本文整理汇总了Java中com.jme3.light.PointLight.getRadius方法的典型用法代码示例。如果您正苦于以下问题:Java PointLight.getRadius方法的具体用法?Java PointLight.getRadius怎么用?Java PointLight.getRadius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.PointLight
的用法示例。
在下文中一共展示了PointLight.getRadius方法的2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: buildForPointLight
import com.jme3.light.PointLight; //导入方法依赖的package包/类
@FXThread
private void buildForPointLight(@NotNull final PointLight light, @NotNull final VBox container,
@NotNull final ModelChangeConsumer changeConsumer) {
final Vector3f position = light.getPosition().clone();
final float radius = light.getRadius();
final Vector3FPropertyControl<ModelChangeConsumer, PointLight> positionControl =
new Vector3FPropertyControl<>(position, Messages.MODEL_PROPERTY_LOCATION, changeConsumer);
positionControl.setApplyHandler(PointLight::setPosition);
positionControl.setSyncHandler(PointLight::getPosition);
positionControl.setEditObject(light);
final FloatPropertyControl<ModelChangeConsumer, PointLight> radiusControl =
new FloatPropertyControl<>(radius, Messages.MODEL_PROPERTY_RADIUS, changeConsumer);
radiusControl.setApplyHandler(PointLight::setRadius);
radiusControl.setSyncHandler(PointLight::getRadius);
radiusControl.setMinMax(0, Integer.MAX_VALUE);
radiusControl.setEditObject(light);
FXUtils.addToPane(positionControl, container);
buildSplitLine(container);
FXUtils.addToPane(radiusControl, container);
}
示例2: updateLightListUniforms
import com.jme3.light.PointLight; //导入方法依赖的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++;
}
}