创建Mascot Capsule v3烟雾效果

作者:numenzq 文章来源:http://www.j2medev.com/Article/ShowArticle.asp?ArticleID=1096

原文地址链接

这个例子演示了在不使用高级粒子引擎的情况下,如何创建烟雾效果。主要是使用一些透明纹理精灵(sprite)来实现的。并让这些精灵向上移动,顺时针或逆时针旋转。这样用的好处为了使精灵始终正对这照相机。虽然这个例子是在Mascot Capsule v3实现的,不过同样的技术可以用于JSR-184中。

下载源代码

程序截图,用烟雾纹理来生成的烟雾效果

下面是smoke类的代码:

import com.mascotcapsule.micro3d.v3.*;
import java.util.*;

public class Smoke extends V3Object{

private FigureLayout layout;
private Effect3D effect;
private AffineTrans trans;

// The point sprite command used when rendering the smoke.
private final int COMMAND = Graphics3D.PRIMITVE_POINT_SPRITES |
Graphics3D.PDATA_POINT_SPRITE_PARAMS_PER_CMD |
Graphics3D.PATTR_BLEND_ADD |
Graphics3D.PATTR_COLORKEY;

// The number of sprites used.
private final int NUM_POINT_SPRITES = 10;
private SmokeItem []smokeItem = new SmokeItem[NUM_POINT_SPRITES];

// randomize the sprite rotation.
private Random r;

// the smoke texture.
private Texture texture = null;
private long ticks = 0; // frame counter.

public Smoke(int w, int h){
try{
texture = new Texture("/res/smoke.bmp", true);
}catch(Exception e){
e.printStackTrace();
}

layout = new FigureLayout();
effect = new Effect3D();
trans = new AffineTrans();
trans.setIdentity();

effect.setShadingType(Effect3D.NORMAL_SHADING);
effect.setSemiTransparentEnabled(true);

layout.setAffineTrans( trans );
layout.setPerspective(1, 4096, 512);
layout.setCenter(w/2, h/2);

trans.mul(lookAt); // the lookAt is from the super class.

// Create the smoke sprites.
smokeItem[0] = new SmokeItem(null);
for(int i=1; i smokeItem[i] = new SmokeItem(smokeItem[i-1]);
}
smokeItem[NUM_POINT_SPRITES-1].start();

}

public void update(){
trans.setIdentity();
trans.mul(lookAt);
}

public void draw(Graphics3D g3d){

ticks++;
for(int i=0; i smokeItem[i].render(g3d);
}

}


private class SmokeItem{
// each item has a reference to the next item so it can
// be started after a certain time or in this case when the item // reaches a certain point.
private SmokeItem next = null;

private int [] POINT = { 0, 0, 0 }; // Position of the sprite
private int [] TEXTURE = {10, 10, 512, 0, 0, 128, 128,
Graphics3D.POINT_SPRITE_PERSPECTIVE};
private int ROT; // The rotation of the point sprite,
// this is randomized
// w0, h0, a0, x00, y00, x01, y01, f0,
// w1, h1, a1, x10, y10, x11, y11, f1, ...

private int []NORMAL = new int[] {4096};
private int []COLOR = new int[] {0x00};

private boolean started = false;
private Random r = new Random();
private int mod;

public SmokeItem(SmokeItem next){
this.next = next;

reset();
}

public void start(){
started = true;
}

/*
* Reset the size and position of the sprite
*/
private void reset(){
TEXTURE[0] = 10;
TEXTURE[1] = 10;
POINT[1] = 0;

ROT = -16 + r.nextInt(32);
}

/*
* The sprite is scaled and moved before rendered to the screen.
*/
protected void render(Graphics3D g3d){
if(started && FPS.fps > 0){

mod = FPS.fps/5;
mod = mod <1?1:mod;

if(ticks%mod==0){
if(TEXTURE[0] < 80){
// make the size of the sprite bigger.
TEXTURE[0]++;
TEXTURE[1]++;
}
}

mod = FPS.fps/10;
mod = mod <1?1:mod;

if(ticks%mod==0){
POINT[1] ++; // add 1 to the y position.
if(POINT[1] == 180){
reset(); // start over.
}
if(POINT[1] > 18 && next != null){
next.start(); // start moving the next sprite
}
}

TEXTURE[2] += ROT;
}
// render the sprite.
g3d.renderPrimitives(texture, 0, 0, layout, effect, COMMAND,
1, POINT, NORMAL, TEXTURE, COLOR);

}

}

}

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