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147 lines
5.4 KiB
147 lines
5.4 KiB
/*
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* Copyright (c) 2017 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package jme3test.texture;
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import com.jme3.app.SimpleApplication;
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import com.jme3.input.KeyInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.KeyTrigger;
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import com.jme3.material.Material;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.shape.Box;
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import com.jme3.util.SkyFactory;
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/**
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* Simple application to test sky rotation with a cube-mapped sky.
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*
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* Press "T" to rotate the sky and floor to the camera's left. Press "Y" to
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* rotate the sky and floor to the camera's right. Both should appear to move by
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* the same amount in the same direction.
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*
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* See issue #651 for further information.
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*
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* @author Stephen Gold
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*/
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public class TestSkyRotation extends SimpleApplication implements ActionListener {
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/**
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* objects visible in the scene
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*/
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private Spatial floor, sky;
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/**
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* Y-axis rotation angle in radians
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*/
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private float angle = 0f;
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public static void main(String[] arguments) {
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TestSkyRotation application = new TestSkyRotation();
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application.start();
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}
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@Override
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public void simpleInitApp() {
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/*
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* Configure the camera.
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*/
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flyCam.setEnabled(false);
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Vector3f location = new Vector3f(-7f, 4f, 8f);
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cam.setLocation(location);
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Quaternion orientation;
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orientation = new Quaternion(0.0037f, 0.944684f, -0.01067f, 0.327789f);
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assert FastMath.approximateEquals(orientation.norm(), 1f);
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cam.setRotation(orientation);
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/*
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* Attach a cube-mapped sky to the scene graph.
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*/
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sky = SkyFactory.createSky(assetManager,
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"Scenes/Beach/FullskiesSunset0068.dds",
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SkyFactory.EnvMapType.CubeMap);
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rootNode.attachChild(sky);
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/*
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* Attach a "floor" geometry to the scene graph.
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*/
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Mesh floorMesh = new Box(10f, 0.1f, 10f);
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floor = new Geometry("floor", floorMesh);
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Material floorMaterial = new Material(assetManager,
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"Common/MatDefs/Misc/Unshaded.j3md");
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floorMaterial.setTexture("ColorMap",
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assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
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floor.setMaterial(floorMaterial);
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rootNode.attachChild(floor);
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/*
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* Configure mappings and listeners for keyboard input.
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*/
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inputManager.addMapping("left", new KeyTrigger(KeyInput.KEY_T));
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inputManager.addMapping("right", new KeyTrigger(KeyInput.KEY_Y));
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inputManager.addListener(this, "left");
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inputManager.addListener(this, "right");
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}
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/**
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* Handle an input action from the user.
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*
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* @param name the name of the action
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* @param ongoing true→depress key, false→release key
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* @param ignored
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*/
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@Override
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public void onAction(String name, boolean ongoing, float ignored) {
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if (!ongoing) {
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return;
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}
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/*
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* Update the Y-axis rotation angle based on which key was pressed.
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*/
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if (name.equals("left")) {
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angle += 0.1f; // radians
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System.out.print("rotate floor and sky leftward ...");
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} else if (name.equals("right")) {
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angle -= 0.1f; // radians
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System.out.printf("rotate floor and sky spatials rightward ...");
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} else {
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return;
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}
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/*
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* Update the local rotations of both objects based on the angle.
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*/
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System.out.printf(" to %.1f radians left of start%n", angle);
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Quaternion rotation = new Quaternion();
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rotation.fromAngleNormalAxis(angle, Vector3f.UNIT_Y);
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floor.setLocalRotation(rotation);
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sky.setLocalRotation(rotation);
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}
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}
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