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/*
* To change this template, choose Tools | Templates and open the template in
* the editor.
*/
package jme3test.batching;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.BatchNode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.system.NanoTimer;
import com.jme3.util.TangentBinormalGenerator;
/**
*
* @author Nehon
*/
public class TestBatchNode extends SimpleApplication {
public static void main(String[] args) {
TestBatchNode app = new TestBatchNode();
app.start();
}
BatchNode batch;
@Override
public void simpleInitApp() {
timer = new NanoTimer();
batch = new BatchNode("theBatchNode");
/**
* A cube with a color "bleeding" through transparent texture. Uses
* Texture from jme3-test-data library!
*/
Box boxshape4 = new Box(Vector3f.ZERO, 1f, 1f, 1f );
cube = new Geometry("cube1", boxshape4);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
cube.setMaterial(mat);
// Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
// mat.setColor("Diffuse", ColorRGBA.Blue);
// mat.setBoolean("UseMaterialColors", true);
/**
* A cube with a color "bleeding" through transparent texture. Uses
* Texture from jme3-test-data library!
*/
Box box = new Box(Vector3f.ZERO, 1f, 1f, 1f);
cube2 = new Geometry("cube2", box);
cube2.setMaterial(mat);
TangentBinormalGenerator.generate(cube);
TangentBinormalGenerator.generate(cube2);
n = new Node("aNode");
// n.attachChild(cube2);
batch.attachChild(cube);
batch.attachChild(cube2);
// batch.setMaterial(mat);
batch.batch();
rootNode.attachChild(batch);
cube.setLocalTranslation(3, 0, 0);
cube2.setLocalTranslation(0, 3, 0);
dl=new DirectionalLight();
dl.setColor(ColorRGBA.White.mult(2));
dl.setDirection(new Vector3f(1, -1, -1));
rootNode.addLight(dl);
flyCam.setMoveSpeed(10);
}
Node n;
Geometry cube;
Geometry cube2;
float time = 0;
DirectionalLight dl;
@Override
public void simpleUpdate(float tpf) {
time += tpf;
dl.setDirection(cam.getDirection());
cube2.setLocalTranslation(FastMath.sin(-time)*3, FastMath.cos(time)*3, 0);
cube2.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
cube2.setLocalScale(Math.max(FastMath.sin(time),0.5f));
batch.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
}
//
}
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