hello_effects.html 51 KB

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  8. <title>jMonkeyEngine 3 Tutorial (12) - Hello Effects</title>
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  512. <body class="article toc2 toc-left">
  513. <div id="header">
  514. <h1>jMonkeyEngine 3 Tutorial (12) - Hello Effects</h1>
  515. <div id="toc" class="toc2">
  516. <div id="toctitle">Table of Contents</div>
  517. <ul class="sectlevel1">
  518. <li><a href="#sample-code">Sample Code</a>
  519. <ul class="sectlevel2">
  520. <li><a href="#texture-animation-and-variation">Texture Animation and Variation</a></li>
  521. <li><a href="#default-particle-textures">Default Particle Textures</a></li>
  522. </ul>
  523. </li>
  524. <li><a href="#creating-custom-textures">Creating Custom Textures</a></li>
  525. </ul>
  526. </div>
  527. </div>
  528. <div id="content">
  529. <div id="preamble">
  530. <div class="sectionbody">
  531. <div class="paragraph">
  532. <p>Previous: <a href="hello_audio.html">Hello Audio</a>,
  533. Next: <a href="hello_physics.html">Hello Physics</a></p>
  534. </div>
  535. <div class="imageblock" style="text-align: right">
  536. <div class="content">
  537. <img src="images/beginner-effect-fire.png" alt="beginner-effect-fire.png" height="165">
  538. </div>
  539. </div>
  540. <div class="paragraph">
  541. <p>When you see one of the following in a game, then a particle system is likely behind it:</p>
  542. </div>
  543. <div class="ulist">
  544. <ul>
  545. <li>
  546. <p>Fire, flames, sparks;</p>
  547. </li>
  548. <li>
  549. <p>Rain, snow, waterfalls, leaves;</p>
  550. </li>
  551. <li>
  552. <p>Explosions, debris, shockwaves;</p>
  553. </li>
  554. <li>
  555. <p>Dust, fog, clouds, smoke;</p>
  556. </li>
  557. <li>
  558. <p>Insects swarms, meteor showers;</p>
  559. </li>
  560. <li>
  561. <p>Magic spells.</p>
  562. </li>
  563. </ul>
  564. </div>
  565. <div class="paragraph">
  566. <p>These scene elements cannot be modeled by meshes. In very simple terms:</p>
  567. </div>
  568. <div class="ulist">
  569. <ul>
  570. <li>
  571. <p>The difference between an explosion and a dust cloud is the speed of the particle effect.</p>
  572. </li>
  573. <li>
  574. <p>The difference between flames and a waterfall is the direction and the color of the particle effect.</p>
  575. </li>
  576. </ul>
  577. </div>
  578. <div class="paragraph">
  579. <p>Particle effects can be animated (e.g. sparks, drops) and static (strands of grass, hair). Non-particle effects include bloom/glow, and motion blur/afterimage. In this tutorial you learn how to make animated particles (com.jme3.effect).</p>
  580. </div>
  581. <div class="paragraph">
  582. <p>““““</p>
  583. </div>
  584. </div>
  585. </div>
  586. <div class="sect1">
  587. <h2 id="sample-code">Sample Code</h2>
  588. <div class="sectionbody">
  589. <div class="listingblock">
  590. <div class="content">
  591. <pre class="CodeRay highlight"><code data-lang="java">----<span class="keyword">package</span> <span class="namespace">jme3test.helloworld</span>;</code></pre>
  592. </div>
  593. </div>
  594. <div class="paragraph">
  595. <p>import com.jme3.app.SimpleApplication;
  596. import com.jme3.effect.ParticleEmitter;
  597. import com.jme3.effect.ParticleMesh;
  598. import com.jme3.material.Material;
  599. import com.jme3.math.ColorRGBA;
  600. import com.jme3.math.Vector3f;</p>
  601. </div>
  602. <div class="paragraph">
  603. <p>/** Sample 11 - how to create fire, water, and explosion effects. */
  604. public class HelloEffects extends SimpleApplication {</p>
  605. </div>
  606. <div class="literalblock">
  607. <div class="content">
  608. <pre>public static void main(String[] args) {
  609. HelloEffects app = new HelloEffects();
  610. app.start();
  611. }</pre>
  612. </div>
  613. </div>
  614. <div class="literalblock">
  615. <div class="content">
  616. <pre>@Override
