I want to make waterfall effect .I want to incurvation quad and add quad into WaterRenderPass.anyone can help.thanhks.
import javax.swing.ImageIcon;
import jmetest.curve.TestBezierCurve;
import jmetest.effects.RenParticleEditor;
import jmetest.terrain.TestTerrain;
import com.jme.app.SimpleGame;
import com.jme.bounding.BoundingBox;
import com.jme.bounding.BoundingSphere;
import com.jme.bounding.BoundingVolume;
import com.jme.curve.BezierCurve;
import com.jme.curve.CurveController;
import com.jme.image.Image;
import com.jme.image.Texture;
import com.jme.light.LightNode;
import com.jme.light.PointLight;
import com.jme.math.Plane;
import com.jme.math.Ring;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.pass.BasicPassManager;
import com.jme.scene.Controller;
import com.jme.scene.Skybox;
import com.jme.scene.TriMesh;
import com.jme.scene.shape.Box;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.AlphaState;
import com.jme.scene.state.CullState;
import com.jme.scene.state.FogState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.RenderState;
import com.jme.scene.state.TextureState;
import com.jme.scene.state.ZBufferState;
import com.jme.system.DisplaySystem;
import com.jme.util.TextureManager;
import com.jme.util.geom.Debugger;
import com.jmex.effects.LensFlare;
import com.jmex.effects.LensFlareFactory;
import com.jmex.effects.particles.ParticleFactory;
import com.jmex.effects.particles.ParticleGeometry;
import com.jmex.effects.particles.ParticleMesh;
import com.jmex.effects.particles.SimpleParticleInfluenceFactory;
import com.jmex.effects.water.ProjectedGrid;
import com.jmex.effects.water.WaterHeightGenerator;
import com.jmex.effects.water.WaterRenderPass;
import com.jmex.terrain.TerrainBlock;
import com.jmex.terrain.util.MidPointHeightMap;
import com.jmex.terrain.util.ProceduralTextureGenerator;
import com.sun.corba.se.spi.legacy.connection.GetEndPointInfoAgainException;
public class hieuungparticle extends SimpleGame
{
private WaterRenderPass waterEffectRenderPass;
private ProjectedGrid projectedGrid;
private BasicPassManager pManager;
public static void main(String[] args)
{
hieuungparticle app=new hieuungparticle();
app.setDialogBehaviour(ALWAYS_SHOW_PROPS_DIALOG);
app.start();
}
protected void simpleInitGame()
{
buildWater();
}
private void buildWater()
{
waterEffectRenderPass = new WaterRenderPass( cam, 4, false, true );
//set equations to use z axis as up
waterEffectRenderPass.setWaterPlane( new Plane( new Vector3f( 0.0f, 1.0f, 0.0f ), 0.0f ) );
waterEffectRenderPass.setTangent( new Vector3f( 1.0f, 0.0f, 0.0f ) );
waterEffectRenderPass.setBinormal( new Vector3f( 0.0f, 1.0f, 0.0f ) );
waterEffectRenderPass.setClipBias( 0.001f );
waterEffectRenderPass.setWaterMaxAmplitude( 0.001f );
WaterHeightGenerator waterHeight = new WaterHeightGenerator();
waterHeight.setHeightbig(10);
projectedGrid = new ProjectedGrid("Water", cam, 200, 100, 0.01f, waterHeight);
// projectedGrid.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
waterEffectRenderPass.setWaterEffectOnSpatial( projectedGrid );
waterEffectRenderPass.setEnabled(false);
projectedGrid.setLocalTranslation(new Vector3f(-8,-18,30));
pManager=new BasicPassManager();
pManager.add(waterEffectRenderPass);
rootNode.attachChild(projectedGrid);
}
}