本文整理汇总了Java中com.jme3.light.LightList类的典型用法代码示例。如果您正苦于以下问题:Java LightList类的具体用法?Java LightList怎么用?Java LightList使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LightList类属于com.jme3.light包,在下文中一共展示了LightList类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onEnable
import com.jme3.light.LightList; //导入依赖的package包/类
@Override
protected void onEnable() {
super.onEnable();
final Node pbrScene = getPbrScene();
if (pbrScene == null) {
return;
}
final LightList lightList = pbrScene.getLocalLightList();
for (int i = 0; i < lightList.size(); i++) {
if (lightList.get(i) == lightProbe) {
return;
}
}
pbrScene.addLight(lightProbe);
}
示例2: enableLightProbe
import com.jme3.light.LightList; //导入依赖的package包/类
/**
* Enable PBR Light probe.
*/
@JMEThread
public void enableLightProbe() {
final LightProbe lightProbe = getLightProbe();
if (lightProbe == null) {
return;
}
final LightList lightList = rootNode.getLocalLightList();
for (int i = 0; i < lightList.size(); i++) {
if (lightList.get(i) == lightProbe) {
return;
}
}
rootNode.addLight(lightProbe);
}
示例3: getChildren
import com.jme3.light.LightList; //导入依赖的package包/类
@Override
@FXThread
public @NotNull Array<TreeNode<?>> getChildren(@NotNull final NodeTree<?> nodeTree) {
final Array<TreeNode<?>> result = ArrayFactory.newArray(TreeNode.class);
final Spatial element = getElement();
final LightList lightList = element.getLocalLightList();
lightList.forEach(light -> {
if (!(light instanceof InvisibleObject)) {
result.add(FACTORY_REGISTRY.createFor(light));
}
});
final int numControls = element.getNumControls();
for (int i = 0; i < numControls; i++) {
final Control control = element.getControl(i);
result.add(FACTORY_REGISTRY.createFor(control));
}
return result;
}
示例4: read
import com.jme3.light.LightList; //导入依赖的package包/类
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", null);
worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
RenderQueue.Bucket.Inherit);
shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
ShadowMode.Inherit);
localTransform = (Transform) ic.readSavable("transform", Transform.IDENTITY);
localLights = (LightList) ic.readSavable("lights", null);
localLights.setOwner(this);
//changed for backward compatibility with j3o files generated before the AnimControl/SkeletonControl split
//the AnimControl creates the SkeletonControl for old files and add it to the spatial.
//The SkeletonControl must be the last in the stack so we add the list of all other control before it.
//When backward compatibility won't be needed anymore this can be replaced by :
//controls = ic.readSavableArrayList("controlsList", null));
controls.addAll(0, ic.readSavableArrayList("controlsList", null));
userData = (HashMap<String, Savable>) ic.readStringSavableMap("user_data", null);
}
示例5: read
import com.jme3.light.LightList; //导入依赖的package包/类
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", null);
worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
batchHint = ic.readEnum("batch_hint", BatchHint.class, BatchHint.Inherit);
queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
RenderQueue.Bucket.Inherit);
shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
ShadowMode.Inherit);
localTransform = (Transform) ic.readSavable("transform", Transform.IDENTITY);
localLights = (LightList) ic.readSavable("lights", null);
localLights.setOwner(this);
//changed for backward compatibility with j3o files generated before the AnimControl/SkeletonControl split
//the AnimControl creates the SkeletonControl for old files and add it to the spatial.
//The SkeletonControl must be the last in the stack so we add the list of all other control before it.
//When backward compatibility won't be needed anymore this can be replaced by :
//controls = ic.readSavableArrayList("controlsList", null));
controls.addAll(0, ic.readSavableArrayList("controlsList", null));
userData = (HashMap<String, Savable>) ic.readStringSavableMap("user_data", null);
}
示例6: addLight
import com.jme3.light.LightList; //导入依赖的package包/类
/**
* Collect all lights.
*
* @param spatial the spatial
* @param container the container
*/
public static void addLight(@NotNull final Spatial spatial, @NotNull final Array<Light> container) {
final LightList lightList = spatial.getLocalLightList();
lightList.forEach(container::add);
if (!(spatial instanceof Node)) return;
final Node node = (Node) spatial;
for (final Spatial children : node.getChildren()) {
addLight(children, container);
}
}
示例7: Spatial
import com.jme3.light.LightList; //导入依赖的package包/类
/**
* Constructor instantiates a new <code>Spatial</code> object setting the
* rotation, translation and scale value to defaults.
*
* @param name
* the name of the scene element. This is required for
* identification and comparison purposes.