  617. public void simpleInitApp() {</pre>
  618. </div>
  619. </div>
  620. <div class="literalblock">
  621. <div class="content">
  622. <pre>ParticleEmitter fire =
  623. new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
  624. Material mat_red = new Material(assetManager,
  625. "Common/MatDefs/Misc/Particle.j3md");
  626. mat_red.setTexture("Texture", assetManager.loadTexture(
  627. "Effects/Explosion/flame.png"));
  628. fire.setMaterial(mat_red);
  629. fire.setImagesX(2);
  630. fire.setImagesY(2); // 2x2 texture animation
  631. fire.setEndColor( new ColorRGBA(1f, 0f, 0f, 1f)); // red
  632. fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
  633. fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 2, 0));
  634. fire.setStartSize(1.5f);
  635. fire.setEndSize(0.1f);
  636. fire.setGravity(0, 0, 0);
  637. fire.setLowLife(1f);
  638. fire.setHighLife(3f);
  639. fire.getParticleInfluencer().setVelocityVariation(0.3f);
  640. rootNode.attachChild(fire);</pre>
  641. </div>
  642. </div>
  643. <div class="literalblock">
  644. <div class="content">
  645. <pre> ParticleEmitter debris =
  646. new ParticleEmitter("Debris", ParticleMesh.Type.Triangle, 10);
  647. Material debris_mat = new Material(assetManager,
  648. "Common/MatDefs/Misc/Particle.j3md");
  649. debris_mat.setTexture("Texture", assetManager.loadTexture(
  650. "Effects/Explosion/Debris.png"));
  651. debris.setMaterial(debris_mat);
  652. debris.setImagesX(3);
  653. debris.setImagesY(3); // 3x3 texture animation
  654. debris.setRotateSpeed(4);
  655. debris.setSelectRandomImage(true);
  656. debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 4, 0));
  657. debris.setStartColor(ColorRGBA.White);
  658. debris.setGravity(0, 6, 0);
  659. debris.getParticleInfluencer().setVelocityVariation(.60f);
  660. rootNode.attachChild(debris);
  661. debris.emitAllParticles();
  662. }
  663. }----
  664. You should see an explosion that sends debris flying, and a fire.
  665. link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test/effect[More example code is here.]</pre>
  666. </div>
  667. </div>
  668. <div class="sect2">
  669. <h3 id="texture-animation-and-variation">Texture Animation and Variation</h3>
  670. <div class="imageblock" style="text-align: right">
  671. <div class="content">
  672. <img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/Debris.png" alt="Debris.png" height="96">
  673. </div>
  674. </div>
  675. <div class="paragraph">
  676. <p>Start by choosing a material texture for your effect. If you provide the emitter with a set of textures (see image), it can use them either for variation (random order), or as animation steps (fixed order).</p>
  677. </div>
  678. <div class="paragraph">
  679. <p>Setting emitter textures works just as you have already learned in previous chapters. This time you base the material on the <code>Particle.j3md</code> material definition. Let&#8217;s have a closer look at the material for the Debris effect.</p>
  680. </div>
  681. <div class="listingblock">
  682. <div class="content">
  683. <pre class="CodeRay highlight"><code data-lang="java"> ParticleEmitter debris =
  684. <span class="keyword">new</span> ParticleEmitter(<span class="string"><span class="delimiter">&quot;</span><span class="content">Debris</span><span class="delimiter">&quot;</span></span>, ParticleMesh.Type.Triangle, <span class="integer">10</span>);
  685. Material debris_mat = <span class="keyword">new</span> Material(assetManager,
  686. <span class="string"><span class="delimiter">&quot;</span><span class="content">Common/MatDefs/Misc/Particle.j3md</span><span class="delimiter">&quot;</span></span>);
  687. debris_mat.setTexture(<span class="string"><span class="delimiter">&quot;</span><span class="content">Texture</span><span class="delimiter">&quot;</span></span>, assetManager.loadTexture(
  688. <span class="string"><span class="delimiter">&quot;</span><span class="content">Effects/Explosion/Debris.png</span><span class="delimiter">&quot;</span></span>));
