|
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前 次 | フレームあり フレームなし |
Savable を使用しているパッケージ | |
---|---|
com.jme3.animation | The com.jme3.animation package contains various classes
for managing animation inside a jME3 application. |
com.jme3.app | The com.jme3.application provides a toolset for jME3 applications
to interact with various components of the engine. |
com.jme3.asset | |
com.jme3.audio | |
com.jme3.bounding | |
com.jme3.bullet.collision | |
com.jme3.bullet.collision.shapes | |
com.jme3.bullet.collision.shapes.infos | |
com.jme3.bullet.control | |
com.jme3.bullet.joints | |
com.jme3.bullet.objects | |
com.jme3.cinematic | |
com.jme3.cinematic.events | |
com.jme3.collision.bih | |
com.jme3.effect | The com.jme3.effect package allows particle emitter effects to be
used with a jME3 application. |
com.jme3.effect.influencers | |
com.jme3.effect.shapes | |
com.jme3.export | |
com.jme3.export.xml | |
com.jme3.font | |
com.jme3.input | The com.jme3.input package is used for all input handling in
jMonkeyEngine. |
com.jme3.light | The com.jme3.light package contains various lights that can be placed
in a scene. |
com.jme3.material | The com.jme3.material package contains classes for manipulating
jMonkeyEngine materials. |
com.jme3.math | The com.jme3.math package provides mathematic data structures
and utilities which are used by the rest of the engine. |
com.jme3.post | The com.jme3.post package provides utilities for
render processing. |
com.jme3.post.filters | |
com.jme3.post.ssao | |
com.jme3.renderer | The com.jme3.renderer package provides classes responsible for
rendering. |
com.jme3.scene | The com.jme3.input package contains the scene graph implementation
in jMonkeyEngine. |
com.jme3.scene.control | The com.jme3.control package provides
controls . |
com.jme3.scene.debug | |
com.jme3.scene.shape | |
com.jme3.shader | |
com.jme3.terrain | |
com.jme3.terrain.geomipmap | |
com.jme3.terrain.geomipmap.lodcalc | |
com.jme3.texture | |
com.jme3.ui | |
com.jme3.water |
com.jme3.animation での Savable の使用 |
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com.jme3.animation での Savable のサブインタフェース | |
---|---|
interface |
Animation
|
Savable を実装している com.jme3.animation のクラス | |
---|---|
class |
AnimControl
AnimControl is a Spatial control that allows manipulation
of skeletal animation. |
class |
Bone
Bone describes a bone in the bone-weight skeletal animation
system. |
class |
BoneAnimation
BoneAnimation updates each of its tracks with the skeleton and time
to apply the animation. |
class |
BoneTrack
Contains a list of transforms and times for each keyframe. |
class |
CompactQuaternionArray
Serialize and compress Quaternion [] by indexing same values
It is converted to float[] |
class |
CompactVector3Array
Serialize and compress Vector3f[] by indexing same values |
class |
MeshAnimation
|
class |
Pose
A pose is a list of offsets that say where a mesh vertices should be for this pose. |
class |
PoseTrack
A single track of pose animation associated with a certain mesh. |
static class |
PoseTrack.PoseFrame
|
class |
Skeleton
Skeleton is a convenience class for managing a bone hierarchy. |
class |
SkeletonControl
The Skeleton control deforms a model according to a skeleton, It handles the computation of the deformation matrices and performs the transformations on the mesh |
class |
Track
A single track of mesh animation (either morph or pose based). |
com.jme3.app での Savable の使用 |
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Savable を実装している com.jme3.app のクラス | |
---|---|
class |
StatsView
The StatsView provides a heads-up display (HUD) of various
statistics of rendering. |
com.jme3.asset での Savable の使用 |
---|
Savable を実装している com.jme3.asset のクラス | |
---|---|
class |
AssetKey<T>
AssetKey is a key that is used to
look up a resource from a cache. |
class |
MaterialKey
Used for loading materials only (not material definitions). |
class |
ModelKey
|
class |
TextureKey
|
com.jme3.audio での Savable の使用 |
---|
Savable を実装している com.jme3.audio のクラス | |
---|---|
class |
AudioKey
AudioKey is extending AssetKey by holding stream flag. |
class |
AudioNode
An AudioNode is used in jME3 for playing audio files. |
class |
Filter
|
class |
LowPassFilter
|
com.jme3.bounding での Savable の使用 |
---|
Savable を実装している com.jme3.bounding のクラス | |
---|---|
class |
BoundingBox
BoundingBox defines an axis-aligned cube that defines a
container for a group of vertices of a particular piece of geometry. |
class |
BoundingSphere
BoundingSphere defines a sphere that defines a container for a
