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+/*
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+ * Copyright (c) 2017 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package jme3test.texture;
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+
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+import com.jme3.app.SimpleApplication;
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+import com.jme3.input.KeyInput;
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+import com.jme3.input.controls.ActionListener;
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+import com.jme3.input.controls.KeyTrigger;
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+import com.jme3.material.Material;
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+import com.jme3.math.FastMath;
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+import com.jme3.math.Quaternion;
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+import com.jme3.math.Vector3f;
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+import com.jme3.scene.Geometry;
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+import com.jme3.scene.Mesh;
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+import com.jme3.scene.Spatial;
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+import com.jme3.scene.shape.Box;
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+import com.jme3.util.SkyFactory;
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+
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+/**
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+ * Simple application to test sky rotation with a cube-mapped sky.
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+ *
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+ * Press "T" to rotate the sky and floor to the camera's left. Press "Y" to
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+ * rotate the sky and floor to the camera's right. Both should appear to move by
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+ * the same amount in the same direction.
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+ *
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+ * See issue #651 for further information.
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+ *
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+ * @author Stephen Gold
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+ */
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+public class TestSkyRotation extends SimpleApplication implements ActionListener {
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+
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+ /**
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+ * objects visible in the scene
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+ */
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+ private Spatial floor, sky;
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+ /**
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+ * Y-axis rotation angle in radians
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+ */
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+ private float angle = 0f;
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+
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+ public static void main(String[] arguments) {
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+ TestSkyRotation application = new TestSkyRotation();
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+ application.start();
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+ }
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+
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+ @Override
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+ public void simpleInitApp() {
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+ /*
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+ * Configure the camera.
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+ */
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+ flyCam.setEnabled(false);
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+ Vector3f location = new Vector3f(-7f, 4f, 8f);
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+ cam.setLocation(location);
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+ Quaternion orientation;
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+ orientation = new Quaternion(0.0037f, 0.944684f, -0.01067f, 0.327789f);
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+ assert FastMath.approximateEquals(orientation.norm(), 1f);
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+ cam.setRotation(orientation);
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+ /*
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+ * Attach a cube-mapped sky to the scene graph.
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+ */
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+ sky = SkyFactory.createSky(assetManager,
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+ "Scenes/Beach/FullskiesSunset0068.dds",
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+ SkyFactory.EnvMapType.CubeMap);
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+ rootNode.attachChild(sky);
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+ /*
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+ * Attach a "floor" geometry to the scene graph.
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+ */
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+ Mesh floorMesh = new Box(10f, 0.1f, 10f);
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+ floor = new Geometry("floor", floorMesh);
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+ Material floorMaterial = new Material(assetManager,
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+ "Common/MatDefs/Misc/Unshaded.j3md");
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+ floorMaterial.setTexture("ColorMap",
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+ assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
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+ floor.setMaterial(floorMaterial);
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+ rootNode.attachChild(floor);
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+ /*
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+ * Configure mappings and listeners for keyboard input.
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+ */
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+ inputManager.addMapping("left", new KeyTrigger(KeyInput.KEY_T));
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+ inputManager.addMapping("right", new KeyTrigger(KeyInput.KEY_Y));
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+ inputManager.addListener(this, "left");
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+ inputManager.addListener(this, "right");
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+ }
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+
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+ /**
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+ * Handle an input action from the user.
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+ *
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+ * @param name the name of the action
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+ * @param ongoing true→depress key, false→release key
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+ * @param ignored
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+ */
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+ @Override
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+ public void onAction(String name, boolean ongoing, float ignored) {
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+ if (!ongoing) {
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+ return;
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+ }
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+ /*
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+ * Update the Y-axis rotation angle based on which key was pressed.
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+ */
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+ if (name.equals("left")) {
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+ angle += 0.1f; // radians
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+ System.out.print("rotate floor and sky leftward ...");
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+ } else if (name.equals("right")) {
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+ angle -= 0.1f; // radians
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+ System.out.printf("rotate floor and sky spatials rightward ...");
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+ } else {
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+ return;
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+ }
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+ /*
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+ * Update the local rotations of both objects based on the angle.
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+ */
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+ System.out.printf(" to %.1f radians left of start%n", angle);
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+ Quaternion rotation = new Quaternion();
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+ rotation.fromAngleNormalAxis(angle, Vector3f.UNIT_Y);
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+ floor.setLocalRotation(rotation);
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+ sky.setLocalRotation(rotation);
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+ }
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+}
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