Add game source, converter pipeline, and web port
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/*
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* Decompiled with CFR 0.152.
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*
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* Could not load the following classes:
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* com.jme3.app.SimpleApplication
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* com.jme3.light.DirectionalLight
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* com.jme3.light.Light
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* com.jme3.material.Material
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* com.jme3.material.RenderState$BlendMode
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* com.jme3.math.ColorRGBA
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* com.jme3.math.Vector3f
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* com.jme3.renderer.queue.RenderQueue$Bucket
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* com.jme3.scene.Geometry
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* com.jme3.scene.Mesh
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* com.jme3.scene.Spatial
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* com.jme3.scene.shape.Box
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* com.jme3.scene.shape.Sphere
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* com.jme3.scene.shape.Sphere$TextureMode
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* com.jme3.util.TangentBinormalGenerator
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*/
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package jme3.hello;
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import com.jme3.app.SimpleApplication;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.Light;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.util.TangentBinormalGenerator;
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public class HelloMaterial
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extends SimpleApplication {
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public static void main(String[] args) {
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HelloMaterial app = new HelloMaterial();
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app.start();
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}
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public void simpleInitApp() {
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Box boxshape3 = new Box(new Vector3f(0.0f, 0.0f, 0.0f), 1.0f, 1.0f, 0.01f);
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Geometry window_frame = new Geometry("window frame", (Mesh)boxshape3);
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Material mat_tt = new Material(this.assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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mat_tt.setTexture("ColorMap", this.assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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mat_tt.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
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window_frame.setMaterial(mat_tt);
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window_frame.setQueueBucket(RenderQueue.Bucket.Transparent);
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this.rootNode.attachChild((Spatial)window_frame);
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Box boxshape4 = new Box(new Vector3f(3.0f, -1.0f, 0.0f), 1.0f, 1.0f, 1.0f);
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Geometry cube_leak = new Geometry("Leak-through color cube", (Mesh)boxshape4);
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cube_leak.setMaterial(this.assetManager.loadMaterial("Materials/LeakThrough.j3m"));
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this.rootNode.attachChild((Spatial)cube_leak);
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Sphere rock = new Sphere(32, 32, 2.0f);
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Geometry shiny_rock = new Geometry("Shiny rock", (Mesh)rock);
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rock.setTextureMode(Sphere.TextureMode.Projected);
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TangentBinormalGenerator.generate((Mesh)rock);
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Material mat_lit = new Material(this.assetManager, "Common/MatDefs/Light/Lighting.j3md");
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mat_lit.setTexture("DiffuseMap", this.assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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mat_lit.setTexture("NormalMap", this.assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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mat_lit.setBoolean("UseMaterialColors", true);
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mat_lit.setColor("Specular", ColorRGBA.White);
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mat_lit.setColor("Diffuse", ColorRGBA.White);
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mat_lit.setFloat("Shininess", 127.0f);
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shiny_rock.setMaterial(mat_lit);
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shiny_rock.setLocalTranslation(0.0f, 2.0f, -2.0f);
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shiny_rock.rotate(1.6f, 0.0f, 0.0f);
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this.rootNode.attachChild((Spatial)shiny_rock);
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DirectionalLight sun = new DirectionalLight();
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sun.setDirection(new Vector3f(1.0f, 0.0f, -2.0f).normalizeLocal());
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sun.setColor(ColorRGBA.White);
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this.rootNode.addLight((Light)sun);
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}
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}
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