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ParticleEmitter.setQueueBucket
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How to use
setQueueBucket
method
in
com.jme3.effect.ParticleEmitter

Best Java code snippets using com.jme3.effect.ParticleEmitter.setQueueBucket (Showing top 9 results out of 315)

origin: jMonkeyEngine/jmonkeyengine

this.setQueueBucket(Bucket.Transparent);
origin: jMonkeyEngine/jmonkeyengine

  private void makeSoftParticleEmitter(Spatial scene, boolean enabled) {
    if (scene instanceof Node) {
      Node n = (Node) scene;
      for (Spatial child : n.getChildren()) {
        makeSoftParticleEmitter(child, enabled);
      }
    }
    if (scene instanceof ParticleEmitter) {
      ParticleEmitter emitter = (ParticleEmitter) scene;
      if (enabled) {
        enabledSoftParticles = enabled;

        emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
        if( processor.getNumSamples()>1){
          emitter.getMaterial().setInt("NumSamplesDepth", processor.getNumSamples());
        }
        emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());               
        emitter.setQueueBucket(RenderQueue.Bucket.Translucent);

        logger.log(Level.FINE, "Made particle Emitter {0} soft.", emitter.getName());
      } else {
        emitter.getMaterial().clearParam("DepthTexture");
        emitter.getMaterial().selectTechnique("Default", renderManager);
        // emitter.setQueueBucket(RenderQueue.Bucket.Transparent);
        logger.log(Level.FINE, "Particle Emitter {0} is not soft anymore.", emitter.getName());
      }
    }
  }
}
origin: jMonkeyEngine/jmonkeyengine

private void createFire() {
  /**
   * Uses Texture from jme3-test-data library!
   */
  ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
  Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
  mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
  fire.setMaterial(mat_red);
  fire.setImagesX(2);
  fire.setImagesY(2); // 2x2 texture animation
  fire.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f));   // red
  fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
  fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 2, 0));
  fire.setStartSize(10f);
  fire.setEndSize(1f);
  fire.setGravity(0, 0, 0);
  fire.setLowLife(0.5f);
  fire.setHighLife(1.5f);
  fire.getParticleInfluencer().setVelocityVariation(0.3f);
  fire.setLocalTranslation(-600, 50, 300);
  fire.setQueueBucket(Bucket.Translucent);
  rootNode.attachChild(fire);
}
origin: jMonkeyEngine/jmonkeyengine

fire.setLocalTranslation(5.0f, 0, 1.0f);
fire.setLocalScale(0.3f);
fire.setQueueBucket(Bucket.Translucent);
rootNode.attachChild(fire);
origin: info.projectkyoto/mms-engine

this.setQueueBucket(Bucket.Transparent);
origin: org.jmonkeyengine/jme3-core

this.setQueueBucket(Bucket.Transparent);
origin: org.jmonkeyengine/jme3-effects

  private void makeSoftParticleEmitter(Spatial scene, boolean enabled) {
    if (scene instanceof Node) {
      Node n = (Node) scene;
      for (Spatial child : n.getChildren()) {
        makeSoftParticleEmitter(child, enabled);
      }
    }
    if (scene instanceof ParticleEmitter) {
      ParticleEmitter emitter = (ParticleEmitter) scene;
      if (enabled) {
        enabledSoftParticles = enabled;

        emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
        if( processor.getNumSamples()>1){
          emitter.getMaterial().setInt("NumSamplesDepth", processor.getNumSamples());
        }
        emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());               
        emitter.setQueueBucket(RenderQueue.Bucket.Translucent);

        logger.log(Level.FINE, "Made particle Emitter {0} soft.", emitter.getName());
      } else {
        emitter.getMaterial().clearParam("DepthTexture");
        emitter.getMaterial().selectTechnique("Default", renderManager);
        // emitter.setQueueBucket(RenderQueue.Bucket.Transparent);
        logger.log(Level.FINE, "Particle Emitter {0} is not soft anymore.", emitter.getName());
      }
    }
  }
}
origin: info.projectkyoto/mms-engine

emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
origin: us.ihmc.thirdparty.jme/jme3-effects

emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
com.jme3.effectParticleEmittersetQueueBucket

Popular methods of ParticleEmitter

  • emitAllParticles
    Instantly emits all the particles possible to be emitted. Any particles which are currently inactive
  • getName
  • getMaterial
  • setParticlesPerSec
    Set the number of particles to spawn per second.
  • <init>
  • clone
  • getNumVisibleParticles
    Returns the number of visible particles (spawned but not dead).
  • setEndColor
    Set the end color of the particles spawned.The particle color at any time is determined by blending
  • setEndSize
    Set the end size of the particles spawned.The particle size at any time is determined by blending th
  • setGravity
    This method sets the gravity vector.
  • setHighLife
    Set the high value of life.The particle's lifetime/expiration is determined by randomly selecting a
  • setLowLife
    Set the low value of life.The particle's lifetime/expiration is determined by randomly selecting a t
  • setHighLife,
  • setLowLife,
  • setMaterial,
  • setNumParticles,
  • setShadowMode,
  • setStartColor,
  • setStartSize,
  • addControl,
  • emitParticle

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