本文整理了Java中com.jme3.scene.Spatial.setLightListRefresh()
方法的一些代码示例,展示了Spatial.setLightListRefresh()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Spatial.setLightListRefresh()
方法的具体详情如下:
包路径:com.jme3.scene.Spatial
类名称:Spatial
方法名:setLightListRefresh
暂无
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
protected void setLightListRefresh(){
super.setLightListRefresh();
for (Spatial child : children.getArray()){
if ((child.refreshFlags & RF_LIGHTLIST) != 0)
continue;
child.setLightListRefresh();
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* <code>addLight</code> adds the given light to the Spatial; causing all
* child Spatials to be affected by it.
*
* @param light The light to add.
*/
public void addLight(Light light) {
localLights.add(light);
setLightListRefresh();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* <code>removeLight</code> removes the given light from the Spatial.
*
* @param light The light to remove.
* @see Spatial#addLight(com.jme3.light.Light)
*/
public void removeLight(Light light) {
localLights.remove(light);
setLightListRefresh();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* (Internal use only) Forces a refresh of the given types of data.
*
* @param transforms Refresh world transform based on parents'
* @param bounds Refresh bounding volume data based on child nodes
* @param lights Refresh light list based on parents'
*/
public void forceRefresh(boolean transforms, boolean bounds, boolean lights) {
if (transforms) {
setTransformRefresh();
}
if (bounds) {
setBoundRefresh();
}
if (lights) {
setLightListRefresh();
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* @return Similar to Spatial.clone() except will create a deep clone of all
* geometries' meshes. Normally this method shouldn't be used. Instead, use
* Spatial.clone()
*
* @see Spatial#clone()
*/
public Spatial deepClone() {
// Setup the cloner for the type of cloning we want to do.
Cloner cloner = new Cloner();
// First, we definitely do not want to clone our own parent
cloner.setClonedValue(parent, null);
Spatial clone = cloner.clone(this);
// Because we've nulled the parent out we need to make sure
// the transforms and stuff get refreshed.
clone.setTransformRefresh();
clone.setLightListRefresh();
clone.setMatParamOverrideRefresh();
return clone;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
*
* <code>detachChildAt</code> removes a child at a given index. That child
* is returned for saving purposes.
*
* @param index
* the index of the child to be removed.
* @return the child at the supplied index.
*/
public Spatial detachChildAt(int index) {
Spatial child = children.remove(index);
if ( child != null ) {
child.setParent( null );
logger.log(Level.FINE, "{0}: Child removed.", this.toString());
// since a child with a bound was detached;
// our own bound will probably change.
setBoundRefresh();
// our world transform no longer influences the child.
// XXX: Not necessary? Since child will have transform updated
// when attached anyway.
child.setTransformRefresh();
// lights are also inherited from parent
child.setLightListRefresh();
child.setMatParamOverrideRefresh();
invalidateUpdateList();
}
return child;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
child.setLightListRefresh();
child.setMatParamOverrideRefresh();
if (logger.isLoggable(Level.FINE)) {
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
clone.setLightListRefresh();
clone.setMatParamOverrideRefresh();
代码示例来源:origin: info.projectkyoto/mms-engine
@Override
protected void setLightListRefresh(){
super.setLightListRefresh();
for (Spatial child : children.getArray()){
if ((child.refreshFlags & RF_LIGHTLIST) != 0)
continue;
child.setLightListRefresh();
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
@Override
protected void setLightListRefresh(){
super.setLightListRefresh();
for (Spatial child : children.getArray()){
if ((child.refreshFlags & RF_LIGHTLIST) != 0)
continue;
child.setLightListRefresh();
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* <code>addLight</code> adds the given light to the Spatial; causing
* all child Spatials to be effected by it.
*
* @param light The light to add.
*/
public void addLight(Light light) {
localLights.add(light);
setLightListRefresh();
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* <code>removeLight</code> removes the given light from the Spatial.
