not working in VR #1795

marcelfalliere opened this issue Apr 1, 2022 · 23 comments · Fixed by #1888
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bug Something that is supposed to work, but doesn't. More severe than a "defect". Physics Issues with all kinds of Physics and their Bindings
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@marcelfalliere
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Hello.

A BulletAppState has a nice bulletAppState.setDebugEnabled(true); really handy to debug physics. Unfortunately, it doesn't work in VR. Below is a reproductive test case. It's the VR example from the wiki, with 1/ A bullet app state 2/ a green cube, not a blue one, because bullet wireframe view is either pink-ish or blue.

public class MainVRxBulletDebugBug  extends SimpleApplication {

    public static void main(String[] args) {
        AppSettings settings = new AppSettings(true);
        settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
        settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);

        VREnvironment env = new VREnvironment(settings);
        env.initialize();

    	// Checking if the VR environment is well initialized
    	// (access to the underlying VR system is effective, VR devices are detected).
    	if (env.isInitialized()){
            VRAppState vrAppState = new VRAppState(settings, env);
            vrAppState.setMirrorWindowSize(1024, 800);
            MainVRxBulletDebugBug app = new MainVRxBulletDebugBug(vrAppState, new BulletAppState());
            app.setLostFocusBehavior(LostFocusBehavior.Disabled);
            app.setSettings(settings);
            app.setShowSettings(false);
            app.start();
        }
    }

    public MainVRxBulletDebugBug(AppState... appStates) {
        super(appStates);
    }

    @Override
    public void simpleInitApp() {
        BulletAppState bulletAppState = getStateManager().getState(BulletAppState.class);
        bulletAppState.getPhysicsSpace().setGravity(new Vector3f(0, 2f, 0));
        bulletAppState.setDebugEnabled(true);
        
        Box b = new Box(1, 1, 1);
        Geometry geom = new Geometry("Box", b);

        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        mat.setColor("Color", ColorRGBA.Green);
        geom.setMaterial(mat);
        
        RigidBodyControl rigidBodyControl = new RigidBodyControl(1.0f);
        geom.addControl(rigidBodyControl);
        bulletAppState.getPhysicsSpace().add(rigidBodyControl);

        rootNode.attachChild(geom);
    }

}
@stephengold
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Off the top of my head...

  1. What does the test case do on your system?
  2. Which version of JMonkeyEngine are you using?
  3. Which physics library are you using?

@stephengold stephengold added the Physics Issues with all kinds of Physics and their Bindings label Apr 1, 2022
@marcelfalliere
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What does the test case do on your system?

The green cube is visible in VR, and is affected by gravity (it fails upward, with a gravity vector of Vector3f(0, 2f, 0)). As intented.

This line bulletAppState.setDebugEnabled(true); seems ignored. In a non-VR environment, it displays a wireframe, either Blue or Magenta around a physic object. This is the bug.

Which version of JMonkeyEngine are you using?

3.5.0-stable

Which physics library are you using?

org.jmonkeyengine:jme3-jbullet:3.5.0-stable

@marcelfalliere
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To illustrate, what is expected :

BUG_1795_EXPECTED

And in VR :

BUG_1795_ACTUAL

The magenta line in the first pic are the wireframe that Bullet adds when bulletAppState.setDebugEnabled(true);

@stephengold
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Thanks for documenting this issue.

I don't have VR hardware. I'm curious whether you can reproduce the issue with Minie in place of jme3-jbullet.

@marcelfalliere
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I also tried with 3.5.1-stable : same issue.

@marcelfalliere
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Just tried with com.github.stephengold:Minie:4.8.1, got same behaviour.

The only difference is the BulletAppState needs to be created after Application.start().

I don't have VR hardware.

Some games are really nice :)

Oh and also, just to be extra sure debug is enable :

    @Override
    public void simpleUpdate(float tpf) {
        super.simpleUpdate(tpf);
        
        System.out.println(this.stateManager.getState(BulletAppState.class).isDebugEnabled());
    }

Which ouputs true...

@stephengold
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Since you don't report any diagnostic messages, I hypothesize that the debug scene gets added to the wrong ViewPort.

Minie's DebugConfiguration initializes its list of viewports using Application.getViewPort(). I expect there are multiple viewports in a VREnvironment. A quick glance at the code suggests they would be accessed via VRViewManager.

At this point, I suspect your best workaround will be to use Minie's BulletAppState.setDebugViewPorts() method to tell Minie where you want the debug visualization to appear. (Unfortunately, jme3-jbullet doesn't yet include this feature.)

@marcelfalliere
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I tried Minie in the actual project, not the test case in OP ; I get this error :

java.lang.IllegalArgumentException: Must have mode=Triangles/TriangleFan/TriangleStrip.
	at jme3utilities.Validate.require(Validate.java:929)
	at com.jme3.bullet.collision.shapes.infos.IndexedMesh.<init>(IndexedMesh.java:171)
	at com.jme3.bullet.collision.shapes.infos.CompoundMesh.<init>(CompoundMesh.java:103)
	at com.jme3.bullet.collision.shapes.MeshCollisionShape.<init>(MeshCollisionShape.java:174)
	at com.jme3.bullet.util.CollisionShapeFactory.createSingleMeshShape(CollisionShapeFactory.java:469)
	at com.jme3.bullet.util.CollisionShapeFactory.createCompoundShape(CollisionShapeFactory.java:379)
	at com.jme3.bullet.util.CollisionShapeFactory.createCompoundShape(CollisionShapeFactory.java:369)
	at com.jme3.bullet.util.CollisionShapeFactory.createCompoundShape(CollisionShapeFactory.java:369)
	at com.jme3.bullet.util.CollisionShapeFactory.createMeshShape(CollisionShapeFactory.java:246)
	at com.fmf.dedale.world.Chunk.buildAndAttachToNode(Chunk.java:131)
        ....

The line in question (Chunk.java:131) is calling CollisionShape chunkCollisionShape = CollisionShapeFactory.createMeshShape(node); where node contains many children, that are all Boxes geometries.

Weird thing is I don't find Validate.java source code anywhere 🤔

@stephengold
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Validate is found in the Heart library, which Minie depends upon: https://github.com/stephengold/Heart/blob/master/HeartLibrary/src/main/java/jme3utilities/Validate.java

The IllegalArgumentException could be caused by trying to create a MeshCollisionShape from a mesh composed of lines or points. MeshCollisionShape is only for triangle meshes.

@marcelfalliere
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Oh indeed, I've added debug arrows, as in com.jme3.scene.debug.Arrow. Maybe that's the cause.. I'l try that and update.

@stephengold
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That would make sense.

I'm glad you reported the crash. For the next release of Minie, I've added code to CollisionShapeFactory to ignore any non-triangle meshes.

I'm curious whether BulletAppState.setDebugViewPorts() enables debug visualization with jme3-vr.

@marcelfalliere
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Arrows were the problem 👍

VRAppState vrAppState = stateManager.getState(VRAppState.class);
bulletAppState.setDebugViewPorts(vrAppState.getLeftViewPort(), vrAppState.getRightViewPort());

I'm calling this right at the end of the simpleInitApp, after every other state is attached.

Does not do it ... but there seems to be a difference. There is a FOUC that displays the bullet debug wireframes. It's at the start. It's really fast. Then it disappears. Weird ! I would like to help but I have not enough JME knowledge.

That is the behaviour in my game.

When adding these 2 lines to the test case in my OP, I get this error :

java.lang.NullPointerException
	at com.jme3.bullet.debug.BulletDebugAppState.initialize(BulletDebugAppState.java:667)
	at com.jme3.app.state.AppStateManager.initializePending(AppStateManager.java:332)
	at com.jme3.app.state.AppStateManager.update(AppStateManager.java:362)
	at com.jme3.app.SimpleApplication.update(SimpleApplication.java:258)
	at com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:580)
	at com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:669)
	at java.base/java.lang.Thread.run(Thread.java:834)

It seems the viewports are null. Moving these two lines in start() fixes that error.

But the debug wireframe of bulet are still not visible.

Here is the debug test case updated :

public class MainVRxBulletDebugBug  extends SimpleApplication {

    public static void main(String[] args) {

        AppSettings settings = new AppSettings(true);
        settings.put(VRConstants.SETTING_VRAPI, VRConstants.SETTING_VRAPI_OPENVR_LWJGL_VALUE);
        settings.put(VRConstants.SETTING_ENABLE_MIRROR_WINDOW, true);

        VREnvironment env = new VREnvironment(settings);
        env.initialize();

    	// Checking if the VR environment is well initialized
    	// (access to the underlying VR system is effective, VR devices are detected).
    	if (env.isInitialized()){
            VRAppState vrAppState = new VRAppState(settings, env);
            vrAppState.setMirrorWindowSize(1024, 800);
            MainVRxBulletDebugBug app = new MainVRxBulletDebugBug(vrAppState);
            app.setLostFocusBehavior(LostFocusBehavior.Disabled);
            app.setSettings(settings);
            app.setShowSettings(false);
            app.start();
        }
    }

    public MainVRxBulletDebugBug(AppState... appStates) {
        super(appStates);
    }

    @Override
    public void simpleInitApp() {
        
        BulletAppState bulletAppState = new BulletAppState();
        getStateManager().attach(bulletAppState);
        bulletAppState.getPhysicsSpace().setGravity(new Vector3f(0, 2f, 0));
        bulletAppState.setDebugEnabled(true);
        
        Box b = new Box(1, 1, 1);
        Geometry geom = new Geometry("Box", b);

