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Example 56 with AssetManager

use of com.jme3.asset.AssetManager in project jmonkeyengine by jMonkeyEngine.

the class HelloTerrain method simpleInitApp.

@Override
public void simpleInitApp() {
    flyCam.setMoveSpeed(50);
    /** 1. Create terrain material and load four textures into it. */
    mat_terrain = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
    /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
    mat_terrain.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
    /** 1.2) Add GRASS texture into the red layer (Tex1). */
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex1", grass);
    mat_terrain.setFloat("Tex1Scale", 64f);
    /** 1.3) Add DIRT texture into the green layer (Tex2) */
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex2", dirt);
    mat_terrain.setFloat("Tex2Scale", 32f);
    /** 1.4) Add ROAD texture into the blue layer (Tex3) */
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex3", rock);
    mat_terrain.setFloat("Tex3Scale", 128f);
    /** 2.a Create a custom height map from an image */
    AbstractHeightMap heightmap = null;
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
    /** 2.b Create a random height map */
    //      HillHeightMap heightmap = null;
    //      HillHeightMap.NORMALIZE_RANGE = 100;
    //      try {
    //          heightmap = new HillHeightMap(513, 1000, 50, 100, (byte) 3);
    //      } catch (Exception ex) {
    //          ex.printStackTrace();
    //      }
    heightmap.load();
    /** 3. We have prepared material and heightmap. 
     * Now we create the actual terrain:
     * 3.1) Create a TerrainQuad and name it "my terrain".
     * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
     * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
     * 3.4) As LOD step scale we supply Vector3f(1,1,1).
     * 3.5) We supply the prepared heightmap itself.
     */
    int patchSize = 65;
    terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap());
    /** 4. We give the terrain its material, position & scale it, and attach it. */
    terrain.setMaterial(mat_terrain);
    terrain.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2f, 1f, 2f);
    rootNode.attachChild(terrain);
    /** 5. The LOD (level of detail) depends on were the camera is: */
    TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    // patch size, and a multiplier
    control.setLodCalculator(new DistanceLodCalculator(patchSize, 2.7f));
    terrain.addControl(control);
}
Also used : AbstractHeightMap(com.jme3.terrain.heightmap.AbstractHeightMap) TerrainLodControl(com.jme3.terrain.geomipmap.TerrainLodControl) Material(com.jme3.material.Material) Texture(com.jme3.texture.Texture) TerrainQuad(com.jme3.terrain.geomipmap.TerrainQuad) DistanceLodCalculator(com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator) ImageBasedHeightMap(com.jme3.terrain.heightmap.ImageBasedHeightMap)

Example 57 with AssetManager

use of com.jme3.asset.AssetManager in project jmonkeyengine by jMonkeyEngine.

the class TestCameraNode method simpleInitApp.

public void simpleInitApp() {
    // load a teapot model 
    teaGeom = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
    teaGeom.setMaterial(mat);
    //create a node to attach the geometry and the camera node
    teaNode = new Node("teaNode");
    teaNode.attachChild(teaGeom);
    rootNode.attachChild(teaNode);
    // create a floor
    mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
    Geometry ground = new Geometry("ground", new Quad(50, 50));
    ground.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
    ground.setLocalTranslation(-25, -1, 25);
    ground.setMaterial(mat);
    rootNode.attachChild(ground);
    //creating the camera Node
    camNode = new CameraNode("CamNode", cam);
    //Setting the direction to Spatial to camera, this means the camera will copy the movements of the Node
    camNode.setControlDir(ControlDirection.SpatialToCamera);
    //attaching the camNode to the teaNode
    teaNode.attachChild(camNode);
    //setting the local translation of the cam node to move it away from the teanNode a bit
    camNode.setLocalTranslation(new Vector3f(-10, 0, 0));
    //setting the camNode to look at the teaNode
    camNode.lookAt(teaNode.getLocalTranslation(), Vector3f.UNIT_Y);
    //disable the default 1st-person flyCam (don't forget this!!)
    flyCam.setEnabled(false);
    registerInput();
}
Also used : Geometry(com.jme3.scene.Geometry) Quad(com.jme3.scene.shape.Quad) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) CameraNode(com.jme3.scene.CameraNode) CameraNode(com.jme3.scene.CameraNode) Vector3f(com.jme3.math.Vector3f) Material(com.jme3.material.Material)

