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概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド |
java.lang.Objectcom.jme3.bullet.BulletAppState
public class BulletAppState
BulletAppState
allows using bullet physics in an Application.
入れ子のクラスの概要 | |
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static class |
BulletAppState.ThreadingType
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コンストラクタの概要 | |
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BulletAppState()
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(PhysicsSpace.BroadphaseType broadphaseType)
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(Vector3f worldMin,
Vector3f worldMax)
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(Vector3f worldMin,
Vector3f worldMax,
PhysicsSpace.BroadphaseType broadphaseType)
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メソッドの概要 | |
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void |
cleanup()
Cleanup the game state. |
PhysicsSpace |
getPhysicsSpace()
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float |
getSpeed()
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BulletAppState.ThreadingType |
getThreadingType()
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void |
initialize(AppStateManager stateManager,
Application app)
Called to initialize the AppState. |
boolean |
isEnabled()
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boolean |
isInitialized()
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void |
physicsTick(PhysicsSpace space,
float f)
Called after the physics has been stepped, use to check for forces etc. |
void |
postRender()
Called after all rendering commands are flushed. |
void |
prePhysicsTick(PhysicsSpace space,
float f)
Called before the physics is actually stepped, use to apply forces etc. |
void |
render(RenderManager rm)
Render the state. |
void |
setBroadphaseType(PhysicsSpace.BroadphaseType broadphaseType)
Use before attaching state |
void |
setEnabled(boolean enabled)
Enable or disable the functionality of the AppState . |
void |
setSpeed(float speed)
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void |
setThreadingType(BulletAppState.ThreadingType threadingType)
Use before attaching state |
void |
setWorldMax(Vector3f worldMax)
Use before attaching state |
void |
setWorldMin(Vector3f worldMin)
Use before attaching state |
void |
startPhysics()
The physics system is started automatically on attaching, if you want to start it before for some reason, you can use this method. |
void |
stateAttached(AppStateManager stateManager)
Called when the state was attached. |
void |
stateDetached(AppStateManager stateManager)
Called when the state was detached. |
void |
update(float tpf)
Called to update the state. |
クラス java.lang.Object から継承されたメソッド |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
コンストラクタの詳細 |
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public BulletAppState()
public BulletAppState(PhysicsSpace.BroadphaseType broadphaseType)
broadphaseType
- The type of broadphase collision detection, BroadphaseType.DVBT is the defaultpublic BulletAppState(Vector3f worldMin, Vector3f worldMax)
worldMin
- The minimum world extentworldMax
- The maximum world extentpublic BulletAppState(Vector3f worldMin, Vector3f worldMax, PhysicsSpace.BroadphaseType broadphaseType)
メソッドの詳細 |
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public PhysicsSpace getPhysicsSpace()
public void startPhysics()
public void initialize(AppStateManager stateManager, Application app)
AppState
の記述:
AppState
内の initialize
stateManager
- The state managerpublic boolean isInitialized()
AppState
内の isInitialized
initialize()
was called on the state,
false otherwise.public void setEnabled(boolean enabled)
AppState
の記述:AppState
.
The effect of this call depends on implementation. An
AppState
starts as being enabled by default.
AppState
内の setEnabled
enabled
- activate the AppState or not.public boolean isEnabled()
AppState
内の isEnabled
AppState
is enabled, false otherwise.AppState.setEnabled(boolean)
public void stateAttached(AppStateManager stateManager)
AppState
の記述:
AppState
内の stateAttached
stateManager
- State manager to which the state was attached to.public void stateDetached(AppStateManager stateManager)
AppState
の記述:
AppState
内の stateDetached
stateManager
- The state manager from which the state was detached from.public void update(float tpf)
AppState
の記述:
AppState
内の update
tpf
- Time per frame.public void render(RenderManager rm)
AppState
の記述:
AppState
内の render
rm
- RenderManagerpublic void postRender()
AppState
の記述:
AppState
内の postRender
public void cleanup()
AppState
の記述:
AppState
内の cleanup
public BulletAppState.ThreadingType getThreadingType()
public void setThreadingType(BulletAppState.ThreadingType threadingType)
threadingType
- the threadingType to setpublic void setBroadphaseType(PhysicsSpace.BroadphaseType broadphaseType)
public void setWorldMin(Vector3f worldMin)
public void setWorldMax(Vector3f worldMax)
public float getSpeed()
public void setSpeed(float speed)
public void prePhysicsTick(PhysicsSpace space, float f)
PhysicsTickListener
の記述:
PhysicsTickListener
内の prePhysicsTick
public void physicsTick(PhysicsSpace space, float f)
PhysicsTickListener
の記述:
PhysicsTickListener
内の physicsTick
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前のクラス 次のクラス | フレームあり フレームなし | |||||||||
概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド |