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); }
@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 static Spatial AddModel(Vector3f position, String name) { s_Model = Main.s_AssetManager.loadModel("Models/tree.obj"); s_Model.setLocalTranslation(position); s_Model.scale(0.8f); s_Model.setName(name); s_Model.setShadowMode(ShadowMode.CastAndReceive); CollisionShape collision = new CapsuleCollisionShape(0.5f, 1f); physicsControl = new RigidBodyControl(collision, 0); physicsControl.setKinematic(true); s_Model.addControl(physicsControl); Main.bulletAppState.getPhysicsSpace().add(s_Model); // Main.s_TreeNode.attachChild(s_Model); return s_Model; }
@Override public void simpleInitApp() { // put the camera in a bad position cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f)); cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f)); cam.setFrustumFar(10); Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"); rootNode.setShadowMode(ShadowMode.Off); Box floor = new Box(Vector3f.ZERO, 3, 0.1f, 3); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(0, -0.2f, 0); floorGeom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(floorGeom); teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.setLocalScale(2f); teapot.setMaterial(mat); teapot.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(teapot); // lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); // lightMdl.setMaterial(mat); // // disable shadowing for light representation // lightMdl.setShadowMode(ShadowMode.Off); // rootNode.attachChild(lightMdl); bsr = new BasicShadowRenderer(assetManager, 512); bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); viewPort.addProcessor(bsr); frustum = new WireFrustum(bsr.getPoints()); frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md")); frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true); frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(frustumMdl); }