本文整理汇总了Java中com.jme3.effect.ParticleMesh.Type.Triangle方法的典型用法代码示例。如果您正苦于以下问题:Java Type.Triangle方法的具体用法?Java Type.Triangle怎么用?Java Type.Triangle使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.jme3.effect.ParticleMesh.Type
的用法示例。
在下文中一共展示了Type.Triangle方法的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: fireEffect
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
public ParticleEmitter fireEffect() {
ParticleEmitter fire = new ParticleEmitter("Emitter", Type.Triangle, 30);
Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat_red.setTexture("Texture", assetManager.loadTexture("Textures/explosion0.png"));
fire.setMaterial(mat_red);
fire.setImagesX(8);
fire.setImagesY(8); // 2x2 texture animation
fire.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f)); // red
fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 2, 0));
fire.setStartSize(1.5f);
fire.setEndSize(0.1f);
fire.setGravity(0, 0, 0);
fire.setLowLife(0.5f);
fire.setHighLife(3f);
fire.getParticleInfluencer().setVelocityVariation(0.3f);
return fire;
}
示例2: prepareEffect
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void prepareEffect(AssetManager assetManager) {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5f, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
effect.setLocalScale(100);
}
示例3: prepareEffect
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f, (float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
effect.setLocalScale(100);
rootNode.attachChild(effect);
}
示例4: createSpark
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createSpark(){
spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, (float) (1.0f / COUNT_FACTOR_F)));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
// spark.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.setInitialVelocity(new Vector3f(0, 20, 0));
spark.setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
explosionEffect.attachChild(spark);
}
示例5: createSmokeTrail
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createSmokeTrail(){
smoketrail = new ParticleEmitter("SmokeTrail", Type.Triangle, 22 * COUNT_FACTOR);
smoketrail.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, (float) (1.0f / COUNT_FACTOR_F)));
smoketrail.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
smoketrail.setStartSize(.2f);
smoketrail.setEndSize(1f);
// smoketrail.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
smoketrail.setFacingVelocity(true);
smoketrail.setParticlesPerSec(0);
smoketrail.setGravity(0, 1, 0);
smoketrail.setLowLife(.4f);
smoketrail.setHighLife(.5f);
smoketrail.setInitialVelocity(new Vector3f(0, 12, 0));
smoketrail.setVelocityVariation(1);
smoketrail.setImagesX(1);
smoketrail.setImagesY(3);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/smoketrail.png"));
smoketrail.setMaterial(mat);
explosionEffect.attachChild(smoketrail);
}
示例6: createDebris
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createDebris(){
debris = new ParticleEmitter("Debris", Type.Triangle, 15 * COUNT_FACTOR);
debris.setSelectRandomImage(true);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(1f, 0.59f, 0.28f, (float) (1.0f / COUNT_FACTOR_F)));
debris.setEndColor(new ColorRGBA(.5f, 0.5f, 0.5f, 0f));
debris.setStartSize(.2f);
debris.setEndSize(.2f);
// debris.setShape(new EmitterSphereShape(Vector3f.ZERO, .05f));
debris.setParticlesPerSec(0);
debris.setGravity(0, 12f, 0);
debris.setLowLife(1.4f);
debris.setHighLife(1.5f);
debris.setInitialVelocity(new Vector3f(0, 15, 0));
debris.setVelocityVariation(.60f);
debris.setImagesX(3);
debris.setImagesY(3);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/Debris.png"));
debris.setMaterial(mat);
explosionEffect.attachChild(debris);
}
示例7: createShockwave
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createShockwave(){
shockwave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
// shockwave.setRandomAngle(true);
shockwave.setFaceNormal(Vector3f.UNIT_Y);
shockwave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, (float) (.8f / COUNT_FACTOR_F)));
shockwave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
shockwave.setStartSize(0f);
shockwave.setEndSize(7f);
shockwave.setParticlesPerSec(0);
shockwave.setGravity(0, 0, 0);
shockwave.setLowLife(0.5f);
shockwave.setHighLife(0.5f);
shockwave.setInitialVelocity(new Vector3f(0, 0, 0));
shockwave.setVelocityVariation(0f);
shockwave.setImagesX(1);
shockwave.setImagesY(1);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/shockwave.png"));
shockwave.setMaterial(mat);
explosionEffect.attachChild(shockwave);
}
示例8: simpleInitApp
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
ParticleEmitter emit = new ParticleEmitter("Emitter", Type.Triangle, 200);
emit.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
emit.setGravity(0, 0, 0);
emit.setLowLife(5);
emit.setHighLife(10);
emit.setInitialVelocity(new Vector3f(0, 0, 0));
emit.setImagesX(15);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Smoke/Smoke.png"));
emit.setMaterial(mat);
rootNode.attachChild(emit);
// Camera cam2 = cam.clone();
// cam.setViewPortTop(0.5f);
// cam2.setViewPortBottom(0.5f);
// ViewPort vp = renderManager.createMainView("SecondView", cam2);
// viewPort.setClearEnabled(false);
// vp.attachScene(rootNode);
}
示例9: Shockwave
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
public Shockwave(Node rootNode, AssetManager assetManager) {
shockWave = new ParticleEmitter("Shockwave", Type.Triangle, 1 * COUNT_FACTOR);
//shockWave.setFaceNormal(Vector3f.UNIT_Z);
shockWave.setFaceNormal(null);
shockWave.setStartColor(new ColorRGBA(.48f, 0.17f, 0.01f, (float) (.8f / COUNT_FACTOR_F)));
shockWave.setEndColor(new ColorRGBA(.48f, 0.17f, 0.01f, 0f));
