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@ -10,11 +10,13 @@ import com.jme3.light.AmbientLight;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.PointLight;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState.FaceCullMode;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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@ -177,17 +179,79 @@ public class BoardAppState extends MonopolyAppState {
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*/
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private void setupSky() {
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final AssetManager assetManager = getApp().getAssetManager();
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final Texture west = assetManager.loadTexture("Pictures/Backdrop/wall.jpg"); //NON-NLS
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final Texture east = assetManager.loadTexture("Pictures/Backdrop/door.jpg"); //NON-NLS
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final Texture north = assetManager.loadTexture("Pictures/Backdrop/board.jpg"); //NON-NLS
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final Texture south = assetManager.loadTexture("Pictures/Backdrop/wall.jpg"); //NON-NLS
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final Texture up = assetManager.loadTexture("Pictures/Backdrop/wall.jpg"); //NON-NLS
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final Texture down = assetManager.loadTexture("Pictures/Backdrop/floor1.jpg"); //NON-NLS
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final Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
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// sky.rotate(0, PI, 0);
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viewNode.attachChild(sky);
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// Create a cylinder for the sky
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float radius = 500f; // Adjust radius as needed
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float height = 200f; // Height of the cylinder
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int radialSamples = 64; // Number of radial segments for smoothness
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int axisSamples = 2; // No vertical divisions (flat vertical surface)
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Cylinder skyCylinder = new Cylinder(axisSamples, radialSamples, radius, height, true);
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// Create a geometry for the cylinder
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Geometry skyGeometry = new Geometry("CylinderSky", skyCylinder);
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// Load the cylindrical texture
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Texture cylinderTexture = assetManager.loadTexture("Textures/CylinderMap.jpg");
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// Create a material and apply the texture
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Material skyMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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skyMaterial.setTexture("ColorMap", cylinderTexture);
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skyMaterial.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off); // Render inside of the cylinder
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// Assign material to the geometry
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skyGeometry.setMaterial(skyMaterial);
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skyGeometry.rotate(-FastMath.HALF_PI, 0, 0); // Rotate 90° along the Y-axis
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// Position and attach the cylinder to the scene
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skyGeometry.setQueueBucket(RenderQueue.Bucket.Sky); // Ensure it's rendered in the background
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skyGeometry.setCullHint(Spatial.CullHint.Never); // Always render the sky
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viewNode.attachChild(skyGeometry);
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addCylinderCaps();
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}
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/**
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* Adds top and bottom caps to the cylinder sky.
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*/
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private void addCylinderCaps() {
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final AssetManager assetManager = getApp().getAssetManager();
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float radius = 500f; // Match the cylinder's radius
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float height = 225f; // Match the cylinder's height
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int radialSamples = 64; // Match the cylinder's radial samples
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// Bottom Cap
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Cylinder bottomCap = new Cylinder(2, radialSamples, radius, 0.01f, true, false); // Thin bottom cap
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Geometry bottomGeometry = new Geometry("BottomCap", bottomCap);
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bottomGeometry.setLocalTranslation(0, -height / 2, 0); // Position at the bottom
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bottomGeometry.rotate(FastMath.HALF_PI, 0, 0); // Rotate to make it horizontal
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Material bottomMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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bottomMaterial.setTexture("ColorMap", assetManager.loadTexture("Textures/grass.jpg")); // Bottom texture
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bottomMaterial.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off); // Render both sides
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bottomGeometry.setMaterial(bottomMaterial);
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bottomGeometry.setQueueBucket(RenderQueue.Bucket.Sky);
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bottomGeometry.setCullHint(Spatial.CullHint.Never);
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// Top Cap
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Cylinder topCap = new Cylinder(2, radialSamples, radius, 0.01f, true, false); // Thin top cap
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Geometry topGeometry = new Geometry("TopCap", topCap);
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topGeometry.setLocalTranslation(0, height / 2, 0); // Position at the top
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topGeometry.rotate(FastMath.HALF_PI, 0, 0); // Rotate to make it horizontal
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Material topMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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topMaterial.setTexture("ColorMap", assetManager.loadTexture("Textures/Top.png")); // Top texture
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topMaterial.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off); // Render both sides
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topGeometry.setMaterial(topMaterial);
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topGeometry.setQueueBucket(RenderQueue.Bucket.Sky);
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topGeometry.setCullHint(Spatial.CullHint.Never);
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// Attach caps to the view node
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viewNode.attachChild(bottomGeometry);
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viewNode.attachChild(topGeometry);
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}
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/**
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* Sets up the sea surface in the scene. This includes creating the sea mesh,
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* applying textures, and enabling shadows.
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Projekte/monopoly/client/src/main/resources/Textures/Bot.jpg
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Projekte/monopoly/client/src/main/resources/Textures/Bot.jpg
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Projekte/monopoly/client/src/main/resources/Textures/Top.png
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Projekte/monopoly/client/src/main/resources/Textures/Top.png
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Projekte/monopoly/client/src/main/resources/Textures/grass.jpg
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Projekte/monopoly/client/src/main/resources/Textures/grass.jpg
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