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VectorEffects #2577
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VectorEffects #2577
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In order to add the NoiseVectorEffect, I also will have to add a procedural noise library to the engine. The best choice for a fully-fledged noise library in java would appear to be the JNoise library, however I believe that would be overkill for basic noise functions that are needed for this PR, so instead I am choosing to implement the java FastNoiseLite library into the engine. This is a very light weight single class noise library that should be more suited to include in the engine than something like JNoise. Let me know if anyone disagrees or prefers a different noise library, otherwise I will move forward with this plan to include FastNoiseLite.java in the engine's math package. I also will update this PR to include javadoc before merging. |
Add FastNoiseLite (MIT license) from https://github.com/Auburn/FastNoiseLite/tree/master
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🖼️ Screenshot tests have failed. The purpose of these tests is to ensure that changes introduced in this PR don't break visual features. They are visual unit tests. 📄 Where to find the report:
✅ If you did mean to change things: ✨ If you are creating entirely new tests: Note; it is very important that the committed reference images are created on the build pipeline, locally created images are not reliable. Similarly tests will fail locally but you can look at the report to check they are "visually similar". See https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-screenshot-tests/README.md for more information Contact @richardTingle (aka richtea) for guidance if required |
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I re-ran the jobs and this time the screenshot tests passed. I guess something must have bugged out during the first run. |
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Yeah, that's decidedly weird. I can't see why it decided to post that (especially not 2 hours ago). Hopefully just something bugging out as you say |
Adds a simple but highly reusable AppState that runs effects directly on a valid Vector type object (being Vector2f, Vector3f, Vector4f, and ColorRGBA).
Useful for lights, particle effects, and essentially every Color or Vector based MaterialParamater that shaders and special effects rely on.
The most useful functionality of this system will be the ability to quickly deploy an
EaseVectorEffecton colors to smoothly fade in/out things like lights and special effects, as to avoid the sudden and unsightly impact of removing something from the scene instantaneously in one single frame. This type of smooth fading is a very important aspect of polishing a game. And while the code to fade out colors can be simple, it is something that is used over and over again for a variety of different effects in a project and can sometimes requires some not-so-simple extra bells and whistles (like a delay timer or chaining), thus a versatile system like this becomes necessary to handle this in an efficient way.In addition to smooth fading, this library also enables a variety of other compound loopable effects by using the SequencedVectorEffect class (such as flickering, pulsing, oscillating, etc), and I also will be adding a NoiseVectorEffect class soon as well.