/* * 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)); } // }