Example 58 with AssetManager

use of com.jme3.asset.AssetManager in project jmonkeyengine by jMonkeyEngine.

the class TestLightRadius method simpleInitApp.

@Override
public void simpleInitApp() {
    Torus torus = new Torus(10, 6, 1, 3);
    //        Torus torus = new Torus(50, 30, 1, 3);
    Geometry g = new Geometry("Torus Geom", torus);
    g.rotate(-FastMath.HALF_PI, 0, 0);
    g.center();
    //        g.move(0, 1, 0);
    Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    mat.setFloat("Shininess", 32f);
    mat.setBoolean("UseMaterialColors", true);
    mat.setColor("Ambient", ColorRGBA.Black);
    mat.setColor("Diffuse", ColorRGBA.White);
    mat.setColor("Specular", ColorRGBA.White);
    //        mat.setBoolean("VertexLighting", true);
    //        mat.setBoolean("LowQuality", true);
    g.setMaterial(mat);
    rootNode.attachChild(g);
    lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    rootNode.attachChild(lightMdl);
    pl = new PointLight();
    pl.setColor(ColorRGBA.Green);
    pl.setRadius(4f);
    rootNode.addLight(pl);
    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.Red);
    dl.setDirection(new Vector3f(0, 1, 0));
    rootNode.addLight(dl);
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) Torus(com.jme3.scene.shape.Torus) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) Material(com.jme3.material.Material) PointLight(com.jme3.light.PointLight)

Example 59 with AssetManager

use of com.jme3.asset.AssetManager in project jmonkeyengine by jMonkeyEngine.

the class TestPointLightShadows method simpleInitApp.

@Override
public void simpleInitApp() {
    flyCam.setMoveSpeed(10);
    cam.setLocation(new Vector3f(0.040581334f, 1.7745866f, 6.155161f));
    cam.setRotation(new Quaternion(4.3868728E-5f, 0.9999293f, -0.011230096f, 0.0039059948f));
    al = new AmbientLight(ColorRGBA.White.mult(0.02f));
    rootNode.addLight(al);
    Node scene = (Node) assetManager.loadModel("Models/Test/CornellBox.j3o");
    scene.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
    rootNode.attachChild(scene);
    rootNode.getChild("Cube").setShadowMode(RenderQueue.ShadowMode.Receive);
    lightNode = (Node) rootNode.getChild("Lamp");
    Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    //Geometry  lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    lightMdl.setShadowMode(RenderQueue.ShadowMode.Off);
    lightNode.attachChild(lightMdl);
    //lightMdl.setLocalTranslation(lightNode.getLocalTranslation());
    Geometry box = new Geometry("box", new Box(0.2f, 0.2f, 0.2f));
    //Geometry  lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
    box.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    box.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
    rootNode.attachChild(box);
    box.setLocalTranslation(-1f, 0.5f, -2);
    plsr = new PointLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
    plsr.setLight((PointLight) scene.getLocalLightList().get(0));
    plsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    plsr.setShadowZExtend(15);
    plsr.setShadowZFadeLength(5);
    plsr.setShadowIntensity(0.9f);
    // plsr.setFlushQueues(false);
    //plsr.displayFrustum();
    plsr.displayDebug();
    viewPort.addProcessor(plsr);
    plsf = new PointLightShadowFilter(assetManager, SHADOWMAP_SIZE);
    plsf.setLight((PointLight) scene.getLocalLightList().get(0));
    plsf.setShadowZExtend(15);
    plsf.setShadowZFadeLength(5);
    plsf.setShadowIntensity(0.8f);
    plsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    plsf.setEnabled(false);
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
    fpp.addFilter(plsf);
    viewPort.addProcessor(fpp);
    inputManager.addListener(this, "ShadowUp", "ShadowDown");
    ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) Node(com.jme3.scene.Node) PointLightShadowFilter(com.jme3.shadow.PointLightShadowFilter) Box(com.jme3.scene.shape.Box) PointLightShadowRenderer(com.jme3.shadow.PointLightShadowRenderer) FilterPostProcessor(com.jme3.post.FilterPostProcessor) AmbientLight(com.jme3.light.AmbientLight)