//Modified these two values to fit the circle
shockWave.setStartSize(4f);
shockWave.setEndSize(8f);
shockWave.setParticlesPerSec(0);
shockWave.setGravity(0, 0, 0);
shockWave.setLowLife(0.5f);
shockWave.setHighLife(0.5f);
shockWave.setImagesX(1);
shockWave.setImagesY(1);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
//Chaned from "m_Texture" to "Texture" on next line
mat.setTexture("Texture", assetManager.loadTexture("Textures/Effects/shockwave.png"));
shockWave.setMaterial(mat);
rootNode.attachChild(shockWave);
}
示例10: createSpark
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createSpark(){
spark = new ParticleEmitter("Spark", Type.Triangle, 30 * COUNT_FACTOR);
spark.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, (float) (1.0f / COUNT_FACTOR_F)));
spark.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
spark.setStartSize(.5f);
spark.setEndSize(.5f);
spark.setFacingVelocity(true);
spark.setParticlesPerSec(0);
spark.setGravity(0, 5, 0);
spark.setLowLife(1.1f);
spark.setHighLife(1.5f);
spark.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 20, 0));
spark.getParticleInfluencer().setVelocityVariation(1);
spark.setImagesX(1);
spark.setImagesY(1);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/spark.png"));
spark.setMaterial(mat);
explosionEffect.attachChild(spark);
}
示例11: createBurst
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createBurst() {
burst = new ParticleEmitter("Flash", Type.Triangle, 5);
Material burst_mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
burst_mat.setTexture("Texture", assetManager.loadTexture("Effects/flash.png"));
burst.setMaterial(burst_mat);
burst.setImagesX(2);
burst.setImagesY(2);
burst.setSelectRandomImage(true);
attachChild(burst);
burst.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1f));
burst.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
burst.setStartSize(.1f);
burst.setEndSize(6.0f);
burst.setGravity(0, 0, 0);
burst.setLowLife(.5f);
burst.setHighLife(.5f);
burst.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 5f, 0));
burst.getParticleInfluencer().setVelocityVariation(1);
burst.setShape(new EmitterSphereShape(Vector3f.ZERO, .5f));
burst.setParticlesPerSec(0);
}
示例12: createEmbers
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createEmbers() {
embers = new ParticleEmitter("embers", Type.Triangle, 50);
Material embers_mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
embers_mat.setTexture("Texture", assetManager.loadTexture("Effects/roundspark.png"));
embers.setMaterial(embers_mat);
embers.setImagesX(1);
embers.setImagesY(1);
attachChild(embers);
embers.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, 1.0f));
embers.setEndColor(new ColorRGBA(0, 0, 0, 0.5f));
embers.setStartSize(1.2f);
embers.setEndSize(1.8f);
embers.setGravity(0, -.5f, 0);
embers.setLowLife(1.8f);
embers.setHighLife(5f);
embers.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
embers.getParticleInfluencer().setVelocityVariation(.5f);
embers.setShape(new EmitterSphereShape(Vector3f.ZERO, 2f));
embers.setParticlesPerSec(0);
}
示例13: createSparks
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createSparks() {
sparks = new ParticleEmitter("Spark", Type.Triangle, 20);
Material spark_mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
spark_mat.setTexture("Texture", assetManager.loadTexture("Effects/spark.png"));
sparks.setMaterial(spark_mat);
sparks.setImagesX(1);
sparks.setImagesY(1);
attachChild(sparks);
sparks.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f)); // orange
sparks.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, 0f));
sparks.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 10, 0));
sparks.getParticleInfluencer().setVelocityVariation(1);
sparks.setFacingVelocity(true);
sparks.setGravity(0, 10, 0);
sparks.setStartSize(.5f);
sparks.setEndSize(.5f);
sparks.setLowLife(.9f);
sparks.setHighLife(1.1f);
sparks.setParticlesPerSec(0);
}
示例14: createSmoke
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createSmoke() {
smoke = new ParticleEmitter("Smoke emitter", Type.Triangle, 40);
Material smoke_mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
smoke_mat.setTexture("Texture", assetManager.loadTexture("Effects/smoke.png"));
smoke.setMaterial(smoke_mat);
smoke.setImagesX(2);
smoke.setImagesY(2);
smoke.setSelectRandomImage(true);
attachChild(smoke);
debris.setStartColor(new ColorRGBA(0.5f, 0.5f, 0.5f, .3f));
debris.setEndColor(new ColorRGBA(.1f, 0.1f, 0.1f, 0f));
debris.setLowLife(4f);
debris.setHighLife(5f);
smoke.setRandomAngle(true);
smoke.getParticleInfluencer().setInitialVelocity(new Vector3f(0, .5f, 0));
smoke.getParticleInfluencer().setVelocityVariation(1);
smoke.setParticlesPerSec(0);
}
示例15: createDebris
import com.jme3.effect.ParticleMesh.Type; //导入方法依赖的package包/类
private void createDebris() {
debris = new ParticleEmitter("Debris", Type.Triangle, 15);
Material debris_mat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
debris_mat.setTexture("Texture", assetManager.loadTexture("Effects/debris.png"));
debris.setMaterial(debris_mat);
debris.setImagesX(3);
debris.setImagesY(3);
debris.setSelectRandomImage(false);
attachChild(debris);
debris.setRandomAngle(true);
debris.setRotateSpeed(FastMath.TWO_PI * 4);
debris.setStartColor(new ColorRGBA(0.4f, 0.4f, 0.0f, 1.0f));
debris.setEndColor(new ColorRGBA(0.4f, 0.4f, 0.0f, 1.0f));
debris.setStartSize(.2f);
debris.setEndSize(2f);
debris.setGravity(0, 15f, 0);
debris.setLowLife(2f);
debris.setHighLife(3f);
debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 7, 0));
debris.getParticleInfluencer().setVelocityVariation(.60f);
debris.setParticlesPerSec(0);
}