本文整理汇总了Java中com.jme3.light.AmbientLight.setColor方法的典型用法代码示例。如果您正苦于以下问题:Java AmbientLight.setColor方法的具体用法?Java AmbientLight.setColor怎么用?Java AmbientLight.setColor使用的例子?那么, 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.light.AmbientLight
的用法示例。
在下文中一共展示了AmbientLight.setColor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: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
Application a;
flyCam = new ExtendedFlyByCam(cam);
flyCam.setDragToRotate(true);
flyCam.setMoveSpeed(50);
flyCam.registerWithInput(getInputManager());
EntityFactory pf = new EntityFactory(this, rootNode);
AbstractProp loadingEntity = pf.getProp("Prop/Manipulator/Manipulator-Creature_Load.csm.xml");
// AbstractProp loadingSpatial = pf.getProp("Props/Prop-Manipulator/Manipulator-Sound.csm.xml");
// MeshConfiguration meshConfig = MeshConfiguration.get(meshPath);
// Material propMaterial = createMaterial(meshConfig, assetManager);
// ((Geometry)loadingSpatial.getChild(0)).setMaterial(propMaterial);
rootNode.attachChild(loadingEntity.getSpatial());
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White);
rootNode.addLight(al);
}
示例2: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
Sphere sphMesh = new Sphere(32, 32, 1);
sphMesh.setTextureMode(Sphere.TextureMode.Projected);
sphMesh.updateGeometry(32, 32, 1, false, false);
TangentBinormalGenerator.generate(sphMesh);
Geometry sphere = new Geometry("Rock Ball", sphMesh);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
mat.setColor("Ambient", ColorRGBA.DarkGray);
mat.setColor("Diffuse", ColorRGBA.White);
mat.setBoolean("UseMaterialColors", true);
sphere.setMaterial(mat);
rootNode.attachChild(sphere);
PointLight pl = new PointLight();
pl.setColor(ColorRGBA.White);
pl.setPosition(new Vector3f(4f, 0f, 0f));
rootNode.addLight(pl);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White);
rootNode.addLight(al);
}
示例3: initFloor
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
public Spatial initFloor() {
Material mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Geometry floor = new Geometry("floor", new Box(Vector3f.ZERO, 100f, 0.1f, 100f));
mat3.setTexture("ColorMap", assetManager.loadTexture("Textures/test/_Pond.jpg"));
floor.setMaterial(mat3);
// Spatial floor = assetManager.loadModel("Models/env/terrain/treasure.j3o");
AmbientLight light = new AmbientLight();
light.setColor(ColorRGBA.White);
rootNode.addLight(light);
rootNode.addLight(new DirectionalLight());
GeometryUtils.makeUnshaded(floor);
this.rootNode.attachChild(floor);
return floor;
}
示例4: main
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
public static void main(String[] args)
{
Logger.getLogger("").setLevel(Level.SEVERE);
final SimpleApplication scene = new SimpleApplication()
{
@Override
public void simpleInitApp()
{
getFlyByCamera().setMoveSpeed(10);
getViewPort().setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(0.69305897f, -0.51373863f, 0.5057093f).normalizeLocal());
dl.setColor(new ColorRGBA(0.8f, 0.8f, 0.8f, 0.8f));
getRootNode().addLight(dl);
AmbientLight amb = new AmbientLight();
amb.setColor(new ColorRGBA(3.7f, 3.5f, 3.9f, 1.0f));
getRootNode().addLight(amb);
onInit(this);
}
};
scene.start();
}
示例5: makeScene
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
private void makeScene()
{
DirectionalLight sun = new DirectionalLight();
sun.setColor(ColorRGBA.White);
sun.setDirection(new Vector3f(-.5f,-.5f,-.5f).normalizeLocal());
rootNode.addLight(sun);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(al);
String file ="gui_desktop/img/plane.j3o";
plane = assetManager.loadModel(file);
plane.setLocalScale(0.75f);
// plane = new Geometry("blue cube", new Box(Vector3f.ZERO, 1, 1, 1));
// Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
// mat.setColor("Color", ColorRGBA.Blue);
// plane.setMaterial(mat);
rootNode.attachChild(plane);
}
示例6: createLava
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
private void createLava() {