*/
protected Spatial(String name) {
this.name = name;
this.visible = true;
localTransform = new Transform();
worldTransform = new Transform();
localLights = new LightList(this);
worldLights = new LightList(this);
localOverrides = new SafeArrayList<>(MatParamOverride.class);
worldOverrides = new SafeArrayList<>(MatParamOverride.class);
refreshFlags |= RF_BOUND;
}
示例8: read
import com.jme3.light.LightList; //导入依赖的package包/类
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", null);
worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
batchHint = ic.readEnum("batch_hint", BatchHint.class, BatchHint.Inherit);
queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
RenderQueue.Bucket.Inherit);
shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
ShadowMode.Inherit);
localTransform = (Transform) ic.readSavable("transform", Transform.IDENTITY);
localLights = (LightList) ic.readSavable("lights", null);
localLights.setOwner(this);
ArrayList<MatParamOverride> localOverridesList = ic.readSavableArrayList("overrides", null);
if (localOverridesList == null) {
localOverrides = new SafeArrayList<>(MatParamOverride.class);
} else {
localOverrides = new SafeArrayList(MatParamOverride.class, localOverridesList);
}
worldOverrides = new SafeArrayList<>(MatParamOverride.class);
//changed for backward compatibility with j3o files generated before the AnimControl/SkeletonControl split
//the AnimControl creates the SkeletonControl for old files and add it to the spatial.
//The SkeletonControl must be the last in the stack so we add the list of all other control before it.
//When backward compatibility won't be needed anymore this can be replaced by :
//controls = ic.readSavableArrayList("controlsList", null));
controls.addAll(0, ic.readSavableArrayList("controlsList", null));
userData = (HashMap<String, Savable>) ic.readStringSavableMap("user_data", null);
}
示例9: setLighting
import com.jme3.light.LightList; //导入依赖的package包/类
public void setLighting(LightList list) {
if (list == null || list.size() == 0) {
// turn off lighting
//glDisable(GL_LIGHTING);
return;
}
//glEnable(GL_LIGHTING);
}
示例10: Spatial
import com.jme3.light.LightList; //导入依赖的package包/类
/**
* Serialization only. Do not use.
*/
public Spatial() {
localTransform = new Transform();
worldTransform = new Transform();
localLights = new LightList(this);
worldLights = new LightList(this);
refreshFlags |= RF_BOUND;
}
示例11: getAmbientColor
import com.jme3.light.LightList; //导入依赖的package包/类
private ColorRGBA getAmbientColor(LightList lightList) {
ambientLightColor.set(0, 0, 0, 1);
for (int j = 0; j < lightList.size(); j++) {
Light l = lightList.get(j);
if (l instanceof AmbientLight) {
ambientLightColor.addLocal(l.getColor());
}
}
ambientLightColor.a = 1.0f;
return ambientLightColor;
}
示例12: updateLightListUniforms
import com.jme3.light.LightList; //导入依赖的package包/类
@Override
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex) {
shader.getUniform("m_StartIndex").setValue(VarType.Int, startIndex);
// if (startIndex != 0){
//// Int ActiveDirectionalShadows
//// Int ActivePointShadows
//// Int ActiveSpotShadows
// shader.getUniform("m_ActiveDirectionalShadows").setValue(VarType.Int, 0);
// shader.getUniform("m_ActivePointShadows").setValue(VarType.Int, 0);
// shader.getUniform("m_ActiveSpotShadows").setValue(VarType.Int, 0);
// }
return super.updateLightListUniforms(shader, g, lightList, numLights, rm, startIndex);
}
示例13: setLighting
import com.jme3.light.LightList; //导入依赖的package包/类
public void setLighting(LightList list) {
}
示例14: updateLightListUniforms
import com.jme3.light.LightList; //导入依赖的package包/类
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/>
* * <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/>
* // g_LightColor.rgb is the diffuse/specular color of the light.<br/>
* // g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/>
* // 2 = Spot. <br/>
* <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/>
* // g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/>
* // g_LightPosition.w is the inverse radius (1/r) of the light (for attenuation) <br/>
* </p>
*/
protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) {
if (numLights == 0){ // this shader does not do lighting, ignore.
return;
}
LightList lightList = g.getWorldLightList();
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
lightColor.setVector4Length(numLights);
lightPos.setVector4Length(numLights);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
int lightIndex = 0;
for (int i = 0; i < numLights; i++) {
if (lightList.size() <= i) {
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
} else {
Light l = lightList.get(i);
ColorRGBA color = l.getColor();
lightColor.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
i);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
lightPos.setVector4InArray(dir.getX(), dir.getY(), dir.getZ(), -1, lightIndex);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getRadius();
if (invRadius != 0) {
invRadius = 1f / invRadius;
}
lightPos.setVector4InArray(pos.getX(), pos.getY(), pos.getZ(), invRadius, lightIndex);
break;
case Ambient:
// skip this light. Does not increase lightIndex
continue;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
lightIndex++;
}
while (lightIndex < numLights){
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightIndex++;
}
}
示例15: setLighting
import com.jme3.light.LightList; //导入依赖的package包/类
public void setLighting(LightList lights) {
}