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Java Sphere.setTextureMode方法代码示例

本文整理汇总了Java中com.jme3.scene.shape.Sphere.setTextureMode方法的典型用法代码示例。如果您正苦于以下问题:Java Sphere.setTextureMode方法的具体用法?Java Sphere.setTextureMode怎么用?Java Sphere.setTextureMode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com.jme3.scene.shape.Sphere的用法示例。


在下文中一共展示了Sphere.setTextureMode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.scene.shape.Sphere; //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);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:21,代码来源:TestTangentGen.java

示例2: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());

    setupKeys();

    // Add a physics character to the world
    physicsCharacter = new CharacterControl(new CapsuleCollisionShape(0.5f,1.8f), .1f);
    physicsCharacter.setPhysicsLocation(new Vector3f(3, 6, 0));

    Spatial model = assetManager.loadModel("Models/Sinbad/Sinbad.mesh.xml");
    model.scale(0.25f);
    model.addControl(physicsCharacter);
    getPhysicsSpace().add(physicsCharacter);
    rootNode.attachChild(model);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:22,代码来源:TestPhysicsCharacter.java

示例3: simpleInitApp

import com.jme3.scene.shape.Sphere; //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);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:25,代码来源:TestUnshadedModel.java

示例4: simpleInitApp

import com.jme3.scene.shape.Sphere; //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");
        sphere.setMaterial(mat);
        rootNode.attachChild(sphere);

        lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
        lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
        rootNode.attachChild(lightMdl);

        pl = new PointLight();
        pl.setColor(ColorRGBA.White);
        pl.setPosition(new Vector3f(0f, 0f, 4f));
        rootNode.addLight(pl);

//        DirectionalLight dl = new DirectionalLight();
//        dl.setDirection(new Vector3f(1,-1,1).normalizeLocal());
//        dl.setColor(new ColorRGBA(0.22f, 0.15f, 0.1f, 1.0f));
//        rootNode.addLight(dl);
    }
 
开发者ID:mleoking,项目名称:PhET,代码行数:27,代码来源:TestNormalMapping.java

示例5: init

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
private void init() {
    SceneApplication.getApplication().addSceneListener(this);
    Sphere sphMesh = new Sphere(32, 32, 2.5f);
    sphMesh.setTextureMode(Sphere.TextureMode.Projected);
    sphMesh.updateGeometry(32, 32, 2.5f, false, false);
    Logger log = Logger.getLogger(TangentBinormalGenerator.class.getName());
    log.setLevel(Level.SEVERE);
    TangentBinormalGenerator.generate(sphMesh);
    sphere = new Geometry("previewSphere", sphMesh);
    sphere.setLocalRotation(new Quaternion().fromAngleAxis(FastMath.QUARTER_PI, Vector3f.UNIT_X));

    Box boxMesh = new Box(1.75f, 1.75f, 1.75f);
    TangentBinormalGenerator.generate(boxMesh);
    box = new Geometry("previewBox", boxMesh);
    box.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.DEG_TO_RAD * 30, Vector3f.UNIT_X).multLocal(new Quaternion().fromAngleAxis(FastMath.QUARTER_PI, Vector3f.UNIT_Y)));

    Quad quadMesh = new Quad(4.5f, 4.5f);
    TangentBinormalGenerator.generate(quadMesh);
    quad = new Geometry("previewQuad", quadMesh);
    quad.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));
    currentGeom = sphere;
    init = true;
}
 
开发者ID:jMonkeyEngine,项目名称:sdk,代码行数:24,代码来源:MaterialPreviewRenderer.java

示例6: initWidget

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
private  void initWidget() {
    SceneApplication.getApplication().addSceneListener(this);
    Sphere sphMesh = new Sphere(32, 32, 2.5f);
    sphMesh.setTextureMode(Sphere.TextureMode.Projected);
    sphMesh.updateGeometry(32, 32, 2.5f, false, false);
    TangentBinormalGenerator.generate(sphMesh);
    sphere = new Geometry("previewSphere", sphMesh);
    sphere.setLocalRotation(new Quaternion().fromAngleAxis(FastMath.QUARTER_PI, Vector3f.UNIT_X));

    Box boxMesh = new Box(new Vector3f(0, 0, 0), 1.75f, 1.75f, 1.75f);
    TangentBinormalGenerator.generate(boxMesh);
    box = new Geometry("previewBox", boxMesh);
    box.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.DEG_TO_RAD * 30, Vector3f.UNIT_X).multLocal(new Quaternion().fromAngleAxis(FastMath.QUARTER_PI, Vector3f.UNIT_Y)));

    Quad quadMesh = new Quad(4.5f, 4.5f);
    TangentBinormalGenerator.generate(quadMesh);
    quad = new Geometry("previewQuad", quadMesh);
    quad.setLocalTranslation(new Vector3f(-2.25f, -2.25f, 0));

    currentGeom = sphere;
    sphereButton.setSelected(true);
    init=true;
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:24,代码来源:MaterialPreviewWidget.java

示例7: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.1f);
    setupKeys();

    mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat.getAdditionalRenderState().setWireframe(true);
    mat.setColor("Color", ColorRGBA.Green);

    mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat2.getAdditionalRenderState().setWireframe(true);
    mat2.setColor("Color", ColorRGBA.Red);

    // An obstacle mesh, does not move (mass=0)
    Node node2 = new Node();
    node2.setName("mesh");
    node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f));
    node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(Vector3f.ZERO, 4, 4, 0.1f)), 0));
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);

    // The floor, does not move (mass=0)
    Node node3 = new Node();
    node3.setLocalTranslation(new Vector3f(0f, -6, 0f));
    node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0));
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);

}
 
开发者ID:mleoking,项目名称:PhET,代码行数:35,代码来源:TestCcd.java

示例8: prepareBullet

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
private void prepareBullet() {
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    matBullet = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    matBullet.setColor("Color", ColorRGBA.Green);
    matBullet.setColor("m_GlowColor", ColorRGBA.Green);
    getPhysicsSpace().addCollisionListener(this);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:10,代码来源:TestWalkingChar.java

示例9: createBallShooter

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
/**
 * creates the necessary inputlistener and action to shoot balls from teh camera
 * @param app
 * @param rootNode
 * @param space
 */
public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) {
    ActionListener actionListener = new ActionListener() {

        public void onAction(String name, boolean keyPressed, float tpf) {
            Sphere bullet = new Sphere(32, 32, 0.4f, true, false);
            bullet.setTextureMode(TextureMode.Projected);
            Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
            TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
            key2.setGenerateMips(true);
            Texture tex2 = app.getAssetManager().loadTexture(key2);
            mat2.setTexture("ColorMap", tex2);
            if (name.equals("shoot") && !keyPressed) {
                Geometry bulletg = new Geometry("bullet", bullet);
                bulletg.setMaterial(mat2);
                bulletg.setShadowMode(ShadowMode.CastAndReceive);
                bulletg.setLocalTranslation(app.getCamera().getLocation());
                RigidBodyControl bulletControl = new RigidBodyControl(1);
                bulletg.addControl(bulletControl);
                bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25));
                bulletg.addControl(bulletControl);
                rootNode.attachChild(bulletg);
                space.add(bulletControl);
            }
        }
    };
    app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    app.getInputManager().addListener(actionListener, "shoot");
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:35,代码来源:PhysicsTestHelper.java

示例10: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
    
    bulletAppState = new BulletAppState();
    bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
    stateManager.attach(bulletAppState);

    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
    brick.scaleTextureCoordinates(new Vector2f(1f, .5f));

    initMaterial();
    initWall();
    initFloor();
    initCrossHairs();
    this.cam.setLocation(new Vector3f(0, 6f, 6f));
    cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
    cam.setFrustumFar(15);
    inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    inputManager.addListener(actionListener, "shoot");
    inputManager.addMapping("gc", new KeyTrigger(KeyInput.KEY_X));
    inputManager.addListener(actionListener, "gc");

    rootNode.setShadowMode(ShadowMode.Off);
    bsr = new BasicShadowRenderer(assetManager, 256);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    viewPort.addProcessor(bsr);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:31,代码来源:TestBrickWall.java

示例11: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);

    PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
    PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());

