本文整理汇总了Java中com.jme3.light.DirectionalLight.setColor方法的典型用法代码示例。如果您正苦于以下问题:Java DirectionalLight.setColor方法的具体用法?Java DirectionalLight.setColor怎么用?Java DirectionalLight.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.DirectionalLight
的用法示例。
在下文中一共展示了DirectionalLight.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: main
import com.jme3.light.DirectionalLight; //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2: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
Box b = new Box(Vector3f.ZERO, 1, 1, 1);
geom = new Geometry("Box", b);
geom.updateModelBound();
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
geom.setMaterial(mat);
geom.setLocalTranslation(0,2,1);
rootNode.attachChild(geom);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-0.8f, -0.6f, -0.08f).normalizeLocal());
dl.setColor(new ColorRGBA(1,1,1,1));
rootNode.addLight(dl);
flyCam.setMoveSpeed(30);
viewPort.setBackgroundColor(ColorRGBA.Gray);
}
示例3: makeScene
import com.jme3.light.DirectionalLight; //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4: toJMELight
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
public static DirectionalLight toJMELight(DirectionalLighting dl) {
DirectionalLight res = new DirectionalLight();
res.setColor(toColorRGBA(dl.color).multLocal((float) (dl.intensity)));
Node world = new Node();
Node yaw = new Node();
world.attachChild(yaw);
Node pitch = new Node();
yaw.attachChild(pitch);
Node offset = new Node();
pitch.attachChild(offset);
offset.setLocalTranslation(Vector3f.UNIT_X);
pitch.rotate(0, (float) dl.pitch, 0);
yaw.rotate(0, 0, (float) dl.yaw);
res.setDirection(offset.getWorldTranslation());
return res;
}
示例5: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10f);
cam.setLocation(new Vector3f(6.4013605f, 7.488437f, 12.843031f));
cam.setRotation(new Quaternion(-0.060740203f, 0.93925786f, -0.2398315f, -0.2378785f));
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-0.1f, -0.7f, -1).normalizeLocal());
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
BlenderKey blenderKey = new BlenderKey("Blender/2.4x/animtest.blend");
Spatial scene = (Spatial) assetManager.loadModel(blenderKey);
rootNode.attachChild(scene);
Spatial model = this.findNode(rootNode, "TestAnim");
model.center();
control = model.getControl(AnimControl.class);
channel = control.createChannel();
channel.setAnim("TestAnim");
}
示例6: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(20);
Sphere sphereMesh = new Sphere(32, 32, 1);
sphereMesh.setTextureMode(Sphere.TextureMode.Projected);
sphereMesh.updateGeometry(32, 32, 1, false, false);
addMesh("Sphere", sphereMesh, new Vector3f(-1, 0, 0));
Quad quadMesh = new Quad(1, 1);
quadMesh.updateGeometry(1, 1);
addMesh("Quad", quadMesh, new Vector3f(1, 0, 0));
Mesh strip = createTriangleStripMesh();
addMesh("strip", strip, new Vector3f(0, -3, 0));
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(1, -1, -1).normalizeLocal());
dl.setColor(ColorRGBA.White);
rootNode.addLight(dl);
}
示例7: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10f);
cam.setLocation(new Vector3f(6.4013605f, 7.488437f, 12.843031f));
cam.setRotation(new Quaternion(-0.060740203f, 0.93925786f, -0.2398315f, -0.2378785f));
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-0.1f, -0.7f, -1).normalizeLocal());
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
BlenderKey blenderKey = new BlenderKey("Blender/2.4x/BaseMesh_249.blend");
Spatial scene = (Spatial) assetManager.loadModel(blenderKey);
rootNode.attachChild(scene);
Spatial model = this.findNode(rootNode, "BaseMesh_01");
model.center();
control = model.getControl(AnimControl.class);
channel = control.createChannel();
channel.setAnim("run_01");
}
示例8: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
initCrossHairs();
getRootNode().attachChild(root);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,-0.5f,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
getRootNode().addLight(sun);
//add scripts which convert the physics positions to view positions
//the scripts are executed on the render thread
SimpleLogicManagerState logicManager = getStateManager().getState(SimpleLogicManagerState.class);
logicManager.attach(new PhysicsToViewRotation.Logic());
logicManager.attach(new PhysicsToViewLocation.Logic());
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
//Add Debug State to debug physics
//As you see there are getters for physics space and so on.