Mesh mesh = modifyTextureCoordinates(new Quad(1024, 1024));
Geometry geom = new Geometry("lava-terrain", mesh);
Material lavaMaterial =
getAssetManager().loadMaterial("Materials/NewLava.j3m");
geom.setMaterial(lavaMaterial);
((Node) getWorld().getWorldRoot()
.getChild("terrain")).attachChild(geom);
geom.lookAt(Vector3f.UNIT_Y, Vector3f.UNIT_X);
geom.center();
geom.move(0, -4, 0);
AmbientLight ambientLight = new AmbientLight();
ambientLight.setColor(ColorRGBA.White.mult(0.3f));
getTerrainNode().getParent().addLight(ambientLight);
}
示例7: createLavaQuad
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
private void createLavaQuad() {
Quad quad = new Quad(512, 512, true);
Geometry geom = new Geometry("lava-terrain", quad);
Material lavaMat = getAssetManager()
.loadMaterial("Materials/LavaTerrain.j3m");
geom.setMaterial(lavaMat);
((Node) getWorld().getWorldRoot()
.getChild("terrain")).attachChild(geom);
geom.lookAt(Vector3f.UNIT_Y, Vector3f.UNIT_X);
geom.setLocalTranslation(-256, -2, -256);
AmbientLight ambientLight = new AmbientLight();
ambientLight.setColor(ColorRGBA.White.mult(0.3f));
getTerrainNode().getParent().addLight(ambientLight);
}
示例8: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
Spatial signpost = (Spatial) assetManager.loadAsset(new OgreMeshKey("Models/Sign Post/Sign Post.mesh.xml"));
signpost.setMaterial( (Material) assetManager.loadMaterial("Models/Sign Post/Sign Post.j3m"));
TangentBinormalGenerator.generate(signpost);
rootNode.attachChild(signpost);
lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
lightMdl.setMaterial( (Material) assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
rootNode.attachChild(lightMdl);
// flourescent main light
pl = new PointLight();
pl.setColor(new ColorRGBA(0.88f, 0.92f, 0.95f, 1.0f));
rootNode.addLight(pl);
AmbientLight al = new AmbientLight();
al.setColor(new ColorRGBA(0.44f, 0.40f, 0.20f, 1.0f));
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(1,-1,-1).normalizeLocal());
dl.setColor(new ColorRGBA(0.92f, 0.85f, 0.8f, 1.0f));
rootNode.addLight(dl);
}
示例9: afterPropertiesSet
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void afterPropertiesSet() throws Exception {
directionalLight = new DirectionalLight();
directionalLight.setColor(ColorRGBA.White.mult(0.5f));
directionalLight.setDirection(new Vector3f(0.0f, -1.0f, 0.0f));
ambientLight = new AmbientLight();
ambientLight.setColor(ColorRGBA.White.mult(0.15f));
lights = new LinkedList<>();
lights.add(directionalLight);
lights.add(ambientLight);
final int SHADOWMAP_SIZE = 4096;
DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 4);
dlsr.setLight(directionalLight);
dlsr.setShadowIntensity(0.3f);
dlsr.setRenderBackFacesShadows(Boolean.TRUE);
dlsr.setShadowCompareMode(CompareMode.Hardware);
dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF8);
camera.addEffect(dlsr);
float initialWaterHeight = 1500f; // choose a value for your scene
/*water = new WaterFilter(rootNode, directionalLight.getDirection());
water.setWaterHeight(initialWaterHeight);
camera.addNearEffect(water);*/
/*DirectionalLightShadowFilter dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE, 3);
dlsf.setLight(directionalLight);
dlsf.setEnabled(true);
camera.addNearEffect(dlsf);*/
}
示例10: setUpLight
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White);
dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
rootNode.addLight(dl);
}
示例11: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
cam.setLocation(new Vector3f(68.45442f, 8.235511f, 7.9676695f));
cam.setRotation(new Quaternion(0.046916496f, -0.69500375f, 0.045538206f, 0.7160271f));
flyCam.setMoveSpeed(50);
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
Texture diff = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
diff.setWrap(Texture.WrapMode.Repeat);
Texture norm = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall_normal.jpg");
norm.setWrap(Texture.WrapMode.Repeat);
