public void simpleInitApp() { renderManager.setAlphaToCoverage(true); cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f)); cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f)); // cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f)); // cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, // -0.13857932f)); viewPort.setBackgroundColor(ColorRGBA.DarkGray); Quad q = new Quad(20, 20); q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5)); Geometry geom = new Geometry("floor", q); Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m"); geom.setMaterial(mat); geom.rotate(-FastMath.HALF_PI, 0, 0); geom.center(); geom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(geom); // create the geometry and attach it Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree.mesh.j3o"); teaGeom.setQueueBucket(Bucket.Transparent); teaGeom.setShadowMode(ShadowMode.Cast); makeToonish(teaGeom); AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.mult(2)); rootNode.addLight(al); DirectionalLight dl1 = new DirectionalLight(); dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal()); dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f)); rootNode.addLight(dl1); DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f)); rootNode.addLight(dl); rootNode.attachChild(teaGeom); FilterPostProcessor fpp = new FilterPostProcessor(assetManager); CartoonEdgeFilter toon = new CartoonEdgeFilter(); toon.setEdgeWidth(0.5f); toon.setEdgeIntensity(1.0f); toon.setNormalThreshold(0.8f); fpp.addFilter(toon); viewPort.addProcessor(fpp); }
private void setupEnvironments() { // カメラ設定 cam.setFrustumPerspective(80f, 1f, 1f, 1000f); cam.setLocation(new Vector3f(0, 1.5f, 10)); // cam.lookAt(new Vector3f(0, 1.6f, 0), Vector3f.UNIT_Y); flyCam.setDragToRotate(true); // ライティング DirectionalLight dl = new DirectionalLight(); dl.setColor(ColorRGBA.White.mult(3.0f)); dl.setDirection(Vector3f.UNIT_XYZ.negate()); rootNode.addLight(dl); // マテリアル設定 Material textureMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); textureMat.setTexture("ColorMap", assetManager.loadTexture("myAssets/Textures/woodFloor.jpg")); Material whitemat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"); // 床面 Box floor = new Box(Vector3f.ZERO, 20.0f, 0.01f, 20.0f); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(textureMat); floorGeom.setLocalTranslation(0, 0, 0); rootNode.attachChild(floorGeom); // 壁面 wallGeom[0] = new Geometry("Wall1", new Box(Vector3f.ZERO, 20f, 4f, 0.1f)); wallGeom[1] = new Geometry("Wall2", new Box(Vector3f.ZERO, 20f, 4f, 0.1f)); wallGeom[2] = new Geometry("Wall3", new Box(Vector3f.ZERO, 20f, 4f, 0.1f)); wallGeom[0].setMaterial(whitemat); wallGeom[1].setMaterial(whitemat); wallGeom[2].setMaterial(whitemat); wallGeom[0].setLocalTranslation(0, 4, -2); wallGeom[1].setLocalTranslation(-20, 4, 0); wallGeom[2].setLocalTranslation(20, 4, 0); wallGeom[1].rotate(0, (float) (Math.PI / 2f), 0); wallGeom[2].rotate(0, (float) (Math.PI / 2f), 0); rootNode.attachChild(wallGeom[0]); rootNode.attachChild(wallGeom[1]); rootNode.attachChild(wallGeom[2]); // 女性をランダムに追加 for (int i = 0; i < girl.length; i++) { girl[i] = assetManager.loadModel("myAssets/Models/WalkingGirl/WalkingGirl.obj"); girlPos[i] = new Vector3f((float) (Math.random() * 16.0f - 8f), 0, (float) (Math.random() * 8f)); // 移動スピードをランダムに girlSpeed[i] = (float) (Math.random() * -0.02f) + 0.01f; if (girlSpeed[i] < 0) { girl[i].rotate(0, (float) (-Math.PI / 2.0f), 0); } else { girl[i].rotate(0, (float) (Math.PI / 2.0f), 0); } girl[i].setLocalTranslation(girlPos[i]); this.rootNode.attachChild(girl[i]); } }
protected void makeLight() { AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.mult(2)); reflectNode.addLight(al); DirectionalLight dl1 = new DirectionalLight(); dl1.setDirection(new Vector3f(0.98f, -0.98f, 0.94f).normalizeLocal()); dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f)); reflectNode.addLight(dl1); }
@Override public void setUpLight() { AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.mult(1.3f)); app.getRootNode().addLight(al); sun = new DirectionalLight(); sun.setColor(ColorRGBA.White); sun.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal()); app.getRootNode().addLight(sun); }
/** This method adds lighting to the game world. */ private void setupLights() { // Add simple light so we can see the world com.jme3.light.DirectionalLight sun = new com.jme3.light.DirectionalLight(); sun.setColor(com.jme3.math.ColorRGBA.White.mult(0.5f)); sun.setDirection(new com.jme3.math.Vector3f(-0.2f, -1.0f, -0.2f)); rootNode.addLight(sun); // Add ambient light for a more realistic look com.jme3.light.AmbientLight al = new com.jme3.light.AmbientLight(); al.setColor(com.jme3.math.ColorRGBA.White.mult(2.0f)); rootNode.addLight(al); }
