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helloworld: updated depricated Box() constructor and object names

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10709 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
roo..li 12 anni fa
parent
commit
a457d2d922
1 ha cambiato i file con 41 aggiunte e 39 eliminazioni
  1. 41 39
      engine/src/test/jme3test/helloworld/HelloMaterial.java

+ 41 - 39
engine/src/test/jme3test/helloworld/HelloMaterial.java

@@ -59,50 +59,52 @@ public class HelloMaterial extends SimpleApplication {
   public void simpleInitApp() {
 
     /** A simple textured cube -- in good MIP map quality. */
-    Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
-    Geometry cube = new Geometry("My Textured Box", boxshape1);
-    Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
-    Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
-    mat_stl.setTexture("ColorMap", tex_ml);
-    cube.setMaterial(mat_stl);
-    rootNode.attachChild(cube);
+    Box box1Mesh = new Box(1f,1f,1f);
+    Geometry cubePlainGeo = new Geometry("My Textured Box", box1Mesh);
+    Material stlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    Texture monkeyTex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
+    stlMat.setTexture("ColorMap", monkeyTex);
+    cubePlainGeo.setMaterial(stlMat);
+    cubePlainGeo.move(new Vector3f(-3f,1.1f,0f));
+    rootNode.attachChild(cubePlainGeo);
 
     /** A translucent/transparent texture, similar to a window frame. */
-    Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
-    Geometry window_frame = new Geometry("window frame", boxshape3);
-    Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
-    mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
-    mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // activate transparency
-    window_frame.setQueueBucket(Bucket.Transparent);
-    window_frame.setMaterial(mat_tt);
-    rootNode.attachChild(window_frame);
+    Box box3Mesh = new Box(1f,1f,0.01f);
+    Geometry windowGeo = new Geometry("window frame", box3Mesh);
+    Material ttMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    ttMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
+    ttMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // activate transparency
+    windowGeo.setQueueBucket(Bucket.Transparent);
+    windowGeo.setMaterial(ttMat);
+    rootNode.attachChild(windowGeo);
 
-    /** A cube with its base color "leaking" through a partially transparent texture */
-    Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
-    Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
-    Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
-    mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
-    mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
-    cube_leak.setMaterial(mat_tl);
-    rootNode.attachChild(cube_leak);
-    // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
+    /** A cube with its base color "bleeding" through a partially transparent texture */
+    Box box4Mesh = new Box(1f,1f,1f);
+    Geometry bleedCubeGeo = new Geometry("bleed-through colored cube", box4Mesh);
+    Material tlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    tlMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
+    tlMat.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
+    bleedCubeGeo.setMaterial(tlMat);
+    bleedCubeGeo.move(new Vector3f(3f,-1f,0f));
+    rootNode.attachChild(bleedCubeGeo);
+    //bleedCubeGeo.setMaterial((Material) assetManager.loadAsset( "Materials/BleedThrough.j3m"));
 
     /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
-    Sphere rock = new Sphere(32,32, 2f);
-    Geometry shiny_rock = new Geometry("Shiny rock", rock);
-    rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
-    TangentBinormalGenerator.generate(rock);           // for lighting effect
-    Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
-    mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
-    mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
-    mat_lit.setBoolean("UseMaterialColors",true);    
-    mat_lit.setColor("Specular",ColorRGBA.White);
-    mat_lit.setColor("Diffuse",ColorRGBA.White);
-    mat_lit.setFloat("Shininess", 5f); // [0,128]
-    shiny_rock.setMaterial(mat_lit);
-    shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit
-    shiny_rock.rotate(1.6f, 0, 0);          // Rotate it a bit
-    rootNode.attachChild(shiny_rock);
+    Sphere sphereMesh = new Sphere(32,32, 2f);
+    Geometry shinyRockGeo = new Geometry("Shiny rock", sphereMesh);
+    sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
+    TangentBinormalGenerator.generate(sphereMesh);           // for lighting effect
+    Material litMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
+    litMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
+    litMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
+    litMat.setBoolean("UseMaterialColors",true);    
+    litMat.setColor("Specular",ColorRGBA.White);
+    litMat.setColor("Diffuse",ColorRGBA.White);
+    litMat.setFloat("Shininess", 64f); // [0,128]
+    shinyRockGeo.setMaterial(litMat);
+    shinyRockGeo.setLocalTranslation(0,2,-2); // Move it a bit
+    shinyRockGeo.rotate(1.6f, 0, 0);          // Rotate it a bit
+    rootNode.attachChild(shinyRockGeo);
     
     /** Must add a light to make the lit object visible! */
     DirectionalLight sun = new DirectionalLight();