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View Code? Open in Web Editor NEWMap data storage and visualisation with path finding in java
License: MIT License
Map data storage and visualisation with path finding in java
License: MIT License
When calling the show() or hide() methods on a Node, a ConcurrentModificationError is thrown, due to the children ArrayList being itterated on by the engine while it is modified by the Node itself.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Obviously no Error being raised
Desktop:
a chunk is a small piece of the entire map that may be loaded/unloaded on demand
Advancement :
Ray casting and colliders are necessary to get the corners of the screen's position
Créer les classes du diagramme de classe.
Create java classes to store objects that are quickly displayable.
This objects will be serialized in JSON and store in the database. Then they will be call by our programm to by diplayed in runtime.
These objects must comply with the following guidelines:
Read the documentation @ https://www.lwjgl.org/guide
understand it and create a couple of test applications to get the hang of it.
Code some test classes for the team to use instead of modifying App.java.
Advancement :
Dans le but de faciliter et rendre plus propre la programmation des évènements liés aux interractions utilisateurs, il serait sympa de se faire notre propre handler.
Voilà comment à quoi il pourrait ressembler :
window.onEvent(Event.MOVE, (dx, dy) -> { });
window.onEvent(Event.ZOOM, (delta) -> { });
Les évènements Event.MOVE
et Event.ZOOM
peuvent par exemple être en dur dans un enum, ou plus dynamiquement dans une HashMap. On pourrait imaginer pourvoir faire évoluer l'API avec d'autres évènements comme Event.GetFocus
, Event.LostFocus
, ... à moins qu'il y ait d'autres endroits plus pertinents pour ça.
Il faudrait aussi que le callback renvoit des paramètres pertinents en fonction de l'évènement, quitte à créer un objet de retour exprès (comme vu en TD).
Implementer updateChunk
Advancement :
Describe the bug
undefined behavior (crash/graphical bug)
To Reproduce
Steps to reproduce the behavior:
if you reparent a node to the scene root, then reparent it to null, and reparent it again to the sceneRoot, the buildChildren()
gets called twice causing an undefined behavior.
Expected behavior
obviously nothing
Keyword varying out in src/main/java/resources/Fragment.glsl is not recognized on some computers.
Create a logger class which will be used instead of the classic System.out.println() call.
As @seba1204 mentioned, we'll need a gui library for text, buttons, sliders etc... at some point. The incorporate-gui-library branch should add it.
When all data is computed (etiher from Geojson files or from OSM XML files/API) we have to store it. And we'll have to get this data very quickly in runiing time. Do not forget that data will be modified by registered users.
Advancement :
Actually all free maps are stored in the OSM XML format. So we have to handle it if we want to display some maps.
Advancement :
Documenter l'implémentation de la gestion des données pour la rendering team, à travers un exemple + une doc rigoureuse.
Advancement :
When we compute maps from OSM data, we have to convert a lot of differents objects (called map features). We have to handle the most important ones in order to have a nice display of maps.
Advancement :
When data is loaded from database, we need to compute it in order to make it readable by the 3D engine.
Advancement :
fov and nearfar attributes should be inside the Camera, not the Window class. This needs to be fixed before implementing raycasts.
This is the current Vertex
constructor:
public Vertex(Vector3f position, Vector3f color, Vector2f textureCoord) {
this.pos = position;
this.color = color;
this.textureCoord = textureCoord;
}
I think, it could be a specific color class instead of a Vectof3f
so people could create a Vertex with a color in Hex for example.
The class would take care of converting the color to the right format !
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