group of vertices of a particular piece of geometry. |
class |
BoundingVolume
BoundingVolume defines an interface for dealing with
containment of a collection of points. |
com.jme3.bullet.collision での Savable の使用 |
---|
Savable を実装している com.jme3.bullet.collision のクラス | |
---|---|
class |
PhysicsCollisionObject
Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject) |
com.jme3.bullet.collision.shapes での Savable の使用 |
---|
Savable を実装している com.jme3.bullet.collision.shapes のクラス | |
---|---|
class |
BoxCollisionShape
Basic box collision shape |
class |
CapsuleCollisionShape
Basic capsule collision shape |
class |
CollisionShape
This Object holds information about a jbullet CollisionShape to be able to reuse CollisionShapes (as suggested in bullet manuals) TODO: add static methods to create shapes from nodes (like jbullet-jme constructor) |
class |
CompoundCollisionShape
A CompoundCollisionShape allows combining multiple base shapes to generate a more sophisticated shape. |
class |
ConeCollisionShape
|
class |
CylinderCollisionShape
Basic cylinder collision shape |
class |
GImpactCollisionShape
Basic mesh collision shape |
class |
HeightfieldCollisionShape
Uses Bullet Physics Heightfield terrain collision system. |
class |
HullCollisionShape
|
class |
MeshCollisionShape
Basic mesh collision shape |
class |
PlaneCollisionShape
|
class |
SimplexCollisionShape
A simple point, line, triangle or quad collisionShape based on one to four points- |
class |
SphereCollisionShape
Basic sphere collision shape |
com.jme3.bullet.collision.shapes.infos での Savable の使用 |
---|
Savable を実装している com.jme3.bullet.collision.shapes.infos のクラス | |
---|---|
class |
ChildCollisionShape
|
com.jme3.bullet.control での Savable の使用 |
---|
com.jme3.bullet.control での Savable のサブインタフェース | |
---|---|
interface |
PhysicsControl
|
Savable を実装している com.jme3.bullet.control のクラス | |
---|---|
class |
CharacterControl
|
class |
GhostControl
A GhostControl moves with the spatial it is attached to and can be used to check overlaps with other physics objects (e.g. aggro radius). |
class |
KinematicRagdollControl
This control is still a WIP, use it at your own risk To use this control you need a model with an AnimControl and a SkeletonControl. |
class |
RigidBodyControl
|
class |
VehicleControl
|
com.jme3.bullet.joints での Savable の使用 |
---|
Savable を実装している com.jme3.bullet.joints のクラス | |
---|---|
class |
ConeJoint
From bullet manual: To create ragdolls, the conve twist constraint is very useful for limbs like the upper arm. |
class |
HingeJoint
From bullet manual: Hinge constraint, or revolute joint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis. |
class |
PhysicsJoint
PhysicsJoint - Basic Phyiscs Joint |
class |
Point2PointJoint
From bullet manual: Point to point constraint, also known as ball socket joint limits the translation so that the local pivot points of 2 rigidbodies match in worldspace. |
class |
SixDofJoint
From bullet manual: This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (dof). |
class |
SliderJoint
From bullet manual: The slider constraint allows the body to rotate around one axis and translate along this axis. |
com.jme3.bullet.objects での Savable の使用 |
---|
Savable を実装している com.jme3.bullet.objects のクラス | |
---|---|
class |
PhysicsCharacter
Basic Bullet Character |
class |
PhysicsGhostObject
From Bullet manual: GhostObject can keep track of all objects that are overlapping. |
class |
PhysicsRigidBody
PhysicsRigidBody - Basic physics object |
class |
PhysicsVehicle
PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions From bullet manual: For most vehicle simulations, it is recommended to use the simplified Bullet vehicle model as provided in btRaycastVehicle. |
class |
VehicleWheel
Stores info about one wheel of a PhysicsVehicle |
com.jme3.cinematic での Savable の使用 |
---|
Savable を実装している com.jme3.cinematic のクラス | |
---|---|
class |
Cinematic
|
class |
KeyFrame
|
class |
MotionPath
Motion path is used to create a path between way points. |
class |
TimeLine
|
Savable を返す com.jme3.cinematic のメソッド | |
---|---|
Savable |
Cinematic.removeEventData(java.lang.String type,
java.lang.String name)
|
com.jme3.cinematic.events での Savable の使用 |
---|
com.jme3.cinematic.events での Savable のサブインタフェース | |
---|---|
interface |
CinematicEvent
|
Savable を実装している com.jme3.cinematic.events のクラス | |
---|---|
class |
AbstractCinematicEvent
|
class |
AnimationTrack
|
class |
GuiTrack
|
class |
MotionTrack
A MotionTrack is a control over the spatial that manage the position and direction of the spatial while following a motion Path You must first create a MotionPath and then create a MotionTrack to associate a spatial and the path. |
class |
PositionTrack
|
class |
RotationTrack
|
class |
ScaleTrack
|
class |
SoundTrack
A sound track to be played in a cinematic. |
com.jme3.collision.bih での Savable の使用 |
---|
Savable を実装している com.jme3.collision.bih のクラス | |
---|---|
class |
BIHNode
Bounding Interval Hierarchy. |
class |
BIHTree
|
com.jme3.effect での Savable の使用 |
---|
Savable を実装している com.jme3.effect のクラス | |
---|---|
class |
ParticleEmitter
ParticleEmitter is a special kind of geometry which simulates
a particle system. |
static class |
ParticleEmitter.ParticleEmitterControl
|
class |
ParticleMesh
The ParticleMesh is the underlying visual implementation of a
particle emitter . |
class |
ParticlePointMesh
|
class |
ParticleTriMesh
|
com.jme3.effect.influencers での Savable の使用 |
---|
com.jme3.effect.influencers での Savable のサブインタフェース | |
---|---|
interface |
ParticleInfluencer
An interface that defines the methods to affect initial velocity of the particles. |
Savable を実装している com.jme3.effect.influencers のクラス | |
---|---|
class |
DefaultParticleInfluencer
This emitter influences the particles so that they move all in the same direction. |
class |
EmptyParticleInfluencer
This influencer does not influence particle at all. |
class |
NewtonianParticleInfluencer
This influencer calculates initial velocity with the use of the emitter's shape. |
com.jme3.effect.shapes での Savable の使用 |
---|
com.jme3.effect.shapes での Savable のサブインタフェース | |
---|---|
interface |
EmitterShape
This interface declares methods used by all shapes that represent particle emitters. |
Savable を実装している com.jme3.effect.shapes のクラス | |
---|---|
class |
EmitterBoxShape
|
class |
EmitterMeshConvexHullShape
This emiter shape emits the particles from the given shape's interior constrained by its convex hull (a geometry that tightly wraps the mesh). |
class |
EmitterMeshFaceShape
This emiter shape emits the particles from the given shape's faces. |
class |
EmitterMeshVertexShape
This emiter shape emits the particles from the given shape's vertices |
class |
EmitterPointShape
|
class |
EmitterSphereShape
|
com.jme3.export での Savable の使用 |
---|
Savable を返す com.jme3.export のメソッド | |
---|---|
static Savable |
SavableClassUtil.fromName(java.lang.String className)
fromName creates a new Savable from the provided class name. |
static Savable |
SavableClassUtil.fromName(java.lang.String className,
java.util.List<java.lang.ClassLoader> loaders)
|
Savable |
InputCapsule.readSavable(java.lang.String name,
Savable defVal)
|
Savable[] |
InputCapsule.readSavableArray(java.lang.String name,
Savable[] defVal)
|
Savable[][] |
InputCapsule.readSavableArray2D(java.lang.String name,
Savable[][] defVal)
|
Savable 型の引数を持つ型を返す com.jme3.export のメソッド | |
---|---|
IntMap<? extends Savable> |
InputCapsule.readIntSavableMap(java.lang.String name,
IntMap<? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
InputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
InputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<java.lang.String,? extends Savable> |
InputCapsule.readStringSavableMap(java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
Savable 型のパラメータを持つ com.jme3.export のメソッド | |
---|---|
OutputCapsule |
JmeExporter.getCapsule(Savable object)
Returns the OutputCapsule for the given savable object. |
InputCapsule |
JmeImporter.getCapsule(Savable id)
|
Savable |
InputCapsule.readSavable(java.lang.String name,
Savable defVal)
|
Savable[] |
InputCapsule.readSavableArray(java.lang.String name,
Savable[] defVal)
|
Savable[][] |
InputCapsule.readSavableArray2D(java.lang.String name,
Savable[][] defVal)
|
boolean |
JmeExporter.save(Savable object,
java.io.File f)
Export the Savable to a file. |
boolean |
JmeExporter.save(Savable object,
java.io.OutputStream f)
Export the Savable to an OutputStream. |
void |
OutputCapsule.write(Savable[][] objects,
java.lang.String name,
Savable[][] defVal)
|
void |
OutputCapsule.write(Savable[][] objects,
java.lang.String name,
Savable[][] defVal)
|
void |
OutputCapsule.write(Savable[] objects,
java.lang.String name,
Savable[] defVal)
|
void |
OutputCapsule.write(Savable[] objects,
java.lang.String name,
Savable[] defVal)
|
void |
OutputCapsule.write(Savable object,
java.lang.String name,
Savable defVal)
|
Savable 型の型引数を持つ com.jme3.export のメソッドパラメータ | |
---|---|
int |
InputCapsule.getSavableVersion(java.lang.Class<? extends Savable> clazz)
|
static int |
SavableClassUtil.getSavableVersion(java.lang.Class<? extends Savable> clazz)
