本文整理了Java中com.jme3.scene.Spatial.setName()
方法的一些代码示例,展示了Spatial.setName()
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。Spatial.setName()
方法的具体详情如下:
包路径:com.jme3.scene.Spatial
类名称:Spatial
方法名:setName
[英]Sets the name of this spatial.
[中]设置此空间文件的名称。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified character.
*
* @param debugAppState which app state (not null, alias created)
* @param body the character to visualize (not null, alias created)
*/
public BulletCharacterDebugControl(BulletDebugAppState debugAppState, PhysicsCharacter body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_PINK);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified character.
*
* @param debugAppState which app state (not null, alias created)
* @param body the character to visualize (not null, alias created)
*/
public BulletCharacterDebugControl(BulletDebugAppState debugAppState, PhysicsCharacter body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_PINK);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified ghost object.
*
* @param debugAppState which app state (not null, alias created)
* @param body which object to visualize (not null, alias created)
*/
public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_YELLOW);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified body.
*
* @param debugAppState which app state (not null, alias created)
* @param body which body to visualize (not null, alias created)
*/
public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified ghost object.
*
* @param debugAppState which app state (not null, alias created)
* @param body which object to visualize (not null, alias created)
*/
public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_YELLOW);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Instantiate an enabled control to visualize the specified body.
*
* @param debugAppState which app state (not null, alias created)
* @param body which body to visualize (not null, alias created)
*/
public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
spatial.setName(readMeshName(meshIndex));
spatial.setName(getAsString(nodeData.getAsJsonObject(), "name"));
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
geom.setMaterial(debugAppState.DEBUG_PINK);
body.getPhysicsLocation(location);
applyPhysicsTransform(location, Quaternion.IDENTITY);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
geom.setMaterial(debugAppState.DEBUG_PINK);
body.getPhysicsLocation(location);
applyPhysicsTransform(location, Quaternion.IDENTITY);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
geom.setMaterial(debugAppState.DEBUG_YELLOW);
body.getPhysicsLocation(location);
body.getPhysicsRotation(rotation);
applyPhysicsTransform(location, rotation);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
geom.setMaterial(debugAppState.DEBUG_YELLOW);
body.getPhysicsLocation(location);
body.getPhysicsRotation(rotation);
applyPhysicsTransform(location, rotation);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
if(body.isActive()){
geom.setMaterial(debugAppState.DEBUG_MAGENTA);
}else{
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
body.getPhysicsLocation(location);
body.getPhysicsRotation(rotation);
applyPhysicsTransform(location, rotation);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
CollisionShape newShape = body.getCollisionShape();
Vector3f newScale = newShape.getScale();
if (myShape != newShape || !oldScale.equals(newScale)) {
myShape = newShape;
oldScale.set(newScale);
Node node = (Node) spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(myShape);
geom.setName(body.toString());
node.attachChild(geom);
}
if(body.isActive()){
geom.setMaterial(debugAppState.DEBUG_MAGENTA);
}else{
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
body.getPhysicsLocation(location);
body.getPhysicsRotation(rotation);
applyPhysicsTransform(location, rotation);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void makeMissile() {
Vector3f pos = spaceCraft.getWorldTranslation().clone();
Quaternion rot = spaceCraft.getWorldRotation();
Vector3f dir = rot.getRotationColumn(2);
Spatial missile = assetManager.loadModel("Models/SpaceCraft/Rocket.mesh.xml");
missile.scale(0.5f);
missile.rotate(0, FastMath.PI, 0);
missile.updateGeometricState();
BoundingBox box = (BoundingBox) missile.getWorldBound();
final Vector3f extent = box.getExtent(null);
BoxCollisionShape boxShape = new BoxCollisionShape(extent);
missile.setName("Missile");
missile.rotate(rot);
missile.setLocalTranslation(pos.addLocal(0, extent.y * 4.5f, 0));
missile.setLocalRotation(hoverControl.getPhysicsRotation());
missile.setShadowMode(ShadowMode.Cast);
RigidBodyControl control = new BombControl(assetManager, boxShape, 20);
control.setLinearVelocity(dir.mult(100));
control.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_03);
missile.addControl(control);
rootNode.attachChild(missile);
getPhysicsSpace().add(missile);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void createScene() {
Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat.setFloat("Shininess", 1f);
mat.setBoolean("UseMaterialColors", true);
mat.setColor("Ambient", ColorRGBA.Black);
mat.setColor("Diffuse", ColorRGBA.DarkGray);
mat.setColor("Specular", ColorRGBA.White.mult(0.6f));
Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
matSoil.setBoolean("UseMaterialColors", true);
matSoil.setColor("Ambient", ColorRGBA.Black);
matSoil.setColor("Diffuse", ColorRGBA.Black);
matSoil.setColor("Specular", ColorRGBA.Black);
teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
teapot.setName("Teapot");
teapot.setLocalScale(3);
teapot.setMaterial(mat);
rootNode.attachChild(teapot);
Geometry soil = new Geometry("soil", new Box(50, 1, 50));
soil.setLocalTranslation(0, -1, 0);
soil.setMaterial(matSoil);
rootNode.attachChild(soil);
DirectionalLight light = new DirectionalLight();
light.setDirection(new Vector3f(0, -1, 0).normalizeLocal());
light.setColor(ColorRGBA.White.mult(1.5f));
rootNode.addLight(light);
}
代码示例来源:origin: org.jmonkeyengine/jme3-bullet
public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
this.geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
this.geom.setName(body.toString());
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_YELLOW);
}
代码示例来源:origin: org.jmonkeyengine/jme3-bullet
public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
this.geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
代码示例来源:origin: org.jmonkeyengine/jme3-jbullet
/**
* Instantiate an enabled control to visualize the specified body.
*
* @param debugAppState which app state (not null, alias created)
* @param body which body to visualize (not null, alias created)
*/
public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
代码示例来源:origin: org.jmonkeyengine/jme3-jbullet
/**
* Instantiate an enabled control to visualize the specified ghost object.
*
* @param debugAppState which app state (not null, alias created)
* @param body which object to visualize (not null, alias created)
*/
public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_YELLOW);
}
代码示例来源:origin: org.jmonkeyengine/jme3-jbullet
/**
* Instantiate an enabled control to visualize the specified character.
*
* @param debugAppState which app state (not null, alias created)
* @param body the character to visualize (not null, alias created)
*/
public BulletCharacterDebugControl(BulletDebugAppState debugAppState, PhysicsCharacter body) {
super(debugAppState);
this.body = body;
myShape = body.getCollisionShape();
oldScale.set(myShape.getScale());
this.geom = DebugShapeFactory.getDebugShape(myShape);
this.geom.setName(body.toString());
geom.setMaterial(debugAppState.DEBUG_PINK);
}
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