@Override public void simpleInitApp() { // sun DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-0.1f, -1f, -1).normalizeLocal()); dl.setColor(ColorRGBA.Orange); rootNode.addLight(dl); // ambient light AmbientLight al = new AmbientLight(); al.setColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 1.0f)); rootNode.addLight(al); // floor Material textureMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); textureMat.setTexture("ColorMap", assetManager.loadTexture("myAssets/Textures/woodFloor.jpg")); Box floor = new Box(Vector3f.ZERO, 20.0f, 0.01f, 20.0f); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(textureMat); rootNode.attachChild(floorGeom); // object Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o"); tree.setQueueBucket(Bucket.Transparent); rootNode.attachChild(tree); // projector PApplet applet = new ColorBarsPApplet(); PAppletProjectorNode projectorNode = new PAppletProjectorNode("projector0", assetManager, applet, 200, 200, true); rootNode.attachChild(projectorNode); rootNode.attachChild( projectorNode .getFrustmMdel()); // if you don't want to see frustum, please don't attach it to // rootNode. // projector should be added to TextureProjectorRenderer, and TextureProjectorRenderer should be // added to ViewPort. TextureProjectorRenderer ptr = new TextureProjectorRenderer(assetManager); ptr.getTextureProjectors().add(projectorNode.getProjector()); viewPort.addProcessor(ptr); // projector is a kind of Shadow, and following processes are necessary for Shadow Rendering. floorGeom.setShadowMode(ShadowMode.Receive); tree.setShadowMode(ShadowMode.CastAndReceive); // tree makes and receives shadow projectorNode.setLocalTranslation(new Vector3f(0, 10, 0)); // move the projector, projectorNode.lookAt( new Vector3f(0, 0, 0), Vector3f.UNIT_X); // and make it to look at where you want. // cam cam.setLocation(Vector3f.UNIT_XYZ.mult(10.0f)); // camera moves to 10, 10, 10 cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y); // and looks at 0,0,0. }
public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); flyCam.setMoveSpeed(100); setupKeys(); this.cam.setFrustumFar(2000); DirectionalLight dl = new DirectionalLight(); dl.setColor(ColorRGBA.White.clone().multLocal(2)); dl.setDirection(new Vector3f(-1, -1, -1).normalize()); rootNode.addLight(dl); AmbientLight am = new AmbientLight(); am.setColor(ColorRGBA.White.mult(2)); rootNode.addLight(am); // load the level from zip or http zip if (useHttp) { assetManager.registerLocator( "http://jmonkeyengine.googlecode.com/files/quake3level.zip", HttpZipLocator.class.getName()); } else { assetManager.registerLocator("basic.scene", ZipLocator.class.getName()); } // create the geometry and attach it MaterialList matList = (MaterialList) assetManager.loadAsset("Scene.material"); OgreMeshKey key = new OgreMeshKey("main.meshxml", matList); gameLevel = (Node) assetManager.loadAsset(key); gameLevel.setLocalScale(0.1f); // add a physics control, it will generate a MeshCollisionShape based on the gameLevel gameLevel.addControl(new RigidBodyControl(0)); player = new PhysicsCharacter(new SphereCollisionShape(5), .01f); player.setJumpSpeed(20); player.setFallSpeed(30); player.setGravity(30); player.setPhysicsLocation(new Vector3f(60, 10, -60)); rootNode.attachChild(gameLevel); getPhysicsSpace().addAll(gameLevel); getPhysicsSpace().add(player); }
@Override public void simpleInitApp() { Sphere sphereMesh = new Sphere(32, 32, 1f); Geometry spherePlainGeo = new Geometry("rough sphere", sphereMesh); Material spherePlainMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); spherePlainMat.setFloat("Shininess", 0f); // [1,128] spherePlainMat.setBoolean("UseMaterialColors", true); spherePlainMat.setColor("Ambient", ColorRGBA.Black); spherePlainMat.setColor("Diffuse", ColorRGBA.Cyan); spherePlainMat.setColor("Specular", ColorRGBA.White); spherePlainGeo.setMaterial(spherePlainMat); spherePlainGeo.move(-2.5f, 0, 0); rootNode.attachChild(spherePlainGeo); Geometry sphereShinyGeo = new Geometry("normal sphere", sphereMesh); Material sphereShinyMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); sphereShinyMat.setBoolean("UseMaterialColors", true); sphereShinyMat.setColor("Ambient", ColorRGBA.Black); sphereShinyMat.setColor("Diffuse", ColorRGBA.Cyan); sphereShinyMat.setColor("Specular", ColorRGBA.White); sphereShinyMat.setFloat("Shininess", 4f); // [1,128] sphereShinyGeo.setMaterial(sphereShinyMat); rootNode.attachChild(sphereShinyGeo); Geometry sphereVeryShinyGeo = new Geometry("Smooth sphere", sphereMesh); Material sphereVeryShinyMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); sphereVeryShinyMat.setBoolean("UseMaterialColors", true); sphereVeryShinyMat.setColor("Ambient", ColorRGBA.Black); sphereVeryShinyMat.setColor("Diffuse", ColorRGBA.Cyan); sphereVeryShinyMat.setColor("Specular", ColorRGBA.White); sphereVeryShinyMat.setFloat("Shininess", 100f); // [1,128] sphereVeryShinyGeo.setMaterial(sphereVeryShinyMat); sphereVeryShinyGeo.move(2.5f, 0, 0); rootNode.attachChild(sphereVeryShinyGeo); /** Must add a light to make the lit object visible! */ DirectionalLight sun = new DirectionalLight(); sun.setDirection(new Vector3f(1, 0, -2)); sun.setColor(ColorRGBA.White); rootNode.addLight(sun); }