mat.setTexture("DiffuseMap", diff);
mat.setTexture("NormalMap", norm);
mat.setFloat("Shininess", 2.0f);
AmbientLight al = new AmbientLight();
al.setColor(new ColorRGBA(1.8f, 1.8f, 1.8f, 1.0f));
rootNode.addLight(al);
model = (Geometry) assetManager.loadModel("Models/Sponza/Sponza.j3o");
model.getMesh().scaleTextureCoordinates(new Vector2f(2, 2));
model.setMaterial(mat);
rootNode.attachChild(model);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
SSAOFilter ssaoFilter = new SSAOFilter(12.940201f, 43.928635f, 0.32999992f, 0.6059958f);
fpp.addFilter(ssaoFilter);
SSAOUI ui = new SSAOUI(inputManager, ssaoFilter);
viewPort.addProcessor(fpp);
}
示例12: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
assetManager.registerLocator("assets/", FileLocator.class);
// 关闭第一人称
// flyCam.setEnabled(false);
this.getFlyByCamera().setMoveSpeed(30);
cam.setFrustumPerspective(45, (float) cam.getWidth() / cam.getHeight(), 0.1F, 1000);
AmbientLight amb = new AmbientLight();
amb.setColor(new ColorRGBA(0.6F, 0.8F, 0.8F, 1.0f));
rootNode.addLight(amb);
DirectionalLight light = new DirectionalLight();
light.setColor(new ColorRGBA(1.0f, 0.9f, 0.8f, 1.0f));
light.setDirection(new Vector3f(0F, -0.779F, 0.627F));
rootNode.addLight(light);
role = new Node();
rootNode.attachChild(role);
// 第一步加载骨骼文件
coatSke = (Node) assetManager.loadModel("Props/models/Ninja_ske.j3o");
coatSke.scale(0.01F);
rootNode.attachChild(coatSke);
// 播放动画
AnimControl animControl = coatSke.getControl(AnimControl.class);
animControl.addListener(this);
AnimChannel anim= animControl.createChannel();
anim.setAnim("Attack1");
keyMapping();
}
示例13: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
// assetManager.registerLocator("assets/", FileLocator.class);
// 关闭第一人称
// flyCam.setEnabled(false);
this.getFlyByCamera().setMoveSpeed(30);
cam.setFrustumPerspective(45, (float) cam.getWidth() / cam.getHeight(), 0.1F, 1000);
AmbientLight amb = new AmbientLight();
amb.setColor(new ColorRGBA(0.6F, 0.8F, 0.8F, 1.0f));
rootNode.addLight(amb);
DirectionalLight light = new DirectionalLight();
light.setColor(new ColorRGBA(1.0f, 0.9f, 0.8f, 1.0f));
light.setDirection(new Vector3f(0F, -0.779F, 0.627F));
rootNode.addLight(light);
// 第一步加载骨骼文件
ske = (Node) assetManager.loadModel("Models/actor/ske.mesh.j3o");
SkeletonControl sc = ske.getControl(SkeletonControl.class);
CustomSkeletonControl csc = new CustomSkeletonControl(sc.getSkeleton());
ske.removeControl(sc);
ske.addControl(csc);
// csc.setHardwareSkinningPreferred(true);
rootNode.attachChild(ske);
addSkeletonAnim(assetManager.loadModel("Models/actor/ext_anim/idle_run.mesh.j3o"), ske);
// 加载初始化皮肤
ske.attachChild(assetManager.loadModel("Models/actor/female/foot.003.mesh.j3o"));
// 播放动画
AnimControl animControl = ske.getControl(AnimControl.class);
System.out.println(animControl.getAnimationNames().toString());
anim = animControl.createChannel();
anim.setAnim("idle_run");
keyMapping();
}
示例14: simpleInitApp
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
loadHintText();
initCrossHairs();
setupKeys();
createMarker();
// WIREFRAME material
matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWire.getAdditionalRenderState().setWireframe(true);
matWire.setColor("Color", ColorRGBA.Green);
createTerrain();
//createTerrainGrid();
DirectionalLight light = new DirectionalLight();
light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
rootNode.addLight(light);
AmbientLight ambLight = new AmbientLight();
ambLight.setColor(new ColorRGBA(1f, 1f, 0.8f, 0.2f));
rootNode.addLight(ambLight);
cam.setLocation(new Vector3f(0, 256, 0));
cam.lookAtDirection(new Vector3f(0, -1f, 0).normalizeLocal(), Vector3f.UNIT_X);
}
示例15: initLights
import com.jme3.light.AmbientLight; //导入方法依赖的package包/类
private void initLights() {
ambientLight = new AmbientLight();
ambientLight.setColor(ColorRGBA.White);
guiNode.addLight(ambientLight);
selectionLight = new AmbientLight();
selectionLight.setColor(ColorRGBA.Orange.mult(5));
}