helloworld: updated depricated Box() constructor and object names
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10709 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -59,50 +59,52 @@ public class HelloMaterial extends SimpleApplication {
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public void simpleInitApp() {
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/** A simple textured cube -- in good MIP map quality. */
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Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
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Geometry cube = new Geometry("My Textured Box", boxshape1);
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Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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mat_stl.setTexture("ColorMap", tex_ml);
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cube.setMaterial(mat_stl);
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rootNode.attachChild(cube);
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Box box1Mesh = new Box(1f,1f,1f);
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Geometry cubePlainGeo = new Geometry("My Textured Box", box1Mesh);
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Material stlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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Texture monkeyTex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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stlMat.setTexture("ColorMap", monkeyTex);
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cubePlainGeo.setMaterial(stlMat);
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cubePlainGeo.move(new Vector3f(-3f,1.1f,0f));
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rootNode.attachChild(cubePlainGeo);
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/** A translucent/transparent texture, similar to a window frame. */
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Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
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Geometry window_frame = new Geometry("window frame", boxshape3);
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Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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window_frame.setQueueBucket(Bucket.Transparent);
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window_frame.setMaterial(mat_tt);
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rootNode.attachChild(window_frame);
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Box box3Mesh = new Box(1f,1f,0.01f);
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Geometry windowGeo = new Geometry("window frame", box3Mesh);
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Material ttMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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ttMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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ttMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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windowGeo.setQueueBucket(Bucket.Transparent);
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windowGeo.setMaterial(ttMat);
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rootNode.attachChild(windowGeo);
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/** A cube with its base color "leaking" through a partially transparent texture */
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Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
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Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
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Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
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cube_leak.setMaterial(mat_tl);
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rootNode.attachChild(cube_leak);
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// cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
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/** A cube with its base color "bleeding" through a partially transparent texture */
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Box box4Mesh = new Box(1f,1f,1f);
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Geometry bleedCubeGeo = new Geometry("bleed-through colored cube", box4Mesh);
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Material tlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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tlMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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tlMat.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
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bleedCubeGeo.setMaterial(tlMat);
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bleedCubeGeo.move(new Vector3f(3f,-1f,0f));
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rootNode.attachChild(bleedCubeGeo);
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//bleedCubeGeo.setMaterial((Material) assetManager.loadAsset( "Materials/BleedThrough.j3m"));
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/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
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Sphere rock = new Sphere(32,32, 2f);
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Geometry shiny_rock = new Geometry("Shiny rock", rock);
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rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
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TangentBinormalGenerator.generate(rock); // for lighting effect
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Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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mat_lit.setBoolean("UseMaterialColors",true);
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mat_lit.setColor("Specular",ColorRGBA.White);
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mat_lit.setColor("Diffuse",ColorRGBA.White);
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mat_lit.setFloat("Shininess", 5f); // [0,128]
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shiny_rock.setMaterial(mat_lit);
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shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit
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shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit
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rootNode.attachChild(shiny_rock);
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Sphere sphereMesh = new Sphere(32,32, 2f);
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Geometry shinyRockGeo = new Geometry("Shiny rock", sphereMesh);
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sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
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TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
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Material litMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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litMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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litMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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litMat.setBoolean("UseMaterialColors",true);
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litMat.setColor("Specular",ColorRGBA.White);
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litMat.setColor("Diffuse",ColorRGBA.White);
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litMat.setFloat("Shininess", 64f); // [0,128]
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shinyRockGeo.setMaterial(litMat);
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shinyRockGeo.setLocalTranslation(0,2,-2); // Move it a bit
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shinyRockGeo.rotate(1.6f, 0, 0); // Rotate it a bit
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rootNode.attachChild(shinyRockGeo);
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/** Must add a light to make the lit object visible! */
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DirectionalLight sun = new DirectionalLight();
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