本文整理了Java中com.jme3.scene.Geometry.getControl()
方法的一些代码示例,展示了Geometry.getControl()
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.getControl()
方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:getControl
暂无
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
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
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("shoot") && !value) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat);
bulletg.setName("bullet");
bulletg.setLocalTranslation(cam.getLocation());
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
bulletg.getControl(RigidBodyControl.class).setCcdMotionThreshold(0.1f);
bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletg);
} else if (binding.equals("shoot2") && !value) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setName("bullet");
bulletg.setLocalTranslation(cam.getLocation());
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletg);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void initWall(float bLength, float bWidth, float bHeight) {
Box brick = new Box(bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
Material mat2 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
mat2.setTexture("ColorMap", tex);
float startpt = bLength / 4;
float height = -5;
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f ori = new Vector3f(i * bLength * 2 + startpt, bHeight + height, -10);
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat2);
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);
}
startpt = -startpt;
height += 2 * bHeight;
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
ballGeometry.getControl(RigidBodyControl.class).setRestitution(1);
rootNode.attachChild(ballGeometry);
space.add(ballGeometry);
代码示例来源:origin: org.cogchar/org.cogchar.lib.render.goody
@Override public void makeSpheres(Material mat) {
for (int i = 0; i < 5; i++) {
RigidBodyControl rbc = new RigidBodyControl(.001f);
Sphere s = findOrMakeMeshShapeFacade(null).makeSphereMesh(16, 16, 0.5f);
Geometry ballGeometry = findOrMakeSceneGeometryFacade(null).makeGeom( GeomFactory.GEOM_SOCCER_BALL, s, mat, rbc);
//RigidBodyControl automatically uses Sphere collision shapes when attached to single geometry with sphere mesh
ballGeometry.getControl(RigidBodyControl.class).setRestitution(1);
ballGeometry.setLocalTranslation(i, 2, -3);
myParentNode.attachChild(ballGeometry);
myPhysSpc.add(ballGeometry);
}
}
@Override public void makeImmovableSphere(Material mat) {
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