public static void toJMELight(DirectionalLight JMEdl, DirectionalLighting dl) { JMEdl.setColor(toColorRGBA(dl.color).multLocal((float) (dl.intensity))); Node world = new Node(); Node yaw = new Node(); world.attachChild(yaw); Node pitch = new Node(); yaw.attachChild(pitch); Node offset = new Node(); pitch.attachChild(offset); offset.setLocalTranslation(Vector3f.UNIT_X); pitch.rotate(0, (float) dl.pitch, 0); yaw.rotate(0, 0, (float) dl.yaw); JMEdl.setDirection(offset.getWorldTranslation()); }
// シーンを定義 private void setupScene() { // カメラの位置、向き、移動速度を設定 cam.setLocation(new Vector3f(0.0f, 1.6f, 24.0f)); cam.lookAt(new Vector3f(0f, 1.6f, 0f), Vector3f.UNIT_Y); flyCam.setMoveSpeed(5); flyCam.setDragToRotate(true); // 空を追加 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg"); Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down); rootNode.attachChild(sky); // 床面を生成 Material floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); floor_mat.setColor("Color", ColorRGBA.Gray); Box floor = new Box(Vector3f.ZERO, 1500f, 0.01f, 1500f); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(floor_mat); rootNode.attachChild(floorGeom); // 照明 DirectionalLight sun = new DirectionalLight(); sun.setColor(ColorRGBA.White.mult(3.0f)); sun.setDirection(new Vector3f(-.5f, -.5f, -.5f).normalizeLocal()); rootNode.addLight(sun); // 女性を追加 Spatial girl = assetManager.loadModel("myAssets/Models/WalkingGirl/WalkingGirl.obj"); girl.rotate(0, (float) (Math.PI), 0); girl.setLocalTranslation(0f, 0f, 20f); this.rootNode.attachChild(girl); }
@Override public void simpleInitApp() { viewPort.setBackgroundColor(ColorRGBA.White); flyCam.setMoveSpeed(50); /** A simple textured sphere */ Sphere sphereMesh = new Sphere(16, 16, 1); Geometry sphereGeo = new Geometry("lit textured sphere", sphereMesh); Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Interface/Monkey.png")); sphereMat.setBoolean("UseMaterialColors", true); sphereMat.setColor("Diffuse", ColorRGBA.Gray); sphereMat.setColor("Ambient", ColorRGBA.Gray); // alpha test start sphereMat.getAdditionalRenderState().setAlphaTest(true); sphereMat.getAdditionalRenderState().setAlphaFallOff(.5f); sphereGeo.setQueueBucket(Bucket.Transparent); // alpha test end sphereGeo.setMaterial(sphereMat); sphereGeo.move(-2f, 0f, 0f); sphereGeo.rotate(FastMath.DEG_TO_RAD * -90, FastMath.DEG_TO_RAD * 120, 0f); rootNode.attachChild(sphereGeo); /** * This material turns the box into a stained glass window. The texture has an alpha channel and * is partially transparent. */ Box windowMesh = new Box(new Vector3f(0f, 0f, 0f), 1f, 1.4f, 0.01f); Geometry windowGeo = new Geometry("stained glass window", windowMesh); Material windowMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); windowMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/mucha-window.png")); windowMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); windowGeo.setMaterial(windowMat); windowGeo.setQueueBucket(Bucket.Transparent); windowGeo.setMaterial(windowMat); windowGeo.move(1, 0, 0); rootNode.attachChild(windowGeo); /** * A box with its material color "bleeding" through. The texture has an alpha channel and is * partially transparent. */ Cylinder logMesh = new Cylinder(32, 32, 1, 8, true); TangentBinormalGenerator.generate(logMesh); Geometry logGeo = new Geometry("Bleed-through color", logMesh); Material logMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); logMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Bark/bark_diffuse.png")); logMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Bark/bark_normal.png")); logMat.setBoolean("UseMaterialColors", true); logMat.setColor("Diffuse", ColorRGBA.Orange); logMat.setColor("Ambient", ColorRGBA.Gray); logMat.setBoolean("UseAlpha", true); logGeo.setMaterial(logMat); logGeo.move(0f, 0f, -2f); logGeo.rotate(0f, FastMath.DEG_TO_RAD * 90, 0f); rootNode.attachChild(logGeo); /** 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); AmbientLight ambient = new AmbientLight(); ambient.setColor(ColorRGBA.White); rootNode.addLight(ambient); }