|
static int[] |
SavableClassUtil.getSavableVersions(java.lang.Class<? extends Savable> clazz)
|
static int |
SavableClassUtil.getSavedSavableVersion(java.lang.Object savable,
java.lang.Class<? extends Savable> desiredClass,
int[] versions)
|
IntMap<? extends Savable> |
InputCapsule.readIntSavableMap(java.lang.String name,
IntMap<? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
InputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
InputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<java.lang.String,? extends Savable> |
InputCapsule.readStringSavableMap(java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
void |
OutputCapsule.writeIntSavableMap(IntMap<? extends Savable> map,
java.lang.String name,
IntMap<? extends Savable> defVal)
|
void |
OutputCapsule.writeIntSavableMap(IntMap<? extends Savable> map,
java.lang.String name,
IntMap<? extends Savable> defVal)
|
void |
OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
OutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map,
java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
void |
OutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map,
java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
com.jme3.export.xml での Savable の使用 |
---|
Savable を返す com.jme3.export.xml のメソッド | |
---|---|
Savable |
XMLImporter.load(java.io.File f)
|
Savable |
XMLImporter.load(java.io.InputStream f)
|
Savable |
DOMInputCapsule.readSavable(java.lang.String name,
Savable defVal)
|
Savable[] |
DOMInputCapsule.readSavableArray(java.lang.String name,
Savable[] defVal)
|
Savable[][] |
DOMInputCapsule.readSavableArray2D(java.lang.String name,
Savable[][] defVal)
|
Savable 型の引数を持つ型を返す com.jme3.export.xml のメソッド | |
---|---|
IntMap<? extends Savable> |
DOMInputCapsule.readIntSavableMap(java.lang.String name,
IntMap<? extends Savable> defVal)
|
java.util.ArrayList<Savable> |
DOMInputCapsule.readSavableArrayList(java.lang.String name,
java.util.ArrayList defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
DOMInputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
DOMInputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<java.lang.String,? extends Savable> |
DOMInputCapsule.readStringSavableMap(java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
Savable 型のパラメータを持つ com.jme3.export.xml のメソッド | |
---|---|
OutputCapsule |
XMLExporter.getCapsule(Savable object)
|
InputCapsule |
XMLImporter.getCapsule(Savable id)
|
Savable |
DOMInputCapsule.readSavable(java.lang.String name,
Savable defVal)
|
Savable[] |
DOMInputCapsule.readSavableArray(java.lang.String name,
Savable[] defVal)
|
Savable[][] |
DOMInputCapsule.readSavableArray2D(java.lang.String name,
Savable[][] defVal)
|
boolean |
XMLExporter.save(Savable object,
java.io.File f)
|
boolean |
XMLExporter.save(Savable object,
java.io.OutputStream f)
|
void |
DOMOutputCapsule.write(Savable[][] value,
java.lang.String name,
Savable[][] defVal)
|
void |
DOMOutputCapsule.write(Savable[][] value,
java.lang.String name,
Savable[][] defVal)
|
void |
DOMOutputCapsule.write(Savable[] objects,
java.lang.String name,
Savable[] defVal)
|
void |
DOMOutputCapsule.write(Savable[] objects,
java.lang.String name,
Savable[] defVal)
|
void |
DOMOutputCapsule.write(Savable object,
java.lang.String name,
Savable defVal)
|
Savable 型の型引数を持つ com.jme3.export.xml のメソッドパラメータ | |
---|---|
int |
DOMInputCapsule.getSavableVersion(java.lang.Class<? extends Savable> desiredClass)
|
IntMap<? extends Savable> |
DOMInputCapsule.readIntSavableMap(java.lang.String name,
IntMap<? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
DOMInputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<? extends Savable,? extends Savable> |
DOMInputCapsule.readSavableMap(java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
java.util.Map<java.lang.String,? extends Savable> |
DOMInputCapsule.readStringSavableMap(java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeIntSavableMap(IntMap<? extends Savable> map,
java.lang.String name,
IntMap<? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeIntSavableMap(IntMap<? extends Savable> map,
java.lang.String name,
IntMap<? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map,
java.lang.String name,
java.util.Map<? extends Savable,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map,
java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
void |
DOMOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map,
java.lang.String name,
java.util.Map<java.lang.String,? extends Savable> defVal)
|
com.jme3.font での Savable の使用 |
---|