*
* @param light The light to remove.
* @see Spatial#addLight(com.jme3.light.Light)
*/
public void removeLight(Light light) {
localLights.remove(light);
setLightListRefresh();
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* <code>addLight</code> adds the given light to the Spatial; causing all
* child Spatials to be affected by it.
*
* @param light The light to add.
*/
public void addLight(Light light) {
localLights.add(light);
setLightListRefresh();
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* <code>removeLight</code> removes the given light from the Spatial.
*
* @param light The light to remove.
* @see Spatial#addLight(com.jme3.light.Light)
*/
public void removeLight(Light light) {
localLights.remove(light);
setLightListRefresh();
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* (Internal use only) Forces a refresh of the given types of data.
*
* @param transforms Refresh world transform based on parents'
* @param bounds Refresh bounding volume data based on child nodes
* @param lights Refresh light list based on parents'
*/
public void forceRefresh(boolean transforms, boolean bounds, boolean lights) {
if (transforms) {
setTransformRefresh();
}
if (bounds) {
setBoundRefresh();
}
if (lights) {
setLightListRefresh();
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* (Internal use only) Forces a refresh of the given types of data.
*
* @param transforms Refresh world transform based on parents'
* @param bounds Refresh bounding volume data based on child nodes
* @param lights Refresh light list based on parents'
*/
public void forceRefresh(boolean transforms, boolean bounds, boolean lights) {
if (transforms) {
setTransformRefresh();
}
if (bounds) {
setBoundRefresh();
}
if (lights) {
setLightListRefresh();
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
*
* <code>detachChildAt</code> removes a child at a given index. That child
* is returned for saving purposes.
*
* @param index
* the index of the child to be removed.
* @return the child at the supplied index.
*/
public Spatial detachChildAt(int index) {
Spatial child = children.remove(index);
if ( child != null ) {
child.setParent( null );
logger.log(Level.INFO, "{0}: Child removed.", this.toString());
// since a child with a bound was detached;
// our own bound will probably change.
setBoundRefresh();
// our world transform no longer influences the child.
// XXX: Not neccessary? Since child will have transform updated
// when attached anyway.
child.setTransformRefresh();
// lights are also inherited from parent
child.setLightListRefresh();
}
return child;
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* @return Similar to Spatial.clone() except will create a deep clone of all
* geometries' meshes. Normally this method shouldn't be used. Instead, use
* Spatial.clone()
*
* @see Spatial#clone()
*/
public Spatial deepClone() {
// Setup the cloner for the type of cloning we want to do.
Cloner cloner = new Cloner();
// First, we definitely do not want to clone our own parent
cloner.setClonedValue(parent, null);
Spatial clone = cloner.clone(this);
// Because we've nulled the parent out we need to make sure
// the transforms and stuff get refreshed.
clone.setTransformRefresh();
clone.setLightListRefresh();
clone.setMatParamOverrideRefresh();
return clone;
}
代码示例来源:origin: info.projectkyoto/mms-engine
child.setLightListRefresh();
if (logger.isLoggable(Level.INFO)) {
logger.log(Level.INFO,"Child ({0}) attached to this node ({1})",
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
*
* <code>detachChildAt</code> removes a child at a given index. That child
* is returned for saving purposes.
*
* @param index
* the index of the child to be removed.
* @return the child at the supplied index.
*/
public Spatial detachChildAt(int index) {
Spatial child = children.remove(index);
if ( child != null ) {
child.setParent( null );
logger.log(Level.FINE, "{0}: Child removed.", this.toString());
// since a child with a bound was detached;
// our own bound will probably change.
setBoundRefresh();
// our world transform no longer influences the child.
// XXX: Not necessary? Since child will have transform updated
// when attached anyway.
child.setTransformRefresh();
// lights are also inherited from parent
child.setLightListRefresh();
child.setMatParamOverrideRefresh();
invalidateUpdateList();
}
return child;
}
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