本文整理了Java中com.jme3.scene.Spatial.updateWorldTransforms()
方法的一些代码示例,展示了Spatial.updateWorldTransforms()
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.updateWorldTransforms()
方法的具体详情如下:
包路径:com.jme3.scene.Spatial
类名称:Spatial
方法名:updateWorldTransforms
[英]Should only be called from updateGeometricState(). In most cases should not be subclassed.
[中]应仅从UpdateMetricState()调用。在大多数情况下,不应被细分。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
@Override
protected void updateWorldTransforms() {
super.updateWorldTransforms();
computeWorldMatrix();
if (isGrouped()) {
groupNode.onTransformChange(this);
}
// geometry requires lights to be sorted
worldLights.sort(true);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
updateWorldTransforms();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
rootNode.updateWorldTransforms();
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* <code>updateGeometricState</code> updates the lightlist,
* computes the world transforms, and computes the world bounds
* for this Spatial.
* Calling this when the Spatial is attached to a node
* will cause undefined results. User code should only call this
* method on Spatials having no parent.
*
* @see Spatial#getWorldLightList()
* @see Spatial#getWorldTransform()
* @see Spatial#getWorldBound()
*/
public void updateGeometricState() {
// assume that this Spatial is a leaf, a proper implementation
// for this method should be provided by Node.
// NOTE: Update world transforms first because
// bound transform depends on them.
if ((refreshFlags & RF_LIGHTLIST) != 0) {
updateWorldLightList();
}
if ((refreshFlags & RF_TRANSFORM) != 0) {
updateWorldTransforms();
}
if ((refreshFlags & RF_BOUND) != 0) {
updateWorldBound();
}
assert refreshFlags == 0;
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
@Override
protected void updateWorldTransforms() {
super.updateWorldTransforms();
computeWorldMatrix();
if (isGrouped()) {
groupNode.onTransformChange(this);
}
// geometry requires lights to be sorted
worldLights.sort(true);
}
代码示例来源:origin: info.projectkyoto/mms-engine
@Override
protected void updateWorldTransforms() {
super.updateWorldTransforms();
computeWorldMatrix();
if (isBatched()) {
batchNode.updateSubBatch(this);
}
// geometry requires lights to be sorted
worldLights.sort(true);
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
updateWorldTransforms();
代码示例来源:origin: info.projectkyoto/mms-engine
rootNode.updateWorldTransforms();
代码示例来源:origin: org.jmonkeyengine/jme3-core
rootNode.updateWorldTransforms();
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