  689. debris.setMaterial(debris_mat);
  690. debris.setImagesX(<span class="integer">3</span>);
  691. debris.setImagesY(<span class="integer">3</span>); <span class="comment">// 3x3 texture animation</span>
  692. debris.setSelectRandomImage(<span class="predefined-constant">true</span>);
  693. ...</code></pre>
  694. </div>
  695. </div>
  696. <div class="olist arabic">
  697. <ol class="arabic">
  698. <li>
  699. <p>Create a material and load the texture.</p>
  700. </li>
  701. <li>
  702. <p>Tell the Emitter into how many animation steps (x*y) the texture is divided.<br>
  703. The debris texture has 3x3 frames.</p>
  704. </li>
  705. <li>
  706. <p>Optionally, tell the Emitter whether the animation steps are to be at random, or in order.<br>
  707. For the debris, the frames play at random.</p>
  708. </li>
  709. </ol>
  710. </div>
  711. <div class="paragraph">
  712. <p>As you see in the debris example, texture animations improve effects because each “flame or “piece of debris now looks different. Also think of electric or magic effects, where you can create very interesting animations by using an ordered morphing series of lightning bolts; or flying leaves or snow flakes, for instance.</p>
  713. </div>
  714. <div class="paragraph">
  715. <p>The fire material is created the same way, just using “Effects/Explosion/flame.png texture, which has with 2x2 ordered animation steps.</p>
  716. </div>
  717. </div>
  718. <div class="sect2">
  719. <h3 id="default-particle-textures">Default Particle Textures</h3>
  720. <div class="paragraph">
  721. <p>The following particle textures included in <code>test-data.jar</code>. You can copy and use them in your own effects.</p>
  722. </div>
  723. <table class="tableblock frame-all grid-all spread">
  724. <colgroup>
  725. <col style="width: 33.3333%;">
  726. <col style="width: 33.3333%;">
  727. <col style="width: 33.3334%;">
  728. </colgroup>
  729. <thead>
  730. <tr>
  731. <th class="tableblock halign-left valign-top">Texture Path</th>
  732. <th class="tableblock halign-left valign-top">Dimension</th>
  733. <th class="tableblock halign-left valign-top">Preview</th>
  734. </tr>
  735. </thead>
  736. <tbody>
  737. <tr>
  738. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  739. <p>Effects/Explosion/Debris.png</p>
  740. </div></div></td>
  741. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  742. <p>3*3</p>
  743. </div></div></td>
  744. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  745. <p><span class="image"><img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/Debris.png" alt="Debris.png" height="32"></span></p>
  746. </div></div></td>
  747. </tr>
  748. <tr>
  749. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  750. <p>Effects/Explosion/flame.png</p>
  751. </div></div></td>
  752. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  753. <p>2*2</p>
  754. </div></div></td>
  755. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  756. <p><span class="image"><img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/flame.png" alt="flame.png" height="32"></span></p>
  757. </div></div></td>
  758. </tr>
  759. <tr>
  760. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  761. <p>Effects/Explosion/shockwave.png</p>
  762. </div></div></td>
  763. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  764. <p>1*1</p>
  765. </div></div></td>
  766. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  767. <p><span class="image"><img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/shockwave.png" alt="shockwave.png" height="32"></span></p>
  768. </div></div></td>
  769. </tr>
  770. <tr>
  771. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  772. <p>Effects/Explosion/smoketrail.png</p>
  773. </div></div></td>
  774. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  775. <p>1*3</p>
  776. </div></div></td>
