Changed TestBatchNodeTower so that it doesn't use deprecated stuff anymore
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10521 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -41,18 +41,20 @@ import com.jme3.font.BitmapText;
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import com.jme3.input.MouseInput;
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import com.jme3.input.MouseInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.MouseButtonTrigger;
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import com.jme3.input.controls.MouseButtonTrigger;
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import com.jme3.light.DirectionalLight;
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import com.jme3.material.Material;
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import com.jme3.material.Material;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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import com.jme3.post.FilterPostProcessor;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.BatchNode;
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import com.jme3.scene.BatchNode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.scene.shape.Sphere.TextureMode;
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import com.jme3.scene.shape.Sphere.TextureMode;
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import com.jme3.shadow.PssmShadowRenderer;
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import com.jme3.shadow.CompareMode;
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import com.jme3.shadow.PssmShadowRenderer.CompareMode;
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import com.jme3.shadow.DirectionalLightShadowFilter;
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import com.jme3.shadow.PssmShadowRenderer.FilterMode;
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import com.jme3.shadow.EdgeFilteringMode;
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import com.jme3.system.AppSettings;
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import com.jme3.system.AppSettings;
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import com.jme3.system.NanoTimer;
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import com.jme3.system.NanoTimer;
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import com.jme3.texture.Texture;
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import com.jme3.texture.Texture;
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@ -76,7 +78,7 @@ public class TestBatchNodeTower extends SimpleApplication {
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Material mat;
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Material mat;
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Material mat2;
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Material mat2;
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Material mat3;
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Material mat3;
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PssmShadowRenderer bsr;
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DirectionalLightShadowFilter shadowRenderer;
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private Sphere bullet;
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private Sphere bullet;
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private Box brick;
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private Box brick;
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private SphereCollisionShape bulletCollisionShape;
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private SphereCollisionShape bulletCollisionShape;
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@ -102,7 +104,7 @@ public class TestBatchNodeTower extends SimpleApplication {
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bullet.setTextureMode(TextureMode.Projected);
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bullet.setTextureMode(TextureMode.Projected);
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bulletCollisionShape = new SphereCollisionShape(0.4f);
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bulletCollisionShape = new SphereCollisionShape(0.4f);
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brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
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brick = new Box(brickWidth, brickHeight, brickDepth);
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brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
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brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
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//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
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//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
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initMaterial();
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initMaterial();
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@ -121,13 +123,17 @@ public class TestBatchNodeTower extends SimpleApplication {
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rootNode.attachChild(batchNode);
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rootNode.attachChild(batchNode);
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bsr = new PssmShadowRenderer(assetManager, 1024, 2);
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shadowRenderer = new DirectionalLightShadowFilter(assetManager, 1024, 2);
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bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
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DirectionalLight dl = new DirectionalLight();
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bsr.setLambda(0.55f);
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dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
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bsr.setShadowIntensity(0.6f);
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shadowRenderer.setLight(dl);
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bsr.setCompareMode(CompareMode.Hardware);
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shadowRenderer.setLambda(0.55f);
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bsr.setFilterMode(FilterMode.PCF4);
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shadowRenderer.setShadowIntensity(0.6f);
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viewPort.addProcessor(bsr);
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shadowRenderer.setShadowCompareMode(CompareMode.Hardware);
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shadowRenderer.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
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FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
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fpp.addFilter(shadowRenderer);
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viewPort.addProcessor(fpp);
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}
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}
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private PhysicsSpace getPhysicsSpace() {
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private PhysicsSpace getPhysicsSpace() {
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@ -158,10 +164,11 @@ public class TestBatchNodeTower extends SimpleApplication {
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angle = 0f;
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angle = 0f;
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for (int i = 0; i < brickLayers; i++){
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for (int i = 0; i < brickLayers; i++){
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// Increment rows
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// Increment rows
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if(i!=0)
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if (i != 0) {
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tempY+=brickHeight*2;
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tempY += brickHeight * 2;
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else
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} else {
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tempY=brickHeight;
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tempY = brickHeight;
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}
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// Alternate brick seams
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// Alternate brick seams
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angle = 360.0f / bricksPerLayer * i/2f;
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angle = 360.0f / bricksPerLayer * i/2f;
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for (int j = 0; j < bricksPerLayer; j++){
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for (int j = 0; j < bricksPerLayer; j++){
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