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
//add a logic manager for scripts which should be executed on the physics thread
PhysicsSimpleLogicManager physicsLogicManager = new PhysicsSimpleLogicManager();
physicsLogicManager.initialize(entityData, esBulletState.getBulletSystem());
//in a real application don't forget to destroy it after usage:
//physicsLogicManager.destroy();
ForceFieldLogic forceFieldLogic = new ForceFieldLogic();
forceFieldLogic.initLogic(entityData, esBulletState.getBulletSystem(),
physicsLogicManager.getPreTickLogicManager(),
physicsLogicManager.getTickLogicManager());
physicsLogicManager.getPreTickLogicManager().attach(forceFieldLogic);
initWorld();
initForceField();
});
}
示例9: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
getRootNode().attachChild(root);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,-0.5f,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
getRootNode().addLight(sun);
//add scripts which convert the physics positions to view positions
//the scripts are executed on the render thread
SimpleLogicManagerState logicManager = getStateManager().getState(SimpleLogicManagerState.class);
logicManager.attach(new PhysicsToViewRotation.Logic());
logicManager.attach(new PhysicsToViewLocation.Logic());
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
//add a logic manager for scripts which should be executed on the physics thread
PhysicsSimpleLogicManager physicsLogicManager = new PhysicsSimpleLogicManager();
physicsLogicManager.initialize(entityData, esBulletState.getBulletSystem());
//in a real application don't forget to destroy it after usage:
//physicsLogicManager.destroy();
// add the character logic
PhysicsCharacterLogic characterLogic = new PhysicsCharacterLogic();
characterLogic.initLogic(physicsLogicManager.getPreTickLogicManager(), esBulletState.getBulletSystem());
physicsLogicManager.getPreTickLogicManager().attach(characterLogic);
createLevel();
createCharacter();
initInput();
});
}
示例10: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
initCrossHairs();
getRootNode().attachChild(root);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,-0.5f,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
getRootNode().addLight(sun);
//add scripts which convert the physics positions to view positions
//the scripts are executed on the render thread
SimpleLogicManagerState logicManager = getStateManager().getState(SimpleLogicManagerState.class);
logicManager.attach(new PhysicsToViewRotation.Logic());
logicManager.attach(new PhysicsToViewLocation.Logic());
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
//Add Debug State to debug physics
//As you see there are getters for physics space and so on.
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
//add a logic manager for scripts which should be executed on the physics thread
PhysicsSimpleLogicManager physicsLogicManager = new PhysicsSimpleLogicManager();
physicsLogicManager.initialize(entityData, esBulletState.getBulletSystem());
//in a real application don't forget to destroy it after usage:
//physicsLogicManager.destroy();
ForceProducerLogic forceProducerLogic = new ForceProducerLogic();
forceProducerLogic.initLogic(entityData, esBulletState.getBulletSystem());
physicsLogicManager.getPreTickLogicManager().attach(forceProducerLogic);
initWorld();
initForceField();
});
}
示例11: simpleInitApp
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
getRootNode().attachChild(root);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,-0.5f,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
getRootNode().addLight(sun);
SimpleLogicManagerState logicManager = getStateManager().getState(SimpleLogicManagerState.class);
logicManager.attach(new PhysicsToViewRotation.Logic());
logicManager.attach(new PhysicsToViewLocation.Logic());
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
//we need to register the move force otherwise the force system wouldn't apply it
esBulletState.getBulletSystem().getForceSystem().registerForce(MoveForce.class);
//we need a logic manager for advanced logic scripts
PhysicsSimpleLogicManager physicsLogicManager = new PhysicsSimpleLogicManager();
physicsLogicManager.initialize(entityData, esBulletState.getBulletSystem());
//don't forget to destroy the logic manager in a real application
//physicsLogicManager.destroy();
//the simple physics logic manager supports execution of logic scripts before and
//after the physics update. We need the drag force to be executed before because it is a force.
physicsLogicManager.getPreTickLogicManager().attach(new CharacterLogic());
SimpleDragForceLogic sdfl = new SimpleDragForceLogic();
sdfl.initLogic(esBulletState.getBulletSystem());
physicsLogicManager.getPreTickLogicManager().attach(sdfl);
//create a simple level
createLevel();
createCharacter();
//create some controls
initInput();
});//End of onInitialize
}
示例12: createLightForCamera
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
/**
* Create light for camera directional light.
*
* @return the light for the camera.
*/
@JMEThread
protected @NotNull DirectionalLight createLightForCamera() {
final DirectionalLight directionalLight = new DirectionalLight();
directionalLight.setColor(ColorRGBA.White);
return directionalLight;
}
示例13: afterPropertiesSet
import com.jme3.light.DirectionalLight; //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14: createScene
import com.jme3.light.DirectionalLight; //导入方法依赖的package包/类
private void createScene() {
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat.setFloat("Shininess", 1f);
mat.setBoolean("UseMaterialColors", true);
mat.setColor("Ambient", ColorRGBA.Black);
mat.setColor("Diffuse", ColorRGBA.DarkGray);
mat.setColor("Specular", ColorRGBA.White.mult(0.6f));
Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
matSoil.setBoolean("UseMaterialColors", true);
matSoil.setColor("Ambient", ColorRGBA.Black);
matSoil.setColor("Diffuse", ColorRGBA.Black);
matSoil.setColor("Specular", ColorRGBA.Black);
teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
teapot.setName("Teapot");
teapot.setLocalScale(3);
teapot.setMaterial(mat);
rootNode.attachChild(teapot);
Geometry soil = new Geometry("soil", new Box(new Vector3f(0, -1.0f, 0), 50, 1, 50));
soil.setMaterial(matSoil);
rootNode.attachChild(soil);
DirectionalLight light = new DirectionalLight();
light.setDirection(new Vector3f(0, -1, 0).normalizeLocal());
light.setColor(ColorRGBA.White.mult(1.5f));
rootNode.addLight(light);
}
示例15: setUpLight
import com.jme3.light.DirectionalLight; //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);
}