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這個例子演示了在不使用高級粒子引擎的情況下,如何創建煙霧效果。主要是使用一些透明紋理精靈(sPRite)來實現的。并讓這些精靈向上移動,順時針或逆時針旋轉。這樣用的好處為了使精靈始終正對這照相機。雖然這個例子是在Mascot Capsule v3實現的,不過同樣的技術可以用于JSR-184中。
下載源代碼
  
程序截圖,用煙霧紋理來生成的煙霧效果
下面是smoke類的代碼:
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[NUM_POINT_SPRITES-1].start();
        
    }
    public void update(){
        trans.setIdentity();
        trans.mul(lookAt);
    }
public void draw(Graphics3D g3d){
        ticks++;
        for(int i=0; i
        }
}
    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, 
                
        }
        
    }
    
}
             
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