        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        mat.setColor("Color", ColorRGBA.Green);
        geom.setMaterial(mat);
        
        RigidBodyControl rigidBodyControl = new RigidBodyControl(1.0f);
        geom.addControl(rigidBodyControl);
        bulletAppState.getPhysicsSpace().add(rigidBodyControl);

        rootNode.attachChild(geom);
    }

    @Override
    public void start() {
        super.start();
        
        VRAppState vrAppState = stateManager.getState(VRAppState.class);
        BulletAppState bulletAppState = stateManager.getState(BulletAppState.class);
        bulletAppState.setDebugViewPorts(vrAppState.getLeftViewPort(), vrAppState.getRightViewPort());
    }
}

With com.github.stephengold:Minie:4.8.1 and jme 4.5.1

@stephengold stephengold added this to the Future Release milestone Apr 3, 2022
@marcelfalliere
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Quick update : I figure maybe calling setDebugViewPorts inside the update would maybe "force" it, but it does not.

@Override
    public void simpleUpdate(float tpf) {
        super.simpleUpdate(tpf);
        
        VRAppState vrAppState = stateManager.getState(VRAppState.class);
        BulletAppState bulletAppState = stateManager.getState(BulletAppState.class);
        bulletAppState.setDebugViewPorts(vrAppState.getLeftViewPort(), vrAppState.getRightViewPort());
    }

@neph1
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neph1 commented Apr 8, 2022

The VR lib does some tricks to the viewports. I think it ignores all but the main view. You can see the details in LWJGLOpenVRViewManager. BulletDebugAppState creates its own viewport, which the VR lib is ignorant of.
viewPort = rm.createMainView("Physics Debug Overlay", app.getCamera());
Unfortunately it's not accessible outside the package, same with physicsDebugRootNode. I think getting the debug view into vr is not trivial. They were never written to be supportive of each other.
If you could render it into a post filter, that might be one way of doing it.

Disclaimer: This is just coming from me, glancing at the Bullet code, though. I know a fair bit about the VR lib, but not much about the Bullet implementation.

@stephengold
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Thanks, @neph1. I'm sure that, with moderate effort, we can make them work together.

Since it's easier to create new releases of Minie, I'd like to address the issue there before tackling jme3-jbullet. But without VR hardware at my end, it's difficult for me to debug/test anything.

@neph1
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neph1 commented Apr 9, 2022

I would recommend having a regular application class along side the VR one for debugging. When doing quick tests, putting the VR equipment on and off is cumbersome. What case requires the physics to be debugged in VR?

Mid term, perhaps a BulletDebugAppStateVR could be developed for specialized cases.

Long term, the VR lib needs to be rewritten, IMO. A lot of things have happened since it was developed.

@marcelfalliere
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What case requires the physics to be debugged in VR?

VR specific controls where the player head and hands interact with the world in a way (the VR way) not doable with KBM.

But without VR hardware at my end, it's difficult for me to debug/test anything.

I could debug/test snapshots for you if you'd like.

In the meantime, I found a way around, that is to display a wireframe duplicate of the mesh. Advantage of this is that the VR view is not cumbersome with physics-debug artifacts, since I add this to the mesh I want.

Also, @neph1 have you looked at the Tamarin lib ? It's a jme plugin made by @richardTingle, pretty great stuff 🚀

@stephengold
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I'm glad you found a workaround. However, the main benefit of debug visualization comes when the collision shapes don't precisely match the JME meshes. So I think we need a better solution.

@richardTingle
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richardTingle commented Jan 2, 2023

@stephengold I've been able to fix this, but I wanted to talk though my solution (mostly because I don't understand why the non-VR version doesn't do the same thing I'm doing for VR).

Within BulletDebugAppState

@Override
public void initialize(AppStateManager stateManager, Application app) {
    super.initialize(stateManager, app);
    this.app = app;
    this.rm = app.getRenderManager();
    this.assetManager = app.getAssetManager();
    setupMaterials(app);
    physicsDebugRootNode.setCullHint(Spatial.CullHint.Never);

    if (isVr()){
        VRAppState vrAppState = stateManager.getState(VRAppState.class);
        vrAppState.getLeftViewPort().attachScene(physicsDebugRootNode);
        vrAppState.getRightViewPort().attachScene(physicsDebugRootNode);
    }else{
        viewPort = rm.createMainView("Physics Debug Overlay", app.getCamera());
        viewPort.setClearFlags(false, true, false);
        viewPort.attachScene(physicsDebugRootNode);
    }
}

I'm just attaching the scene to the two viewports for the two eyes and it all just works. But the normal view could do that as well but goes through the trouble of creating a whole new viewport (which doesn't work in VR, because of reasons I only half understand¹), and that has got me worried as people don't usually do a bunch of complicated stuff for no reason.

