Java Code Examples for com.jme3.app.Application#getAssetManager()
The following examples show how to use
com.jme3.app.Application#getAssetManager() .
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Example 1
Source File: BulletDebugAppState.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Initialize the materials. * * @param app the application which owns this state (not null) */ private void setupMaterials(Application app) { AssetManager manager = app.getAssetManager(); DEBUG_BLUE = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_BLUE.getAdditionalRenderState().setWireframe(true); DEBUG_BLUE.setColor("Color", ColorRGBA.Blue); DEBUG_GREEN = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_GREEN.getAdditionalRenderState().setWireframe(true); DEBUG_GREEN.setColor("Color", ColorRGBA.Green); DEBUG_RED = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_RED.getAdditionalRenderState().setWireframe(true); DEBUG_RED.setColor("Color", ColorRGBA.Red); DEBUG_YELLOW = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_YELLOW.getAdditionalRenderState().setWireframe(true); DEBUG_YELLOW.setColor("Color", ColorRGBA.Yellow); DEBUG_MAGENTA = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_MAGENTA.getAdditionalRenderState().setWireframe(true); DEBUG_MAGENTA.setColor("Color", ColorRGBA.Magenta); DEBUG_PINK = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); DEBUG_PINK.getAdditionalRenderState().setWireframe(true); DEBUG_PINK.setColor("Color", ColorRGBA.Pink); }
Example 2
Source File: Cinematic.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
public void initialize(AppStateManager stateManager, Application app) { if (niftyXmlPath != null) { NiftyJmeDisplay niftyDisplay = new NiftyJmeDisplay(app.getAssetManager(), app.getInputManager(), app.getAudioRenderer(), app.getGuiViewPort()); nifty = niftyDisplay.getNifty(); nifty.fromXmlWithoutStartScreen(niftyXmlPath); app.getGuiViewPort().addProcessor(niftyDisplay); } initEvent(app, this); for (CinematicEvent cinematicEvent : cinematicEvents) { cinematicEvent.initEvent(app, this); } initialized = true; }
Example 3
Source File: PhysicsTestHelper.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * creates the necessary inputlistener and action to shoot balls from the camera * * @param app the application that's running * @param rootNode where ball geometries should be added * @param space where collision objects should be added */ public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) { ActionListener actionListener = new ActionListener() { @Override public void onAction(String name, boolean keyPressed, float tpf) { Sphere bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); key2.setGenerateMips(true); Texture tex2 = app.getAssetManager().loadTexture(key2); mat2.setTexture("ColorMap", tex2); if (name.equals("shoot") && !keyPressed) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.setLocalTranslation(app.getCamera().getLocation()); RigidBodyControl bulletControl = new RigidBodyControl(10); bulletg.addControl(bulletControl); bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25)); bulletg.addControl(bulletControl); rootNode.attachChild(bulletg); space.add(bulletControl); } } }; app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); app.getInputManager().addListener(actionListener, "shoot"); }
Example 4
Source File: BulletDebugAppState.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Initialize this state prior to its 1st update. Should be invoked only by * a subclass or by the AppStateManager. * * @param stateManager the manager for this state (not null) * @param app the application which owns this state (not null) */ @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = app; this.rm = app.getRenderManager(); this.assetManager = app.getAssetManager(); setupMaterials(app); physicsDebugRootNode.setCullHint(Spatial.CullHint.Never); viewPort = rm.createMainView("Physics Debug Overlay", app.getCamera()); viewPort.setClearFlags(false, true, false); viewPort.attachScene(physicsDebugRootNode); }
Example 5
Source File: SoundEvent.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void initEvent(Application app, Cinematic cinematic) { super.initEvent(app, cinematic); audioNode = new AudioNode(app.getAssetManager(), path, stream); audioNode.setPositional(false); setLoopMode(loopMode); }
Example 6
Source File: LightsDebugState.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override protected void initialize(Application app) { debugNode = new Node("Environment debug Node"); Sphere s = new Sphere(16, 16, 0.15f); debugGeom = new Geometry("debugEnvProbe", s); debugMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/reflect.j3md"); debugGeom.setMaterial(debugMaterial); debugBounds = BoundingSphereDebug.createDebugSphere(app.getAssetManager()); if (scene == null) { scene = app.getViewPort().getScenes().get(0); } }
Example 7