    // add ourselves as collision listener
    getPhysicsSpace().addCollisionListener(this);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:16,代码来源:TestCollisionListener.java

示例12: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
    public void simpleInitApp() {
        bulletAppState = new BulletAppState();
        bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
        stateManager.attach(bulletAppState);
        bullet = new Sphere(32, 32, 0.4f, true, false);
        bullet.setTextureMode(TextureMode.Projected);
        bulletCollisionShape = new SphereCollisionShape(0.4f);

        brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
        brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//        bulletAppState.getPhysicsSpace().enableDebug(assetManager);
        initMaterial();
        initTower();
        initFloor();
        initCrossHairs();
        this.cam.setLocation(new Vector3f(0, 25f, 8f));
        cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
        cam.setFrustumFar(80);
        inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
        inputManager.addListener(actionListener, "shoot");
        rootNode.setShadowMode(ShadowMode.Off);
        bsr = new PssmShadowRenderer(assetManager, 2048, 3);
        bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
        bsr.setLambda(0.55f);
        bsr.setShadowIntensity(0.6f);
        bsr.setCompareMode(CompareMode.Hardware);
        bsr.setFilterMode(FilterMode.Bilinear);
        viewPort.addProcessor(bsr);
    }
 
开发者ID:mleoking,项目名称:PhET,代码行数:31,代码来源:TestBrickTower.java

示例13: createBallShooter

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
/**
 * creates the necessary inputlistener and action to shoot balls from teh camera
 * @param app a
 * @param rootNode r 
 * @param space s
 */
public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) {
    ActionListener actionListener = new ActionListener() {

        public void onAction(String name, boolean keyPressed, float tpf) {
            Sphere bullet = new Sphere(32, 32, 0.4f, true, false);
            bullet.setTextureMode(TextureMode.Projected);
            Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
            TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
            key2.setGenerateMips(true);
            Texture tex2 = app.getAssetManager().loadTexture(key2);
            mat2.setTexture("ColorMap", tex2);
            if (name.equals("shoot") && !keyPressed) {
                Geometry bulletg = new Geometry("bullet", bullet);
                bulletg.setMaterial(mat2);
                bulletg.setShadowMode(ShadowMode.CastAndReceive);
                bulletg.setLocalTranslation(app.getCamera().getLocation());
                RigidBodyControl bulletControl = new RigidBodyControl(10);
                bulletg.addControl(bulletControl);
                bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25));
                bulletg.addControl(bulletControl);
                rootNode.attachChild(bulletg);
                space.add(bulletControl);
            }
        }
    };
    app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    app.getInputManager().addListener(actionListener, "shoot");
}
 
开发者ID:MyRobotLab,项目名称:myrobotlab,代码行数:35,代码来源:PhysicsTestHelper.java

示例14: simpleInitApp

import com.jme3.scene.shape.Sphere; //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");
    sphere.setMaterial(mat);
    rootNode.attachChild(sphere);

    lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    rootNode.attachChild(lightMdl);

    pl = new PointLight();
    pl.setColor(ColorRGBA.White);
    pl.setPosition(new Vector3f(0f, 0f, 4f));
    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);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:31,代码来源:TestNormalMapping.java

示例15: simpleInitApp

import com.jme3.scene.shape.Sphere; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
 //   bulletAppState.setEnabled(false);
    stateManager.attach(bulletAppState);
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);

    brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
    brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
    //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    initMaterial();
    initTower();
    initFloor();
    initCrossHairs();
    this.cam.setLocation(new Vector3f(0, 25f, 8f));
    cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
    cam.setFrustumFar(80);
    inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    inputManager.addListener(actionListener, "shoot");
    rootNode.setShadowMode(ShadowMode.Off);
    bsr = new PssmShadowRenderer(assetManager, 1024, 2);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    bsr.setLambda(0.55f);
    bsr.setShadowIntensity(0.6f);
    bsr.setCompareMode(CompareMode.Hardware);
    bsr.setFilterMode(FilterMode.PCF4);
    viewPort.addProcessor(bsr);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:32,代码来源:TestBrickTower.java


注:本文中的com.jme3.scene.shape.Sphere.setTextureMode方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。