Package com.jme3.terrain.geomipmap

Examples of com.jme3.terrain.geomipmap.TerrainLodControl


     * Starts the application. Creating a display and running the main loop.
     */
    public void start(){

        if (settings == null){
            settings = new AppSettings(true);
        }
       
        context = JmeSystem.newContext(settings, JmeContext.Type.OffscreenSurface);
        context.setSystemListener(this);
        context.create(false);
View Full Code Here


      new ModelInfo(activeModel, app.getAssetLogger().getKeys(activeModel.getRelPath(workspace)));
    } catch (Exception e) {}
  }

  public static void createCanvas(){
    AppSettings settings = new AppSettings(true);
    settings.setWidth( Math.max(640, frame.getContentPane().getWidth()) );
    settings.setHeight( Math.max(480, frame.getContentPane().getHeight()) );

    app = new EditorApp();

    app.setPauseOnLostFocus(false);
    app.setSettings(settings);
    app.createCanvas();

    context = (JmeCanvasContext) app.getContext();
    canvas = context.getCanvas();
    canvas.setSize(settings.getWidth(), settings.getHeight());
  }
View Full Code Here

   * main for testing
   *
   * @param args
   */
  public static void main(String[] args) {
        AppSettings settings = new AppSettings(true);
        PolluxSettingsDialog.show(settings);
        System.out.println(settings.toString());
        System.exit(0);
  }
View Full Code Here

    }

    @Override
    public void start() {
     
        setSettings(new AppSettings(true));
        PolluxSettingsDialog.show(settings);
       
        super.start();
    }
View Full Code Here

         * Optimal terrain patch size is 65 (64x64).
         * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
         * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
         */
        terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
        TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
        terrain.addControl(control);
        terrain.setMaterial(matTerrain);
        terrain.setModelBound(new BoundingBox());
        terrain.updateModelBound();
        terrain.setLocalTranslation(0, -100, 0);
View Full Code Here

           * Optimal terrain patch size is 65 (64x64).
           * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
           * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
           */
          terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
          TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
          control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
          terrain.addControl(control);
          terrain.setMaterial(material);
          terrain.setLocalTranslation(0, -100, 0);
          terrain.setLocalScale(2f, 0.5f, 2f);
          rootNode.attachChild(terrain);
View Full Code Here

         * Optimal terrain patch size is 65 (64x64).
         * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
         * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
         */
        terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
        TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
        terrain.addControl(control);
        terrain.setMaterial(matTerrain);
        terrain.setModelBound(new BoundingBox());
        terrain.updateModelBound();
        terrain.setLocalTranslation(0, -10, 0);
View Full Code Here

    */
    Geometry g = new Geometry("Bubble", b);
    g.rotate(FastMath.HALF_PI, 0, FastMath.HALF_PI);
    //g.scale(1, 1, -1);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    Texture tex = assetManager.loadTexture("Textures/test3.png");
    mat.setTexture("ColorMap", tex);
    //mat.setColor("Color", ColorRGBA.Blue);
    //mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
    g.setMaterial(mat);
   
View Full Code Here

    sphere.setQueueBucket(Bucket.Sky);
    Material sky = new Material(assetManager, "Common/MatDefs/Misc/Sky.j3md");
    TextureKey key = new TextureKey("Textures/Sky/Stars.dds", true);
    key.setGenerateMips(true);
    key.setAsCube(true);
    Texture tex = assetManager.loadTexture(key);
    sky.setTexture("m_Texture", tex);
    sky.setVector3("m_NormalScale", Vector3f.UNIT_XYZ);
    sphere.setMaterial(sky);
    sphere.setCullHint(Spatial.CullHint.Never);
    bgNode.attachChild(sphere);
View Full Code Here

  public void initialize(AppStateManager stateManager, Application app){
    super.initialize(stateManager, app);
    assetManager = app.getAssetManager();
    settings = app.getContext().getSettings();
   
    Picture pic = new Picture("HUD Picture");
    pic.setImage(assetManager, "Hud/InfoBox2.png", true);
    pic.setHeight(settings.getHeight());
    pic.setWidth(settings.getHeight()/2);
    pic.setPosition(settings.getWidth()-settings.getHeight()/2, 0);
    menuNode.attachChild(pic);
   
   
    /*Quad q = new Quad(6, 3);
        Geometry g = new Geometry("quad", q);
View Full Code Here

TOP

Related Classes of com.jme3.terrain.geomipmap.TerrainLodControl

Copyright © 2018 www.massapicom. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.