¹ I think the reason it doesn't work for VR is that each eye has a single viewPort that is copied into the texture going to that eye, not a layering of viewports the way that normal JME works.

richardTingle added a commit to richardTingle/jmonkeyengine that referenced this issue Jan 2, 2023
… scenes

This ensures they show up correctly
richardTingle added a commit to richardTingle/jmonkeyengine that referenced this issue Jan 2, 2023
richardTingle added a commit to richardTingle/jmonkeyengine that referenced this issue Jan 2, 2023
richardTingle added a commit to richardTingle/jmonkeyengine that referenced this issue Jan 2, 2023
@Ali-RS Ali-RS modified the milestones: Future Release, v3.6.0 Jan 2, 2023
@stephengold
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@stephengold I've been able to fix this, but I wanted to talk though my solution (mostly because I don't understand why the non-VR version doesn't do the same thing I'm doing for VR).

I'm paying attention.

I'm just attaching the scene to the two viewports for the two eyes and it all just works. But the normal view could do that as well but goes through the trouble of creating a whole new viewport (which doesn't work in VR, because of reasons I only half understand¹), and that has got me worried as people don't usually do a bunch of complicated stuff for no reason.

¹ I think the reason it doesn't work for VR is that each eye has a single viewPort that is copied into the texture going to that eye, not a layering of viewports the way that normal JME works.

One reason to put debug visualization in a separate viewport is to prevent it from being obscured by ordinary geometries. For instance, if your avatar is exploring a building, you might want to visualize physics objects that are interior to (or on the other side of) walls. If you have obscuring filters in your main scene, you might not want them to apply to debug visualization. Layered viewports provide additional flexibility to handle such situations.

If jme3-vr can't handle layered viewports for each eye, that seems like a serious limitation. For instance, I wonder how GUI geometries are handled...

@richardTingle
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richardTingle commented Jan 2, 2023

One reason to put debug visualization in a separate viewport is to prevent it from being obscured by ordinary geometries. For instance, if your avatar is exploring a building, you might want to visualize physics objects that are interior to (or on the other side of) walls. If you have obscuring filters in your main scene, you might not want them to apply to debug visualization. Layered viewports provide additional flexibility to handle such situations.

O yeah, I've constructed a more complex scene and I can see that now, nice effect.

If jme3-vr can't handle layered viewports for each eye, that seems like a serious limitation.

I don't think it can, what leads me to believe that is LWJGLOpenVRViewManager#setupVRScene where it grabs a texture for (the one and only) view port per eye:

            leftEyeTexture = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
            rightEyeTexture = (Texture2D) getRightViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
            leftEyeDepth = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();
            rightEyeDepth = (Texture2D) getRightViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();

And then (and this is the bit I only sort of understand), in LWJGLOpenVRViewManager#postRender the id of that texture is used as the submission to the VR compositor

@Override
public void postRender() {
        ....
        ....
        ....
 
        leftTextureType.set(getLeftTexId(), leftTextureType.eType(), leftTextureType.eColorSpace());
        rightTextureType.set(getRightTexId(), leftTextureType.eType(), leftTextureType.eColorSpace());
        ....
        ....
        errr = VRCompositor.VRCompositor_Submit(VR.EVREye_Eye_Right, rightTextureType, null, submitFlag);
        errl = VRCompositor.VRCompositor_Submit(VR.EVREye_Eye_Left, leftTextureType, null, submitFlag);

}

For instance, I wonder how GUI geometries are handled...

GUIs usually hang as 3D floating windows in amongst the normal scene, although I can see how forcing the floating window to always be visible would be nice.

Perhaps another thing to think about when the JME OpenXR VR rewrite happens, I did have a go, but my knowledge of LWJGL is still a little rudimentary so I didn't get very far

@stephengold
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Thanks for digging into this. I'm glad you found a suitable workaround.

In my mind the real issue is much deeper than physics debug. There seems to be a fundamental disconnect between the jme3-core concept of viewports and that of jme3-vr. Not surprising given what I know of the history, but it's unfortunate.

@stephengold
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I've reviewed the changes, and I approve this for integration.

@Ali-RS Ali-RS added the bug Something that is supposed to work, but doesn't. More severe than a "defect". label Jan 10, 2023
richardTingle added a commit to richardTingle/jmonkeyengine that referenced this issue Jan 10, 2023
Ali-RS pushed a commit that referenced this issue Jan 11, 2023
…1888)

* #1795 When in VR attach the debug scene to the two eye's scenes

This ensures they show up correctly

* #1795 Whitespace corrections

* #1795 Further whitespace corrections

* #1795 Yet more whitespace corrections

* #1795 Add explanatory comment as to why VR and non-VR have totally different approaches
bob0bob added a commit to bob0bob/jmonkeyengine that referenced this issue May 31, 2023
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* bugfix:  Mesh.getTriangle() may yield an incorrect centroid

* Fix jMonkeyEngine#1867 (LightFilter gets applied even if not needed) (jMonkeyEngine#1872)

* Add NullLightFilter.java

* Add usage of null light filter when rendering shadowmaps

* Fix formatting

* Make static NullLightFilter final

* Fix formatting and author

* BlendableAction: Fix JavaDoc for setMaxTransitionWeight & replace assert with IllegalArgumentException (jMonkeyEngine#1881)

* Fix jMonkeyEngine#1412 (GltfLoader does not support AO packed in MetallicRoughnessMap) (jMonkeyEngine#1880)

* Fix jMonkeyEngine#1882 (J3MLoader always generates mips ignoring MinFilter) (jMonkeyEngine#1884)

* Get texture mips generation flag from MinFilter specified in j3m file.

