本文整理汇总了Java中com.jme3.scene.shape.Quad.scaleTextureCoordinates方法的典型用法代码示例。如果您正苦于以下问题:Java Quad.scaleTextureCoordinates方法的具体用法?Java Quad.scaleTextureCoordinates怎么用?Java Quad.scaleTextureCoordinates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.scene.shape.Quad
的用法示例。
在下文中一共展示了Quad.scaleTextureCoordinates方法的13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: TexturePreview
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public TexturePreview(ProjectAssetManager assetManager) {
this.assetManager = assetManager;
Quad quadMesh = new Quad(4.5f, 4.5f);
Quad quadMesh3D = new Quad(4.5f, 4.5f);
quadMesh3D.scaleTextureCoordinates(new Vector2f(4, 4));
quad = new Geometry("previewQuad", quadMesh);
quad.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));
quad3D = new Geometry("previewQuad", quadMesh3D);
quad3D.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));
material3D = new Material(assetManager, "com/jme3/gde/core/properties/preview/tex3DThumb.j3md");
material3D.setFloat("InvDepth", 1f / 16f);
material3D.setInt("Rows", 4);
material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
SceneApplication.getApplication().addSceneListener(this);
}
示例2: setupFloor
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void setupFloor() {
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(10));
Geometry geom = new Geometry("floor", q);
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat.setColor("Diffuse", ColorRGBA.White);
mat.setColor("Specular", ColorRGBA.White);
mat.setColor("Ambient", ColorRGBA.Black);
mat.setBoolean("UseMaterialColors", true);
mat.setFloat("Shininess", 0);
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(RenderQueue.ShadowMode.Receive);
rootNode.attachChild(geom);
}
示例3: setupFloor
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void setupFloor() {
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(10));
Geometry geom = new Geometry("floor", q);
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat.setColor("Diffuse", ColorRGBA.White);
mat.setColor("Specular", ColorRGBA.White);
mat.setColor("Ambient", ColorRGBA.Black);
mat.setBoolean("UseMaterialColors", true);
mat.setFloat("Shininess", 0);
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(RenderQueue.ShadowMode.Receive);
rootNode.attachChild(geom);
}
示例4: DDSPreview
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public DDSPreview(ProjectAssetManager assetManager) {
this.assetManager = assetManager;
Quad quadMesh = new Quad(4.5f, 4.5f);
Quad quadMesh3D = new Quad(4.5f, 4.5f);
quadMesh3D.scaleTextureCoordinates(new Vector2f(4, 4));
quad = new Geometry("previewQuad", quadMesh);
quad.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));
quad3D = new Geometry("previewQuad", quadMesh3D);
quad3D.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));
material3D = new Material(assetManager, "com/jme3/gde/core/properties/preview/tex3DThumb.j3md");
material3D.setFloat("InvDepth", 1f / 16f);
material3D.setInt("Rows", 4);
material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
SceneApplication.getApplication().addSceneListener(this);
}
示例5: createSurface
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
/**
* Create the surface quad
* @return
*/
protected Spatial createSurface() {
Quad quad = new Quad(MAP_SIZE * TILE_SIZE, MAP_SIZE * TILE_SIZE);
Geometry geometry = new Geometry(BLANK, quad);
quad.scaleTextureCoordinates(new Vector2f(MAP_SIZE, MAP_SIZE));
Material material = baseApplication.getModelManager().getMaterial("Materials/tile-floor.j3m");
geometry.setMaterial(material);
geometry.rotate(FastMath.DEG_TO_RAD * 90, 0, 0);
return geometry;
}
示例6: usewater
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
/**
* @todo consume too much fps :'(
* @todo move this to hexGrid or builder / should not be there.
