Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Uncle Ray

Pages: 1 ... 4 5 [6]
Support / Re: Tutorial:how to start Jbrush_AE
« on: July 31, 2014, 10:31:09 pm »
it took my much time to start,i want the jpct to be more popular,and the jbrush is the satisfy tool with jpct,this is the reason why i posed this Tutorial.

Support / Tutorial:how to start Jbrush_AE
« on: July 31, 2014, 10:25:07 pm »
this topic only talk about android jbrush_AE.

         open the jbrush.jar.load A.md2 or A.3ds or A.obj
        mouse left_click which object you want.
        objects-set object texture(this is the most important);
        objects-set object properties(many,like,light,coliide,.....)
         do anything you want....
        file——save scene(the scene file is .txt),in this case,i called it B.txt.
        copy eveything about your model with scene(xxx.jpg,xxx.png,xxx.3ds,xxx.md2,xxx.obj)to        /assets/       
         the systerm default modle is floor.3ds,please remove it
        in jbursh. if you dont remove it,in the jbrush .the jbrush will never work......
        this is the most useful,please remember it.

Second: open your eclipse(i use "HelloShader" for my example)           
              mouse-right-click the HelloShader,
              properties-java buid path-Libraly-Add exteral jar-jbush_ae_lib.jar
               package com.threed.jpct.shader;//this the helloshader default,you dont have to code it.
               import java.util.Vector;//you have to code it
               import*;//you have to code it
               import android.content.res.AssetManager;//only jbrush ae must code it.
             public class HelloShader extends Activity implements OnScaleGestureListener
               private Vector<EditorObject> objects;
          private Vector<LightData> lights;
          private Object3D object_jpct;// this method will translate from jbrush's objcet to jpct's Object3D.
          4.public void onSurfaceChanged(GL10 gl, int width, int height) //this is default dont need code.....
     Resources res = getResources();
          world.addObject(plane);  //this is default,dont code it,but folloed the jbrush code must set under  the  world.addObject();
          AssetManager assetManager=getAssets();//just for jbrush_ae
      objects=Scene.loadSerializedLevel("B.txt",  objects,world, assetManager);//it is used for eclipse load the resource of /assets/
           object_jpct=Scene.findObject("id", objects);//translate the id(which in jbrush objects-set object properties you can get and edit            it)to Object 3d.             

Last:that is all,but there still have some important information must be told         
   ;// it is wrong,becasuse the codes before have realize the  display of object_jpct already.             
             2.the texture's size 512*512,1024*1024,256*256,etc....
             3,in eclipse if you update or edit your resource of  /assets/  ,please refresh or clean and then run.

                                                                                           THANK YOU VERY MUCH-----------------------------by 409544041


THX,much appricated,My question have solved. :)

it is my fault,i made a mistake,pi=180 actually,but i  thought it is 360,before..
the question is,i want cal the angle of two SimpleVector.which is 270.
but use calAngle,it is only,90.
how can i cal?whose angle more than 180?

btw ,except of this,the jpct is the perfect one ;D

i know the most important feature of simplevector is that,every simplevector have a direction.
for example ,if i want cal the angle of a:(0,0,-1),b(0,0,1).
if use a.calcAngle(b),
the result is 0.
in fact the result is wrong,in the reality,the result is pi/2.

may be i can use other math method,but it is not convenient.

Any suggest?i just want cal the more correcter angle of simplevector,which has a direction.


Pages: 1 ... 4 5 [6]