* Update copyright date.

* Fix J3MLoaderTest failing.

* Fix TestMaterialWrite failing.

* Update copyright date.

* Use Trilinear if no min filter is specified in j3m file.

* Add copyright note in J3MOutputCapsule.

* Fix J3MLoaderTest failing.

* Made extension loaders non-static to avoid concurrency issues (jMonkeyEngine#1886)

Now each GltfLoader instantiated via ThreadLocal will have its own instances of extension loaders.

* Fix jMonkeyEngine#1883 (Image class wrongly setting GL mips flags inside the constructor) (jMonkeyEngine#1885)

* AreaUtils: Migrated package to `com.jme3.util` (jMonkeyEngine#1826)

* AreaUtils: Migrated package to `com.jme3.util`

* com.jme3.uitl.AreaUtils: removed code duplicates - added `final` class specifier

* com.jme3.util.AreaUtils: fixed duplication build error

* utils/AreaUtils.java: full migration to the utility package

* scene/control/AreaUtils.java: removed utility methods - delegated functionality to `jme3.utils.AreaUtils`

* scene/AreaUtils: fixed `jme3.util` package linking typo

* Renderer:  javadoc correction

* update the groovy-test library to v3.0.14

* LICENSE.md:  add 2023 to copyright years

* Fix jMonkeyEngine#1892 (TestChooser does not show classes list when run with java 8) (jMonkeyEngine#1893)

* TestChooser:fix class list not showing when run with java 8.

* Update copyright date.

* main.yml: use "temurin" openjdk. Fix jMonkeyEngine#1896 (jMonkeyEngine#1897)

* README.md:  add Demon Lord to the list of published games

* Fix jMonkeyEngine#1773 (Wrong particle position when `worldSpace` flag equals to true) (jMonkeyEngine#1889)

* Add test case for issue jMonkeyEngine#1773.

* Fix wrong particle position when using 'EmitterMeshVertexShape' or 'EmitterMeshFaceShape' and worldSpace flag equal to true. The old code was interpolating particles position toward emitter world position and this was only working fine for EmitterPointShape and in the other shapes this was causing particles not keep the shape because they were being dragged toward emitter position. The new code calculates the distance vector from emitter last location to the current emitter location and subtracts it from particles position to generate a hypothetical position that is used for interpolation.

* Add javadoc to TestIssue1773.

* Minor javadoc fix.

* jme3-niftygui: solve issue jMonkeyEngine#1891 (incorrect fullscreen layout)  (jMonkeyEngine#1895)

* jme3-lwjgl:updated to lwjgl v2.9.4 hosted by org.jmonkeyengine. Fix jMonkeyEngine#1247, jMonkeyEngine#1215, jMonkeyEngine#947 (jMonkeyEngine#1902)

* Fix jMonkeyEngine#1890 (crashes attempting to run example apps in fullscreen with LWJGL v2) (jMonkeyEngine#1898)

* jme3-lwjgl:fallback to standard 60Hz fullscreen display mode if the specified frequency in the AppSettings is not available and log a warning.

* Fallback to whatever bps or frequency is available. Added a wild-card value to let selecting any bps or frequency available by passing -1.

* Support AWT display frequency model. Looks like AWT uses mathematics round to convert float frequency values to int while lwjgl 2 uses mathematics floor. For example if frequency is 59.83, AWT will return 60 but lwjgl 2 will return 59.

* Remove redundant check.

* Added documentation for getFullscreenDisplayMode method.

* When in VR attach the debug scene to the two eye's scenes. Fix#1795  (jMonkeyEngine#1888)

* jMonkeyEngine#1795 When in VR attach the debug scene to the two eye's scenes

This ensures they show up correctly

* jMonkeyEngine#1795 Whitespace corrections

* jMonkeyEngine#1795 Further whitespace corrections

* jMonkeyEngine#1795 Yet more whitespace corrections

* jMonkeyEngine#1795 Add explanatory comment as to why VR and non-VR have totally different approaches

* Refactored PBR Terrain to use new for-loops. Fix jMonkeyEngine#1785 (jMonkeyEngine#1901)

Drastically reduced code by utilizing JME's new potential for define-compatible for-loops in shaders. Also cleaned up some other little things like indentations, comments, and code placement so that the code is much more organized and easier to understand.