*/
private void usewater() {
bufferFXNode.attachChild(SkyFactory.createSky(
app.getAssetManager(), "org/hexgridapi/assets/Textures/BrightSky.dds", false));
// we create a water processor
SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(app.getAssetManager());
// waterProcessor.setReflectionScene(spatial.getParent());
waterProcessor.setReflectionScene(collisionNode.getParent().getParent());//rootNode
// we set the water plane
Vector3f waterLocation = new Vector3f(0, 0, 0);
waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
app.getViewPort().addProcessor(waterProcessor);
// we set wave properties
waterProcessor.setWaterDepth(-4); // transparency of water
waterProcessor.setDistortionScale(0.05f); // strength of waves
waterProcessor.setWaveSpeed(0.01f); // speed of waves
waterProcessor.setWaterTransparency(0.2f);
waterProcessor.setRenderSize(256, 256);
// we define the wave size by setting the size of the texture coordinates
Quad quad = new Quad(200, 200);
quad.scaleTextureCoordinates(new Vector2f(6f, 6f));
// we create the water geometry from the quad
Geometry water = new Geometry("water", quad);
water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
water.setLocalTranslation(-100, 0.01f, 125);
// water.setShadowMode(RenderQueue.ShadowMode.Receive);
water.setMaterial(waterProcessor.getMaterial());
bufferFXNode.attachChild(water);
((Node) spatial).attachChild(bufferFXNode);
// collisionNode.getParent().attachChild(bufferFXNode);
}
示例7: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
flyCam.setEnabled(false);
Quad q = new Quad(10, 10);
Geometry geom = new Geometry("Quad", q);
Material material = new Material(assetManager, "jme3test/texture/tex3DThumb.j3md");
TextureKey key = new TextureKey("Textures/3D/flame.dds");
key.setGenerateMips(true);
key.setAsTexture3D(true);
Texture t = assetManager.loadTexture(key);
int rows = 4;//4 * 4
q.scaleTextureCoordinates(new Vector2f(rows, rows));
//The image only have 8 pictures and we have 16 thumbs, the data will be interpolated by the GPU
material.setFloat("InvDepth", 1f / 16f);
material.setInt("Rows", rows);
material.setTexture("Texture", t);
geom.setMaterial(material);
rootNode.attachChild(geom);
cam.setLocation(new Vector3f(4.7444625f, 5.160054f, 13.1939f));
}
示例8: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void simpleInitApp() {
renderManager.setAlphaToCoverage(true);
cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f));
cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f));
// cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f));
// cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, -0.13857932f));
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5));
Geometry geom = new Geometry("floor", q);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(geom);
// create the geometry and attach it
Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree2.mesh.xml");
teaGeom.setQueueBucket(Bucket.Transparent);
teaGeom.setShadowMode(ShadowMode.Cast);
makeToonish(teaGeom);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(al);
DirectionalLight dl1 = new DirectionalLight();
dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal());
dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl1);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl);
rootNode.attachChild(teaGeom);
FilterPostProcessor fpp=new FilterPostProcessor(assetManager);
CartoonEdgeFilter toon=new CartoonEdgeFilter();
toon.setEdgeWidth(0.5f);
toon.setEdgeIntensity(1.0f);
toon.setNormalThreshold(0.8f);
fpp.addFilter(toon);
viewPort.addProcessor(fpp);
}
示例9: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void simpleInitApp() {
renderManager.setAlphaToCoverage(true);
cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f));
cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f));
// cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f));
// cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, -0.13857932f));
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5));
Geometry geom = new Geometry("floor", q);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(geom);
// create the geometry and attach it
Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree2.mesh.xml");
teaGeom.setQueueBucket(Bucket.Transparent);
teaGeom.setShadowMode(ShadowMode.Cast);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(al);
DirectionalLight dl1 = new DirectionalLight();
dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal());
dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl1);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl);
rootNode.attachChild(teaGeom);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
SSAOFilter ssao = new SSAOFilter(0.49997783f, 42.598858f, 35.999966f, 0.39299846f);
fpp.addFilter(ssao);
SSAOUI ui = new SSAOUI(inputManager, ssao);
viewPort.addProcessor(fpp);
}
示例10: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void simpleInitApp() {
this.flyCam.setMoveSpeed(10);
Node mainScene=new Node();
cam.setLocation(new Vector3f(-27.0f, 1.0f, 75.0f));
cam.setRotation(new Quaternion(0.03f, 0.9f, 0f, 0.4f));
// load sky
mainScene.attachChild(SkyFactory.createSky(assetManager, "Textures/Sky/Bright/BrightSky.dds", false));
File file = new File("wildhouse.zip");
if (file.exists()) {
useHttp = false;
}
// create the geometry and attach it
// load the level from zip or http zip
if (useHttp) {
assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/wildhouse.zip", HttpZipLocator.class.getName());
} else {
assetManager.registerLocator("wildhouse.zip", ZipLocator.class.getName());
}
Spatial scene = assetManager.loadModel("main.scene");
DirectionalLight sun = new DirectionalLight();
Vector3f lightDir=new Vector3f(-0.37352666f, -0.50444174f, -0.7784704f);
sun.setDirection(lightDir);
sun.setColor(ColorRGBA.White.clone().multLocal(2));
scene.addLight(sun);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
//add lightPos Geometry
Sphere lite=new Sphere(8, 8, 3.0f);
Geometry lightSphere=new Geometry("lightsphere", lite);
lightSphere.setMaterial(mat);
Vector3f lightPos=lightDir.multLocal(-400);
lightSphere.setLocalTranslation(lightPos);
rootNode.attachChild(lightSphere);
SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
waterProcessor.setReflectionScene(mainScene);
waterProcessor.setDebug(false);
waterProcessor.setLightPosition(lightPos);
waterProcessor.setRefractionClippingOffset(1.0f);
//setting the water plane
Vector3f waterLocation=new Vector3f(0,-20,0);
waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
WaterUI waterUi=new WaterUI(inputManager, waterProcessor);
waterProcessor.setWaterColor(ColorRGBA.Brown);
waterProcessor.setDebug(true);
//lower render size for higher performance
// waterProcessor.setRenderSize(128,128);
//raise depth to see through water
// waterProcessor.setWaterDepth(20);
//lower the distortion scale if the waves appear too strong
// waterProcessor.setDistortionScale(0.1f);
//lower the speed of the waves if they are too fast
// waterProcessor.setWaveSpeed(0.01f);
Quad quad = new Quad(400,400);
//the texture coordinates define the general size of the waves
quad.scaleTextureCoordinates(new Vector2f(6f,6f));
Geometry water=new Geometry("water", quad);
water.setShadowMode(ShadowMode.Receive);
water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
water.setMaterial(waterProcessor.getMaterial());
water.setLocalTranslation(-200, -20, 250);
rootNode.attachChild(water);
viewPort.addProcessor(waterProcessor);
mainScene.attachChild(scene);
rootNode.attachChild(mainScene);
}
示例11: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void simpleInitApp() {
renderManager.setAlphaToCoverage(true);
cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f));
cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f));
// cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f));
// cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, -0.13857932f));
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5));
Geometry geom = new Geometry("floor", q);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(geom);
// create the geometry and attach it
Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
teaGeom.setQueueBucket(Bucket.Transparent);
teaGeom.setShadowMode(ShadowMode.Cast);
makeToonish(teaGeom);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(al);
DirectionalLight dl1 = new DirectionalLight();
dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal());
dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl1);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl);
rootNode.attachChild(teaGeom);
FilterPostProcessor fpp=new FilterPostProcessor(assetManager);
CartoonEdgeFilter toon=new CartoonEdgeFilter();
toon.setEdgeWidth(0.5f);
toon.setEdgeIntensity(1.0f);
toon.setNormalThreshold(0.8f);
fpp.addFilter(toon);
viewPort.addProcessor(fpp);
}
示例12: simpleInitApp
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void simpleInitApp() {
renderManager.setAlphaToCoverage(true);
cam.setLocation(new Vector3f(0.14914267f, 0.58147097f, 4.7686534f));
cam.setRotation(new Quaternion(-0.0044764364f, 0.9767943f, 0.21314798f, 0.020512417f));
// cam.setLocation(new Vector3f(2.0606942f, 3.20342f, 6.7860126f));
// cam.setRotation(new Quaternion(-0.017481906f, 0.98241085f, -0.12393151f, -0.13857932f));
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
Quad q = new Quad(20, 20);
q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(5));
Geometry geom = new Geometry("floor", q);
Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
geom.setMaterial(mat);
geom.rotate(-FastMath.HALF_PI, 0, 0);
geom.center();
geom.setShadowMode(ShadowMode.Receive);
TangentBinormalGenerator.generate(geom);
rootNode.attachChild(geom);
// create the geometry and attach it
Spatial teaGeom = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
teaGeom.setQueueBucket(Bucket.Transparent);
teaGeom.setShadowMode(ShadowMode.Cast);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(al);
DirectionalLight dl1 = new DirectionalLight();
dl1.setDirection(new Vector3f(1, -1, 1).normalizeLocal());
dl1.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl1);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
dl.setColor(new ColorRGBA(0.965f, 0.949f, 0.772f, 1f).mult(0.7f));
rootNode.addLight(dl);
rootNode.attachChild(teaGeom);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
SSAOFilter ssao = new SSAOFilter();//0.49997783f, 42.598858f, 35.999966f, 0.39299846f
fpp.addFilter(ssao);
SSAOUI ui = new SSAOUI(inputManager, ssao);
viewPort.addProcessor(fpp);
}
示例13: initialize
import com.jme3.scene.shape.Quad; //导入方法依赖的package包/类
public void initialize(Application app) {
// Used to debug the positionProvider,
this.rayControl = new GridRayCastControl(app, null, ColorRGBA.Green);
HexGrid hexGrid = app.getStateManager().getState(AbstractHexGridAppState.class);
builder = hexGrid.getBuilder();
// hexGrid.getGridNode().attachChild(collisionNode);
builder.getBuilderNode().attachChild(bufferNode);
bufferFXNode.attachChild(SkyFactory.createSky(
app.getAssetManager(), "org/hexgridapi/assets/Textures/BrightSky.dds", false));
/**
* @todo consume too much fps :'(
* @todo the water have to be split from the sky.
*/
// we create a water processor
SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(app.getAssetManager());
// waterProcessor.setReflectionScene(spatial.getParent());
waterProcessor.setReflectionScene(hexGrid.getGridNode().getParent());// rootNode is used for reflection
// we set the water plane
Vector3f waterLocation = new Vector3f(0, 0, 0);
waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
app.getViewPort().addProcessor(waterProcessor);
// we set wave properties
waterProcessor.setWaterDepth(-4); // transparency of water
waterProcessor.setDistortionScale(0.05f); // strength of waves
waterProcessor.setWaveSpeed(0.01f); // speed of waves
waterProcessor.setWaterTransparency(0.2f);
waterProcessor.setRenderSize(256, 256);
// we define the wave size by setting the size of the texture coordinates
Quad quad = new Quad(200, 200);
quad.scaleTextureCoordinates(new Vector2f(6f, 6f));
// we create the water geometry from the quad
water = new Geometry("water", quad);
water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
water.setLocalTranslation(-100, 0.01f, 125);
// water.setShadowMode(RenderQueue.ShadowMode.Receive);
water.setMaterial(waterProcessor.getMaterial());
}