Source File: MaterialDebugAppState.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void initialize(AppStateManager stateManager, Application app) { renderManager = app.getRenderManager(); assetManager = app.getAssetManager(); inputManager = app.getInputManager(); for (Binding binding : bindings) { bind(binding); } super.initialize(stateManager, app); }
Example 8
Source File: PhysicsTestHelper.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * creates the necessary inputlistener and action to shoot balls from teh camera * @param app * @param rootNode * @param space */ public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) { ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean keyPressed, float tpf) { Sphere bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); key2.setGenerateMips(true); Texture tex2 = app.getAssetManager().loadTexture(key2); mat2.setTexture("ColorMap", tex2); if (name.equals("shoot") && !keyPressed) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.setLocalTranslation(app.getCamera().getLocation()); RigidBodyControl bulletControl = new RigidBodyControl(1); bulletg.addControl(bulletControl); bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25)); bulletg.addControl(bulletControl); rootNode.attachChild(bulletg); space.add(bulletControl); } } }; app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); app.getInputManager().addListener(actionListener, "shoot"); }
Example 9
Source File: SoundTrack.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void initEvent(Application app, Cinematic cinematic) { super.initEvent(app, cinematic); audioNode = new AudioNode(app.getAssetManager(), path, stream); setLoopMode(loopMode); }
Example 10
Source File: GuiGlobals.java From Lemur with BSD 3-Clause "New" or "Revised" License | 4 votes |
protected GuiGlobals( Application app ) { this.assets = app.getAssetManager(); if( isHeadless(app) ) { // Do only minimal initialization... and nothing requiring // input, a screen, etc. styles = new Styles(); setDefaultStyles(); iconBase = getClass().getPackage().getName().replace( '.', '/' ) + "/icons"; return; } this.keyInterceptor = new KeyInterceptState(app); // For now, pick either mouse or touch based on the // availability of touch. It's an either/or at the // moment but the rest of the code is setup to support // both at once should we ever want to support touch // devices that also may have a mouse connected. if (app.getContext().getTouchInput() == null) { this.mouseState = new MouseAppState(app); } else { this.touchState = new TouchAppState(app); } this.inputMapper = new InputMapper(app.getInputManager()); this.focusState = new FocusManagerState(); this.focusNavState = new FocusNavigationState(inputMapper, focusState); this.animationState = new AnimationState(); this.popupState = new PopupState(); // Write the app state dependencies directly so that: // a) they are there before initialization // b) so that the states don't have to rely on GuiGlobals to find // them. // c) so that we might disable them properly even at runtime // if the user kills or replaces the nav state focusState.setFocusNavigationState(focusNavState); app.getStateManager().attach(keyInterceptor); if( mouseState != null ) { app.getStateManager().attach(mouseState); } if( touchState != null ) { app.getStateManager().attach(touchState); } app.getStateManager().attach(focusState); app.getStateManager().attach(focusNavState); app.getStateManager().attach(animationState); app.getStateManager().attach(popupState); styles = new Styles(); setDefaultStyles(); iconBase = getClass().getPackage().getName().replace( '.', '/' ) + "/icons"; ViewPort main = app.getViewPort(); setupGuiComparators(main); // By default all of our app picking states are enabled so we should // make a 'formal' request. setCursorEventsEnabled(true); gammaEnabled = app.getContext().getSettings().isGammaCorrection(); }
Example 11
Source File: InstancedDirectionalShadowFilter.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 2 votes |
/** * Create a new instanced version of the {@link DirectionalLightShadowFilterVR directional light shadow filter}. * @param application the application that this filter is attached to. * @param camera * @param shadowMapSize the size of the rendered shadowmaps (512, 1024, 2048, etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). * @param instancedRendering <code>true</code> if this filter has to use instance rendering and <code>false</code> otherwise. * @param rightCamera the camera used as right eye in stereo rendering mode. */ public InstancedDirectionalShadowFilter(Application application, Camera camera, int shadowMapSize, int nbSplits, boolean instancedRendering, Camera rightCamera) { super(application.getAssetManager(), shadowMapSize, nbSplits, "Common/MatDefs/VR/PostShadowFilter.j3md"); this.instanceRendering = instancedRendering; this.rightCamera = rightCamera; }