Applied javadoc patch to SkyFactory from sgold

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10901 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
rem..om 11 years ago
parent 01419a5fa4
commit d7414262e2
  1. 119
      engine/src/core/com/jme3/util/SkyFactory.java

@ -56,48 +56,58 @@ import java.util.ArrayList;
public class SkyFactory {
/**
* Creates a sky using the given texture (cubemap or spheremap).
* Create a sky with radius=10 using the given cubemap or spheremap texture.
*
* @param assetManager The asset manager to use to load materials
* @param texture Texture to use for the sky
* @param normalScale The normal scale is multiplied by the 3D normal
* to get a texture coordinate. Use Vector3f.UNIT_XYZ to not apply
* and transformation to the normal.
* @param sphereMap The way the texture is used
* depends on this value:<br>
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustrum.
*
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereMap determines how the texture is used:<br>
* <ul>
* <li>true: Its a Texture2D with the pixels arranged for
* <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere mapping</a>.</li>
* <li>false: Its either a TextureCubeMap or Texture2D. If its a Texture2D
* then the image is taken from it and is inserted into a TextureCubeMap</li>
* <li>true: The texture is a Texture2D with the pixels arranged for
* <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere
* mapping</a>.</li>
* <li>false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap</li>
* </ul>
* @return A spatial representing the sky
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, boolean sphereMap) {
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, boolean sphereMap) {
return createSky(assetManager, texture, normalScale, sphereMap, 10);
}
/**
* Creates a sky using the given texture (cubemap or spheremap).
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager The asset manager to use to load materials
* @param texture Texture to use for the sky
* @param normalScale The normal scale is multiplied by the 3D normal
* to get a texture coordinate. Use Vector3f.UNIT_XYZ to not apply
* and transformation to the normal.
* @param sphereMap The way the texture is used
* depends on this value:<br>
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereMap determines how the texture is used:<br>
* <ul>
* <li>true: Its a Texture2D with the pixels arranged for
* <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere mapping</a>.</li>
* <li>false: Its either a TextureCubeMap or Texture2D. If its a Texture2D
* then the image is taken from it and is inserted into a TextureCubeMap</li>
* <li>true: The texture is a Texture2D with the pixels arranged for
* <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere
* mapping</a>.</li>
* <li>false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap</li>
* </ul>
* @param sphereRadius If specified, this will be the sky sphere's radius.
* This should be the camera's near plane for optimal quality.
* @return A spatial representing the sky
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, boolean sphereMap, int sphereRadius) {
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, boolean sphereMap, int sphereRadius) {
if (texture == null) {
throw new IllegalArgumentException("texture cannot be null");
}
@ -170,11 +180,54 @@ public class SkyFactory {
}
}
public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale) {
return createSky(assetManager, west, east, north, south, up, down, normalScale, 10);
/**
* Create a cube-mapped sky with radius=10 using six textures.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustrum.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture west,
Texture east, Texture north, Texture south, Texture up,
Texture down, Vector3f normalScale) {
return createSky(assetManager, west, east, north, south, up, down,
normalScale, 10);
}
public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale, int sphereRadius) {
/**
* Create a cube-mapped sky using six textures.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture west,
Texture east, Texture north, Texture south, Texture up,
Texture down, Vector3f normalScale, float sphereRadius) {
final Sphere sphereMesh = new Sphere(10, 10, sphereRadius, false, true);
Geometry sky = new Geometry("Sky", sphereMesh);
sky.setQueueBucket(Bucket.Sky);

Loading…
Cancel
Save