1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33 package jme3test.light; 34 35 import com.jme3.app.SimpleApplication; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight; 38 import com.jme3.material.Material; 39 import com.jme3.math.ColorRGBA; 40 import com.jme3.math.FastMath; 41 import com.jme3.math.Vector3f; 42 import com.jme3.scene.Geometry; 43 import com.jme3.scene.LightNode; 44 import com.jme3.scene.Node; 45 import com.jme3.scene.shape.Sphere; 46 import com.jme3.scene.shape.Torus; 47 48 public class TestLightNode extends SimpleApplication { 49 50 float angle; 51 Node movingNode; 52 main(String[] args)53 public static void main(String[] args){ 54 TestLightNode app = new TestLightNode(); 55 app.start(); 56 } 57 58 @Override simpleInitApp()59 public void simpleInitApp() { 60 Torus torus = new Torus(10, 6, 1, 3); 61 // Torus torus = new Torus(50, 30, 1, 3); 62 Geometry g = new Geometry("Torus Geom", torus); 63 g.rotate(-FastMath.HALF_PI, 0, 0); 64 g.center(); 65 // g.move(0, 1, 0); 66 67 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 68 mat.setFloat("Shininess", 32f); 69 mat.setBoolean("UseMaterialColors", true); 70 mat.setColor("Ambient", ColorRGBA.Black); 71 mat.setColor("Diffuse", ColorRGBA.White); 72 mat.setColor("Specular", ColorRGBA.White); 73 // mat.setBoolean("VertexLighting", true); 74 // mat.setBoolean("LowQuality", true); 75 g.setMaterial(mat); 76 77 rootNode.attachChild(g); 78 79 Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); 80 lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m")); 81 82 movingNode=new Node("lightParentNode"); 83 movingNode.attachChild(lightMdl); 84 rootNode.attachChild(movingNode); 85 86 PointLight pl = new PointLight(); 87 pl.setColor(ColorRGBA.Green); 88 pl.setRadius(4f); 89 rootNode.addLight(pl); 90 91 LightNode lightNode=new LightNode("pointLight", pl); 92 movingNode.attachChild(lightNode); 93 94 DirectionalLight dl = new DirectionalLight(); 95 dl.setColor(ColorRGBA.Red); 96 dl.setDirection(new Vector3f(0, 1, 0)); 97 rootNode.addLight(dl); 98 } 99 100 @Override simpleUpdate(float tpf)101 public void simpleUpdate(float tpf){ 102 // cam.setLocation(new Vector3f(5.0347548f, 6.6481347f, 3.74853f)); 103 // cam.setRotation(new Quaternion(-0.19183293f, 0.80776674f, -0.37974006f, -0.40805697f)); 104 105 angle += tpf; 106 angle %= FastMath.TWO_PI; 107 108 movingNode.setLocalTranslation(new Vector3f(FastMath.cos(angle) * 3f, 2, FastMath.sin(angle) * 3f)); 109 } 110 111 } 112