本文整理了Java中com.jme3.scene.Geometry.setLocalTranslation()
方法的一些代码示例,展示了Geometry.setLocalTranslation()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Geometry.setLocalTranslation()
方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:setLocalTranslation
暂无
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
public void simpleUpdate(float tpf) {
timer += tpf;
float xOffset = FastMath.sin(timer * 0.5f) * 2f;
leftQuad.setLocalTranslation(xOffset - 2f, 0f, 0.5f);
rightQuad.setLocalTranslation(xOffset + 1f, 0f, 0.5f);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the blue arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setBlueArrow(Vector3f location, Vector3f extent) {
arrowBlueGeom.setLocalTranslation(location);
arrowBlue.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the green arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setGreenArrow(Vector3f location, Vector3f extent) {
arrowGreenGeom.setLocalTranslation(location);
arrowGreen.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the red arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setRedArrow(Vector3f location, Vector3f extent) {
arrowRedGeom.setLocalTranslation(location);
arrowRed.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the red arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setRedArrow(Vector3f location, Vector3f extent) {
arrowRedGeom.setLocalTranslation(location);
arrowRed.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the magenta arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setMagentaArrow(Vector3f location, Vector3f extent) {
arrowMagentaGeom.setLocalTranslation(location);
arrowMagenta.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Alter the location and extent of the pink arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setPinkArrow(Vector3f location, Vector3f extent) {
arrowPinkGeom.setLocalTranslation(location);
arrowPink.setArrowExtent(extent);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
public void simpleUpdate(float tpf) {
fpsText.setText("Light Position: "+lightPos.toString()+" Change Light position with [U], [H], [J], [K] and [T], [G] Turn off water with [O]");
lightSphere.setLocalTranslation(lightPos);
waterProcessor.setLightPosition(lightPos);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private Geometry createInstance(float x, float z) {
Mesh mesh;
if (FastMath.nextRandomInt(0, 1) == 1) mesh = mesh2;
else mesh = mesh1;
Geometry geometry = new Geometry("randomGeom", mesh);
geometry.setMaterial(materials[FastMath.nextRandomInt(0, materials.length - 1)]);
geometry.setLocalTranslation(x, 0, z);
return geometry;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
public void simpleUpdate(float tpf){
angle += tpf;
angle %= FastMath.TWO_PI;
pl.setPosition(new Vector3f(FastMath.cos(angle) * 3f, 0.5f, FastMath.sin(angle) * 3f));
lightMdl.setLocalTranslation(pl.getPosition());
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/** A cube object for target practice */
protected Geometry makeCube(String name, float x, float y, float z) {
Box box = new Box(1, 1, 1);
Geometry cube = new Geometry(name, box);
cube.setLocalTranslation(x, y, z);
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.randomColor());
cube.setMaterial(mat1);
return cube;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private Geometry createFirstCube() {
Vector3f loc = player.getLocalTranslation();
loc.addLocal(4, 0, 0);
Box b = new Box(1, 1, 1);
Geometry geom = new Geometry("Box", b);
geom.setLocalTranslation(loc);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
geom.setMaterial(mat);
return geom;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
this.batchNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
nbBrick++;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
angle += tpf;
angle %= FastMath.TWO_PI;
spot.setPosition(new Vector3f(FastMath.cos(angle) * 30f, 34.013165f, FastMath.sin(angle) * 30f));
lightMdl.setLocalTranslation(spot.getPosition());
spot.setDirection(lightTarget.subtract(spot.getPosition()));
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
public void simpleUpdate(float tpf) {
if (!stop) {
super.simpleUpdate(tpf);
angle += tpf;
angle %= FastMath.TWO_PI;
spot.setPosition(new Vector3f(FastMath.cos(angle) * 30f, 34.013165f, FastMath.sin(angle) * 30f));
lightMdl.setLocalTranslation(spot.getPosition());
spot.setDirection(lightTarget.subtract(spot.getPosition()));
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
//for geometry with sphere mesh the physics system automatically uses a sphere collision shape
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(0.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void setupPlanet() {
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
//immovable sphere with mesh collision shape
Sphere sphere = new Sphere(64, 64, 20);
planet = new Geometry("Sphere", sphere);
planet.setMaterial(material);
planet.setLocalTranslation(30, -15, 30);
planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0));
rootNode.attachChild(planet);
getPhysicsSpace().add(planet);
}
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