* add the Spatial.addControlAt() method (jMonkeyEngine#1899)

* JmeContext:  add a getSystemListener() method (jMonkeyEngine#1894)

* jme3-examples:  add tests for issue jMonkeyEngine#1903

* Refactored Advanced PBR Terrain to use new for-loops (jMonkeyEngine#1904)

* Refactored Advanced PBR Terrain to use new for-loops

Similar to my recent pull request doing the same for the base PbrTerrain shader (jMonkeyEngine#1901) this PR also adds for-loop support to the advanced version of the pbr shader that uses texture arrays

* Update PBRTerrain.frag

* Update AdvancedPBRTerrain.frag

* Update AfflictionLib.glsllib (jMonkeyEngine#1905)

This PR goes along with my last PR cleaning up the AdvancedPBRTerrain.j3md shader. The method getTriPlanarBlendFromTexArray() was put into this glsllib that contains all of the other commonly used functions for the pbr terrain shaders.

* common.gradle: set class files compatible with Java 8 using "release" option (jMonkeyEngine#1907)

* common.gradle: set class files compatible with Java 8. This will keep java 8 compatibility when it is compiled with newer java versions.

* Merge with existing block.

* Reformat code.

* common.gradle: add "Created-By" jar manifest to show Java version and vendor name (jMonkeyEngine#1913)

* common.gradle: add Created-By in jar manifest to show java version used to create the jar.

* Also add vendor name.

* ParticleEmitter: improve code readability. Apply the DRY principle (jMonkeyEngine#1912)

* add 4 getters to JmeContext for screen position and frame-buffer size (jMonkeyEngine#1911)

* test and fix for jMonkeyEngine#1909 (NPE while generating tangents) (jMonkeyEngine#1910)

* add a JUnit test for issue 1909 (NPE while generating tangents)

* solve issue jMonkeyEngine#1909 (NPE while generating tangents)

* jme3-lwjgl: bump to lwjgl 2.9.5 (jMonkeyEngine#1914)

* Fix jMonkeyEngine#1917 (RendererException in ScreenshotAppState: Attempting to upload empty buffer) (jMonkeyEngine#1918)

* PBRLighting: fix comment describing packed MetallicRoughnessMap (jMonkeyEngine#1921)

Updated a comment about the MetallicRoughness map that previously said the Red channel is unused - changed to instead say that the red channel of MR map stores the AO value if AoPackedInMRMap is true.

* solve issue jMonkeyEngine#1919 (underflow while generating tangents) (jMonkeyEngine#1920)

* jme-core:  add a test for issue jMonkeyEngine#1919 (underflow generating tangents)

* MikktspaceTangentGenerator: solve jMonkeyEngine#1919 (underflow generating tangents)

* main.yml: deploy with jdk17 (jMonkeyEngine#1922)

* Fix jMonkeyEngine#1923 (OSSRH artifacts are build with different java version) (jMonkeyEngine#1924)

* main.yml: build on pushes to the new v3.6 branch

* gradle.properties: next release from "master" branch should be v3.7.0

* resolve issue jMonkeyEngine#1926 (unnecessary dependencies) (jMonkeyEngine#1927)

* buildscript: move def of "niftyVersion" to "common.gradle" (shared between projects)

* jme3-testdata:  rm dependency on "nifty-style-black" (redundant with "jme3-niftygui")

* buildscript: mv "nifty-examples" dependency from "jme3-testdata" to "jme3-examples"

* solve issue jMonkeyEngine#1928 (OutOfMemoryError in FBX importer) (jMonkeyEngine#1929)

* solve issue jMonkeyEngine#1928 (OutOfMemoryError in FBX importer)

* tweak the new javadoc

* solve issue jMonkeyEngine#1930 (NPE in FbxLayerElement) (jMonkeyEngine#1931)

* solve issue jMonkeyEngine#1932 (class cast exceptions in FBX importer) (jMonkeyEngine#1934)

* solve issue jMonkeyEngine#1933 (unsupported operation in FbxNode) (jMonkeyEngine#1936)

* solve issue jMonkeyEngine#1937 (NPE in FbxObject) (jMonkeyEngine#1938)

* solve issue jMonkeyEngine#1939 [NPE in FbxMesh.applyCluster()] (jMonkeyEngine#1940)

* FBXCluster:  create empty arrays if the cluster contains no keyframes

* FbxLoader:  don't construct an animation if there are no keyframes

* update Groovy to v3.0.15

* Update Application.start javadoc. (jMonkeyEngine#1947)

* Update RenderState.setLineWidth javadoc. (jMonkeyEngine#1948)

* Fix jMonkeyEngine#1945 (IllegalStateException when running TestAWTPanels with LWJGL 3) (jMonkeyEngine#1949)

* solve issue jMonkeyEngine#1879 (compile-time error in Skinning.glsllib) (jMonkeyEngine#1942)

* Fix issue jMonkeyEngine#1558 (TestAWTPanels crashes with LWJGL v3 on Linux) (jMonkeyEngine#1944)

* TestAwtPanels: apply swing system LAF. This is needed to prevent JVM crash on Linux and LWJGL 3. (See issue jMonkeyEngine#1558)

* Use single class imports.