Example 60 with AssetManager

use of com.jme3.asset.AssetManager in project jmonkeyengine by jMonkeyEngine.

the class TestPssmShadow method simpleInitApp.

@Override
public void simpleInitApp() {
    // put the camera in a bad position
    cam.setLocation(new Vector3f(65.25412f, 44.38738f, 9.087874f));
    cam.setRotation(new Quaternion(0.078139365f, 0.050241485f, -0.003942559f, 0.9956679f));
    flyCam.setMoveSpeed(100);
    loadScene();
    pssmRenderer = new PssmShadowRenderer(assetManager, 1024, 3);
    //pssmRenderer.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    pssmRenderer.setDirection(new Vector3f(-0.5973172f, -0.56583486f, 0.8846725f).normalizeLocal());
    pssmRenderer.setLambda(0.55f);
    pssmRenderer.setShadowIntensity(0.6f);
    pssmRenderer.setCompareMode(CompareMode.Software);
    pssmRenderer.setFilterMode(FilterMode.Dither);
    pssmRenderer.displayFrustum();
    viewPort.addProcessor(pssmRenderer);
    pssmFilter = new PssmShadowFilter(assetManager, 1024, 3);
    //pssmFilter.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    pssmRenderer.setDirection(new Vector3f(-0.5973172f, -0.56583486f, 0.8846725f).normalizeLocal());
    pssmFilter.setLambda(0.55f);
    pssmFilter.setShadowIntensity(0.6f);
    pssmFilter.setCompareMode(CompareMode.Software);
    pssmFilter.setFilterMode(FilterMode.Dither);
    pssmFilter.setEnabled(false);
    //        pssmFilter.setShadowZFadeLength(300);
    //        pssmFilter.setShadowZExtend(500);
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
    //  fpp.setNumSamples(4);
    fpp.addFilter(pssmFilter);
    viewPort.addProcessor(fpp);
    initInputs();
}
Also used : PssmShadowFilter(com.jme3.shadow.PssmShadowFilter) PssmShadowRenderer(com.jme3.shadow.PssmShadowRenderer) Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) FilterPostProcessor(com.jme3.post.FilterPostProcessor)

Aggregations

Material (com.jme3.material.Material)213 Geometry (com.jme3.scene.Geometry)138 Vector3f (com.jme3.math.Vector3f)137 Box (com.jme3.scene.shape.Box)73 Texture (com.jme3.texture.Texture)73 DirectionalLight (com.jme3.light.DirectionalLight)66 Node (com.jme3.scene.Node)52 Sphere (com.jme3.scene.shape.Sphere)47 Quaternion (com.jme3.math.Quaternion)46 Spatial (com.jme3.scene.Spatial)43 FilterPostProcessor (com.jme3.post.FilterPostProcessor)38 ColorRGBA (com.jme3.math.ColorRGBA)37 KeyTrigger (com.jme3.input.controls.KeyTrigger)31 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)27 BulletAppState (com.jme3.bullet.BulletAppState)26 Quad (com.jme3.scene.shape.Quad)23 TextureKey (com.jme3.asset.TextureKey)22 ActionListener (com.jme3.input.controls.ActionListener)21 AmbientLight (com.jme3.light.AmbientLight)20 Texture2D (com.jme3.texture.Texture2D)20