use of com.jme3.scene.shape.Box in project jmonkeyengine by jMonkeyEngine.
the class HelloLoop method simpleInitApp.
@Override
public void simpleInitApp() {
/** this blue box is our player character */
Box b = new Box(1, 1, 1);
player = new Geometry("blue cube", b);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
player.setMaterial(mat);
rootNode.attachChild(player);
}
use of com.jme3.scene.shape.Box in project jmonkeyengine by jMonkeyEngine.
the class HelloMaterial method simpleInitApp.
@Override
public void simpleInitApp() {
/** A simple textured cube -- in good MIP map quality. */
Box cube1Mesh = new Box(1f, 1f, 1f);
Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
cube1Geo.setLocalTranslation(new Vector3f(-3f, 1.1f, 0f));
Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
cube1Mat.setTexture("ColorMap", cube1Tex);
cube1Geo.setMaterial(cube1Mat);
rootNode.attachChild(cube1Geo);
/** A translucent/transparent texture, similar to a window frame. */
Box cube2Mesh = new Box(1f, 1f, 0.01f);
Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
// activate transparency
cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
cube2Geo.setQueueBucket(Bucket.Transparent);
cube2Geo.setMaterial(cube2Mat);
rootNode.attachChild(cube2Geo);
/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
Sphere sphereMesh = new Sphere(32, 32, 2f);
Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
// better quality on spheres
sphereMesh.setTextureMode(Sphere.TextureMode.Projected);
// for lighting effect
TangentBinormalGenerator.generate(sphereMesh);
Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
sphereMat.setBoolean("UseMaterialColors", true);
sphereMat.setColor("Diffuse", ColorRGBA.White);
sphereMat.setColor("Specular", ColorRGBA.White);
// [0,128]
sphereMat.setFloat("Shininess", 64f);
sphereGeo.setMaterial(sphereMat);
//sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
// Move it a bit
sphereGeo.setLocalTranslation(0, 2, -2);
// Rotate it a bit
sphereGeo.rotate(1.6f, 0, 0);
rootNode.attachChild(sphereGeo);
/** Must add a light to make the lit object visible! */
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1, 0, -2).normalizeLocal());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
}
use of com.jme3.scene.shape.Box in project jmonkeyengine by jMonkeyEngine.
the class EntropyComputeUtil method computeLodEntropy.
public static float computeLodEntropy(Mesh terrainBlock, Buffer lodIndices) {
// Bounding box for the terrain block
BoundingBox bbox = (BoundingBox) terrainBlock.getBound();
// Vertex positions for the block
FloatBuffer positions = terrainBlock.getFloatBuffer(Type.Position);
// Prepare to cast rays
Vector3f pos = new Vector3f();
Vector3f dir = new Vector3f(0, -1, 0);
Ray ray = new Ray(pos, dir);
// Prepare collision results
CollisionResults results = new CollisionResults();
// Set the LOD indices on the block
VertexBuffer originalIndices = terrainBlock.getBuffer(Type.Index);
terrainBlock.clearBuffer(Type.Index);
if (lodIndices instanceof IntBuffer)
terrainBlock.setBuffer(Type.Index, 3, (IntBuffer) lodIndices);
else if (lodIndices instanceof ShortBuffer) {
terrainBlock.setBuffer(Type.Index, 3, (ShortBuffer) lodIndices);
}
// Recalculate collision mesh
terrainBlock.createCollisionData();
float entropy = 0;
for (int i = 0; i < positions.limit() / 3; i++) {
BufferUtils.populateFromBuffer(pos, positions, i);
float realHeight = pos.y;
pos.addLocal(0, bbox.getYExtent(), 0);
ray.setOrigin(pos);
results.clear();
terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results);
if (results.size() > 0) {
Vector3f contactPoint = results.getClosestCollision().getContactPoint();
float delta = Math.abs(realHeight - contactPoint.y);
entropy = Math.max(delta, entropy);
}
}
// Restore original indices
terrainBlock.clearBuffer(Type.Index);
terrainBlock.setBuffer(originalIndices);
return entropy;
}
use of com.jme3.scene.shape.Box in project jmonkeyengine by jMonkeyEngine.
the class CubeField method createFirstCube.
private Geometry createFirstCube() {
Vector3f loc = player.getLocalTranslation();
loc.addLocal(4, 0, 0);
Box b = new Box(1, 1, 1);
Geometry geom = new Geometry("Box", b);
geom.setLocalTranslation(loc);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
geom.setMaterial(mat);
return geom;
}
use of com.jme3.scene.shape.Box in project jmonkeyengine by jMonkeyEngine.
the class CubeField method createPlayer.
private Node createPlayer() {
Dome b = new Dome(Vector3f.ZERO, 10, 100, 1);
Geometry playerMesh = new Geometry("Box", b);
playerMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
playerMaterial.setColor("Color", ColorRGBA.Red);
playerMesh.setMaterial(playerMaterial);
playerMesh.setName("player");
Box floor = new Box(100, 0, 100);
Geometry floorMesh = new Geometry("Box", floor);
Vector3f translation = Vector3f.ZERO.add(playerMesh.getLocalTranslation().getX(), playerMesh.getLocalTranslation().getY() - 1, 0);
floorMesh.setLocalTranslation(translation);
floorMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
floorMaterial.setColor("Color", ColorRGBA.LightGray);
floorMesh.setMaterial(floorMaterial);
floorMesh.setName("floor");
Node playerNode = new Node();
playerNode.attachChild(playerMesh);
playerNode.attachChild(floorMesh);
return playerNode;
}
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