  777. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  778. <p><span class="image"><img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/smoketrail.png" alt="smoketrail.png" height="32"></span></p>
  779. </div></div></td>
  780. </tr>
  781. <tr>
  782. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  783. <p>Effects/Smoke/Smoke.png</p>
  784. </div></div></td>
  785. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  786. <p>1*15</p>
  787. </div></div></td>
  788. <td class="tableblock halign-left valign-top"><div><div class="paragraph">
  789. <p><span class="image"><img src="images/http///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Smoke/Smoke.png" alt="Smoke.png" height="32"></span></p>
  790. </div></div></td>
  791. </tr>
  792. </tbody>
  793. </table>
  794. <div class="paragraph">
  795. <p>Copy them into your <code>assets/Effects</code> directory to use them.</p>
  796. </div>
  797. </div>
  798. </div>
  799. </div>
  800. <div class="sect1">
  801. <h2 id="creating-custom-textures">Creating Custom Textures</h2>
  802. <div class="sectionbody">
  803. <div class="paragraph">
  804. <p>For your game, you will likely create custom particle textures. Look at the fire example again.</p>
  805. </div>
  806. <div class="listingblock">
  807. <div class="content">
  808. <pre class="CodeRay highlight"><code data-lang="java"> ParticleEmitter fire =
  809. <span class="keyword">new</span> ParticleEmitter(<span class="string"><span class="delimiter">&quot;</span><span class="content">Emitter</span><span class="delimiter">&quot;</span></span>, ParticleMesh.Type.Triangle, <span class="integer">30</span>);
  810. Material mat_red = <span class="keyword">new</span> Material(assetManager,
  811. <span class="string"><span class="delimiter">&quot;</span><span class="content">Common/MatDefs/Misc/Particle.j3md</span><span class="delimiter">&quot;</span></span>);
  812. mat_red.setTexture(<span class="string"><span class="delimiter">&quot;</span><span class="content">Texture</span><span class="delimiter">&quot;</span></span>, assetManager.loadTexture(
  813. <span class="string"><span class="delimiter">&quot;</span><span class="content">Effects/Explosion/flame.png</span><span class="delimiter">&quot;</span></span>));
  814. fire.setMaterial(mat_red);
  815. fire.setImagesX(<span class="integer">2</span>);
  816. fire.setImagesY(<span class="integer">2</span>); <span class="comment">// 2x2 texture animation</span>
  817. fire.setEndColor( <span class="keyword">new</span> ColorRGBA(<span class="float">1f</span>, <span class="float">0f</span>, <span class="float">0f</span>, <span class="float">1f</span>)); <span class="comment">// red</span>
  818. fire.setStartColor(<span class="keyword">new</span> ColorRGBA(<span class="float">1f</span>, <span class="float">1f</span>, <span class="float">0f</span>, <span class="float">0.5f</span>)); <span class="comment">// yellow</span>
  819. ----
  820. image::http<span class="comment">///jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Effects/Explosion/flame.png[flame.png,with=&quot;96&quot;,height=&quot;96&quot;,align=&quot;right&quot;]</span>
  821. Compare the texture with the resulting effect.
  822. * Black parts of the image become fully transparent.
  823. * White/gray parts of the image are translucent and get colorized.
  824. * You set the color using <span class="error">`</span>setStartColor()<span class="error">`</span> and <span class="error">`</span>setEndColor()<span class="error">`</span>. +
  825. For fire, is<span class="string"><span class="delimiter">'</span><span class="content">s a gradient from yellow to red.
  826. * By default, the animation is played in order and loops.
  827. Create a grayscale texture in a graphic editor, and save it to your `assets/Effects` directory. If you split up one image file into x*y animation steps, make sure each square is of equal size–just as you see in the examples here.
