本文整理了Java中com.jme3.scene.Spatial.getShadowMode()
方法的一些代码示例,展示了Spatial.getShadowMode()
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.getShadowMode()
方法的具体详情如下:
包路径:com.jme3.scene.Spatial
类名称:Spatial
方法名:getShadowMode
暂无
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Helper function used to recursively populate the outputGeometryList
* with geometry children of scene node
*
* @param camera
* @param scene
* @param outputGeometryList
*/
private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
if (scene.getCullHint() == Spatial.CullHint.Always) return;
camera.setPlaneState(0);
if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
for (Spatial child: scene.getChildren()) {
if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList);
else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) {
camera.setPlaneState(0);
if (checkShadowMode(child.getShadowMode(), mode) &&
!((Geometry)child).isGrouped() &&
camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) {
outputGeometryList.add((Geometry)child);
}
}
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) {
outputGeometryList.add((Geometry)scene);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void process(Spatial scene) {
if (scene.getCullHint() == Spatial.CullHint.Always) return;
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
if ( scene instanceof Geometry )
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* If a spatial is not inside the eye frustum, it
* is still rendered in the shadow frustum (shadow casting queue)
* through this recursive method.
*/
private void renderShadow(Spatial s, RenderQueue rq) {
if (s instanceof Node) {
Node n = (Node) s;
List<Spatial> children = n.getChildren();
for (int i = 0; i < children.size(); i++) {
renderShadow(children.get(i), rq);
}
} else if (s instanceof Geometry) {
Geometry gm = (Geometry) s;
RenderQueue.ShadowMode shadowMode = s.getShadowMode();
if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive) {
//forcing adding to shadow cast mode, culled objects doesn't have to be in the receiver queue
rq.addToShadowQueue(gm, RenderQueue.ShadowMode.Cast);
}
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
if ((scene.getShadowMode() != RenderQueue.ShadowMode.Off || scene instanceof Node) && scene.getCullHint()!=Spatial.CullHint.Always) {
renderShadow(scene, vp.getQueue());
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
if (shadowMode != RenderQueue.ShadowMode.Off) {
vp.getQueue().addToShadowQueue(gm, shadowMode);
代码示例来源:origin: org.jmonkeyengine/jme3-core
if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) {
outputGeometryList.add((Geometry)scene);
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* Helper function used to recursively populate the outputGeometryList
* with geometry children of scene node
*
* @param camera
* @param scene
* @param outputGeometryList
*/
private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
if (scene.getCullHint() == Spatial.CullHint.Always) return;
camera.setPlaneState(0);
if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
for (Spatial child: scene.getChildren()) {
if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList);
else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) {
camera.setPlaneState(0);
if (checkShadowMode(child.getShadowMode(), mode) &&
!((Geometry)child).isGrouped() &&
camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) {
outputGeometryList.add((Geometry)child);
}
}
}
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
private void process(Spatial scene) {
if (scene.getCullHint() == Spatial.CullHint.Always) return;
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
if ( scene instanceof Geometry )
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