* solve issue jMonkeyEngine#1806 (global FrameInterpolator violates threading model) (jMonkeyEngine#1943)

* solve issue jMonkeyEngine#1806 (global FrameInterpolator violates threading model)

* FrameInterpolator:  deprecate the global instance

* Fix a typo in LwjglWindow (jMonkeyEngine#1953)

* Add WaterFilter.getReflectionView method (jMonkeyEngine#1951)

* Added WaterFilter.getReflectionView method.

* Update javadoc.

* README.md:  delete a dead link (Maker's Tale)

* README.md:  add a link to Wild Magic

* resolve issue jMonkeyEngine#1955 (Can not play vorbis audio on Android API 31+) (jMonkeyEngine#1956)

* android-native-vorbis: fix double asset file descriptor closure

* NativeVorbis: better names and javadocs

* NativeVorbisFile#readIntoBuffer: specifies the start and the end of the read

* NativeVorbisFile: better explanation for the output buffer on read functions

* com_jme3_audio_plugins_NativeVorbisFile.c: refactored logs

* NativeVorbisFile: some docs enhances

* NativeVorbisLoader: added updated jme3-copyright

* [skip ci] update natives snapshot

* jme3-jogg: remove dependency on Java Media Framework (jMonkeyEngine#1962)

* solve issue jMonkeyEngine#1960 (use jme3-jogg for loading ogg files on android) (jMonkeyEngine#1961)

* solve issue jMonkeyEngine#1963 (TestMusicPlayer fails to load AL library on lwjgl2) (jMonkeyEngine#1964)

* TestMusicPlayer: fix UnsatisfiedLinkError when using lwjgl2. Solves issue jMonkeyEngine#1963

* Add missing load function for "openal" natives.

* Removed the unnecessary check for lwjgl 2 in classpath.

* Fix comment

* Replace Exception with warning in TerrainPatch (jMonkeyEngine#1966)

* Replace Excpetion with warning in TerrainPatch

PR following up on the discussion in this thread: 
https://hub.jmonkeyengine.org/t/terrain-collision-exception/46491/6

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Cleanup NativeLibraryLoader & fix wrong library path  (jMonkeyEngine#1967)

* Cleanup NativeLibraryLoader

* Fix wrong library path

* solve issue jMonkeyEngine#1969:  missing check in GLRenderer.clearVertexAttribs() (jMonkeyEngine#1970)

* solve issue jMonkeyEngine#1975:  TestAttachDriver doesn't reset properly (jMonkeyEngine#1976)

* Improve NativeLibraryLoader (jMonkeyEngine#1973)

* Improve NativeLibraryLoader.

* Add javadoc.

* Moved library extraction requirement check into a separate method.

* Fix javadoc.

* Refactor library extraction check method.

* Extract natives to system temp directory retrieved by System.getProperty("java.io.tmpdir") instead of working directory.

* Renamed enum "Openal" to "OpenAL" and added javadoc on NativeLibraries.

* Update comments.

* Deploy master branch commits as snapshot (jMonkeyEngine#1983)

* Deploy main branch commits as snapshot

* Snapshot builds don't have a Release artifact

* restrict snapshot to actual commits on master branch

* Deploy steps don't actually use test-run maven artifacts

* Partial Revert. We need that artifact

* Fix sonatype snapshots repo url

as mentioned in https://central.sonatype.org/publish/publish-guide/

* Allow use of Emissive color as a multiplier with EmissiveMap in PBRLighting (jMonkeyEngine#1979)

* Add support for NormalScale in PBRLighting & GltfLoader (jMonkeyEngine#1980)

* Added NormalScale factor in PBRLighting. The scalar parameter applied to each normal vector of the normal map. This value scales the normal vector in X and Y directions using the formula: `scaledNormal =  normalize((<sampled normal texture value> * 2.0 - 1.0) * vec3(<normal scale>, <normal scale>, 1.0))`.

* Add support for reading NormalScale in GltfLoader.

* Add support for AoStrength in PBRLighting & GltfLoader (jMonkeyEngine#1981)

* Added AoStrength factor in PBRLighting. A scalar multiplier controlling the amount of occlusion applied.

* Add support for reading AoStrength in GltfLoader.

* Fix ao calculation to follow gltf specs.

* Update comment on AoStrength mentioning the min and max values.

* Clamp ao to 0 for negative values that might cause by applying AoStrength > 1.

* Use glsl clamp instead of max.