  828. === Emitter Parameters
  829. A particle system is always centered around an emitter.
  830. Use the `setShape()` method to change the EmitterShape:
  831. * EmitterPointShape(Vector3f.ZERO) – particles emit from a point (default)
  832. * EmitterSphereShape(Vector3f.ZERO,2f) – particles emit from a sphere-sized area
  833. * EmitterBoxShape(new Vector3f(-1f,-1f,-1f),new Vector3f(1f,1f,1f)) – particles emit from a box-sized area
  834. Example:
  835. [source,java]
  836. ----emitter.setShape(new EmitterPointShape(Vector3f.ZERO));----
  837. You create different effects by changing the emitter parameters:
  838. [cols=&quot;4&quot;, options=&quot;header&quot;]
  839. |===
  840. &lt;a| Parameter
  841. a| Method
  842. a| Default
  843. a| Description
  844. &lt;a| number
  845. a| `setNumParticles()`
  846. a| N/A
  847. a| The maximum number of particles visible at the same time. Value is specified by user in constructor. This influences the density and length of the “trail.
  848. &lt;a| velocity
  849. &lt;a| `getParticleInfluencer(). setInitialVelocity()`
  850. a| Vector3f.ZERO
  851. a| Specify a vector how fast particles move and in which start direction.
  852. &lt;a| direction
  853. a| `getParticleInfluencer(). setVelocityVariation()` +
  854. `setFacingVelocity()` +
  855. `setRandomAngle()` +
  856. `setFaceNormal()` +
  857. `setRotateSpeed()`
  858. a| 0.2f +
  859. false +
  860. false +
  861. Vector3f.NAN +
  862. 0.0f
  863. a| Optional accessors that control in which direction particles face while flying.
  864. &lt;a| lifetime
  865. a| `setLowLife()` +
  866. `setHighLife()`
  867. &lt;a| 3f +
  868. 7f
  869. a| Minimum and maximum time period before particles fade.
  870. &lt;a| emission rate
  871. a| `setParticlesPerSec()`
  872. a| 20
  873. a| How many new particles are emitted per second.
  874. &lt;a| color
  875. a| `setStartColor()` +
  876. `setEndColor()`
  877. a| gray
  878. a| Set to the same colors, or to two different colors for a gradient effect.
  879. &lt;a| size
  880. a| `setStartSize()` +
  881. `setEndSize()`
  882. a| 0.2f +
  883. 2f
  884. a| Set to two different values for shrink/grow effect, or to same size for constant effect.
  885. &lt;a| gravity
  886. a| `setGravity()`
  887. a| 0,1,0
  888. a| Whether particles fall down (positive) or fly up (negative). Set to 0f for a zero-g effect where particles keep flying.
  889. |===
  890. You can find details about &lt;&lt;jme3/advanced/particle_emitters#configure_parameters,effect parameters&gt;&gt; here.
  891. Add and modify one parameter at a time, and try different values until you get the effect you want.
  892. *Tip:*
  893. == Exercise
  894. Can you “invert the fire effect into a small waterfall? Here some tips:
  895. * Change the Red and Yellow color to Cyan and Blue
  896. * Invert the velocity vector (direction) by using a negative number
  897. * Swap start and end size
  898. * Activate gravity by setting it to 0,1,0
  899. == Conclusion
  900. You have learned that many different effects can be created by changing the parameters and textures of one general emitter object.
  901. Now you move on to another exciting chapter – the simulation of link:http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_physics[physical objects]. Let</span><span class="delimiter">'</span></span>s shoot some cannon balls at a brick wall!
  902. <span class="string"><span class="delimiter">'</span><span class="delimiter">'</span></span><span class="string"><span class="delimiter">'</span><span class="content">
  903. &lt;tags&gt;&lt;tag target=&quot;beginner&quot; /&gt;&lt;tag target=&quot;documentation&quot; /&gt;&lt;tag target=&quot;intro&quot; /&gt;&lt;tag target=&quot;transparency&quot; /&gt;&lt;tag target=&quot;effect&quot; /&gt;&lt;/tags&gt;</span></span></code></pre>
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  909. <div id="footer">
  910. <div id="footer-text">
  911. Last updated 2016-05-21 23:44:18 UTC
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