本文整理了Java中com.jme3.scene.Geometry.cloneFields()
方法的一些代码示例,展示了Geometry.cloneFields()
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.cloneFields()
方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:cloneFields
[英]Called internally by com.jme3.util.clone.Cloner. Do not call directly.
[中]由com内部调用。jme3。util。克隆克隆人。不要直接打电话。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
Mesh originalMesh = this.mesh;
super.cloneFields(cloner, original);
// BitmapTextPage always requires a new mesh or different
// BitmapText instances will clobber one another.
// But if we were already deep cloning meshes then we don't
// want to do it again... so we'll check first.
if( this.mesh == originalMesh ) {
this.mesh = mesh.deepClone();
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
super.cloneFields(cloner, original);
this.globalInstanceData = cloner.clone(globalInstanceData);
this.transformInstanceData = cloner.clone(transformInstanceData);
this.geometries = cloner.clone(geometries);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
super.cloneFields(cloner, original);
this.stepScale = cloner.clone(stepScale);
this.offset = cloner.clone(offset);
this.leftNeighbour = null;
this.topNeighbour = null;
this.rightNeighbour = null;
this.bottomNeighbour = null;
// Don't feel like making geomap cloneable tonight
// so I'll copy the old logic.
this.geomap = new LODGeomap(size, geomap.getHeightArray());
Mesh m = geomap.createMesh(stepScale, Vector2f.UNIT_XY, offset, offsetAmount, totalSize, false);
this.setMesh(m);
// In this case, we always clone material even if the cloner is setup
// not to clone it. Terrain uses mutable textures and stuff so it's important
// to clone it. (At least that's my understanding and is evidenced by the old
// clone code specifically cloning material.) -pspeed
this.material = material.clone();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
super.cloneFields(cloner, original);
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
Mesh originalMesh = this.mesh;
super.cloneFields(cloner, original);
// BitmapTextPage always requires a new mesh or different
// BitmapText instances will clobber one another.
// But if we were already deep cloning meshes then we don't
// want to do it again... so we'll check first.
if( this.mesh == originalMesh ) {
this.mesh = mesh.deepClone();
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* Called internally by com.jme3.util.clone.Cloner. Do not call directly.
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
super.cloneFields(cloner, original);
this.globalInstanceData = cloner.clone(globalInstanceData);
this.transformInstanceData = cloner.clone(transformInstanceData);
this.geometries = cloner.clone(geometries);
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
super.cloneFields(cloner, original);
内容来源于网络,如有侵权,请联系作者删除!