* update Groovy to v3.0.16

* Some javadoc cleanup (jMonkeyEngine#1986)

* Fix some invalid HTML tags

* Correct deprecation annotations

* Doc-comments cleanup

- Corrected some typos, grammar, etc.
- reflowed egregiously long comment lines to comply with column limits

* README.md: latest stable version of Engine

* LwjglContext: re-initialize renderer on context restart (lwjgl 2) (jMonkeyEngine#1988)

* LwjglContext: initialize renderer on context restart (lwjgl 2).

* Reset GL objects in renderer when context restart.

* README.md:  add Mravelous Marbles to the list of JME-powered games

* update the LWJGL3 libraries from v3.3.1 to v3.3.2

* update Groovy to v3.0.17

* correctly handle negative IDs in getUniqueId() methods (jMonkeyEngine#1991)

* NativeLibraryLoader:  more detailed exception in computeNativesHash() (jMonkeyEngine#2001)

* README.md:  add "Boxer" to the project list

* solve issue jMonkeyEngine#2003 (ParticleDepositionHeightMap.load return value) (jMonkeyEngine#2005)

* solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles) (jMonkeyEngine#2006)

* solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles)

* TerrainGridTileLoaderTest:  add a clarifying comment

* solve issue jMonkeyEngine#2011 (app crashes when using OpenGL version 3.0 and 3.1 with LWJGL 3) (jMonkeyEngine#2009)

* fix system crush issue when set desktop AppSetting.setRenderer below 3.2

* Revert "fix system crush issue when set desktop AppSetting.setRenderer below 3.2"

This reverts commit 11b7c9e.

* fix system crush issue when set desktop AppSetting.setRenderer below 3.2. This fix is reedited by instruction of ali_rs

---------

Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com>

* solve issue jMonkeyEngine#2007 (instanced objects are culled when using WaterFilter) (jMonkeyEngine#2008)

* Fix issue with InstancedGeometry that uses the wrong camera for "instance culling" check.

* Minor javadoc update.

* Variables should start with lower-case. (jMonkeyEngine#2013)

New PullRequest as suggested in jMonkeyEngine#2012

Co-authored-by: Starcommander <starcommander@gmx.at>

* solve issue jMonkeyEngine#1992: better messages in spatial assertions (jMonkeyEngine#1993)

* jMonkeyEngine#1992 Improve the messages being reported from spatial assertions

* jMonkeyEngine#1992 Make clear what name is in the assertion messages

* jMonkeyEngine#1992 Whitespace correction

* solve issue jMonkeyEngine#2015 (Picture class lacks 2 getters)

* CloneableSmartAsset:  clarify the setKey() javadoc (jMonkeyEngine#2018)

* update Gradle to v7.6.1

---------

Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>
Co-authored-by: Scrappers Team <60224159+Scrappers-glitch@users.noreply.github.com>
Co-authored-by: Github Actions <actions@users.noreply.github.com>
Co-authored-by: Riccardo Balbo <riccardo0blb@gmail.com>
Co-authored-by: Scrappers <scrappers.tm@gmail.com>
Co-authored-by: Stephen Gold <sgold@sonic.net>
Co-authored-by: Florian Frankenberger <f.frankenberger@mobiuscode.de>
Co-authored-by: Wyatt Gillette <jefferydeaver2010@gmail.com>
Co-authored-by: Lukas-Habring <102620478+Lukas-Habring@users.noreply.github.com>
Co-authored-by: Lukas Habring <lukas@Lukas-PC>
Co-authored-by: JosiahGoeman <31492985+JosiahGoeman@users.noreply.github.com>
Co-authored-by: Paul Speed <pspeed42@users.noreply.github.com>
Co-authored-by: Ali-RS <ali_codmw@yahoo.com>
Co-authored-by: Toni Helenius <helenius.toni@gmail.com>
Co-authored-by: Jan Schäfer <j@nschaefer.net>
Co-authored-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>
Co-authored-by: Michael Zuegg <zzuegg@users.noreply.github.com>
Co-authored-by: manuelrmo <118840772+manuelrmo@users.noreply.github.com>
Co-authored-by: Manuel <Manuel@DESKTOP-6RJH3UF>
Co-authored-by: Noeri Huisman <8823461+mrxz@users.noreply.github.com>
Co-authored-by: richardTingle <6330028+richardTingle@users.noreply.github.com>
Co-authored-by: Ryan McDonough <peanut64646@gmail.com>
Co-authored-by: Sailsman63 <lukejsails@gmail.com>
Co-authored-by: Raymond Young <gongxi83@163.com>
Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com>
Co-authored-by: Paul Kashofer <soundmodul@gmx.at>
Co-authored-by: Starcommander <starcommander@gmx.at>
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bug Something that is supposed to work, but doesn't. More severe than a "defect". Physics Issues with all kinds of Physics and their Bindings
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