Savable を実装している com.jme3.font のクラス | |
---|---|
class |
BitmapCharacter
Represents a single bitmap character. |
class |
BitmapCharacterSet
|
class |
BitmapFont
Represents a font within jME that is generated with the AngelCode Bitmap Font Generator |
class |
BitmapText
|
class |
Kerning
Represents kerning information for a character. |
com.jme3.input での Savable の使用 |
---|
Savable を実装している com.jme3.input のクラス | |
---|---|
class |
ChaseCamera
A camera that follows a spatial and can turn around it by dragging the mouse |
com.jme3.light での Savable の使用 |
---|
Savable を実装している com.jme3.light のクラス | |
---|---|
class |
AmbientLight
An ambient light adds a constant color to the scene. |
class |
DirectionalLight
DirectionalLight is a light coming from a certain direction in world space. |
class |
Light
Abstract class for representing a light source. |
class |
LightList
LightList is used internally by Spatial s to manage
lights that are attached to them. |
class |
PointLight
Represents a point light. |
class |
SpotLight
Represents a spot light. |
com.jme3.material での Savable の使用 |
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Savable を実装している com.jme3.material のクラス | |
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class |
Material
Material describes the rendering style for a given
Geometry . |
class |
MatParam
Describes a material parameter. |
class |
MatParamTexture
|
class |
RenderState
RenderState specifies material rendering properties that cannot
be controlled by a shader on a Material . |
class |
Technique
Represents a technique instance. |
class |
TechniqueDef
Describes a technique definition. |
com.jme3.math での Savable の使用 |
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Savable を実装している com.jme3.math のクラス | |
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class |
ColorRGBA
ColorRGBA defines a color made from a collection of
red, green and blue values. |
class |
Line
Line defines a line. |
class |
LineSegment
LineSegment represents a segment in the space. |
class |
Matrix3f
Matrix3f defines a 3x3 matrix. |
class |
Matrix4f
Matrix4f defines and maintains a 4x4 matrix in row major order. |
class |
Plane
Plane defines a plane where Normal dot (x,y,z) = Constant. |
class |
Quaternion
Quaternion defines a single example of a more general class of
hypercomplex numbers. |
class |
Ray
Ray defines a line segment which has an origin and a direction. |
class |
Rectangle
Rectangle defines a finite plane within three dimensional space
that is specified via three points (A, B, C). |
class |
Ring
Ring defines a flat ring or disk within three dimensional
space that is specified via the ring's center point, an up vector, an inner
radius, and an outer radius. |
class |
Spline
|
class |
Transform
Started Date: Jul 16, 2004 Represents a translation, rotation and scale in one object. |
class |
Triangle
Triangle defines a object for containing triangle information. |
class |
Vector2f
Vector2f defines a Vector for a two float value vector. |
class |
Vector3f
Vector3f defines a Vector for a three float value tuple. |
class |
Vector4f
Vector4f defines a Vector for a four float value tuple. |
com.jme3.post での Savable の使用 |
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Savable を実装している com.jme3.post のクラス | |
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class |
FilterPostProcessor
A FilterPostProcessor is a processor that can apply several Filter s to a rendered sceneIt manages a list of filters that will be applied in the order in which they've been added to the list |
com.jme3.post.filters での Savable の使用 |
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Savable を実装している com.jme3.post.filters のクラス | |
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class |
BloomFilter
BloomFilter is used to make objects in the scene have a glow effect. |
class |
CartoonEdgeFilter
Applies a cartoon-style edge detection filter to all objects in the scene. |
class |
ColorOverlayFilter
This filter simply multiply the whole scene by a color |
class |
CrossHatchFilter
|
class |
DepthOfFieldFilter
A post-processing filter that performs a depth range blur using a scaled convolution filter. |
class |
FadeFilter
Fade Filter allows you to make an animated fade effect on a scene. |
class |
FogFilter
A filter to render a fog effect |
class |
FXAAFilter
http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf |
class |
LightScatteringFilter
LightScattering filters creates rays comming from a light sources This is often reffered as god rays. |
class |
PosterizationFilter
A Post Processing filter to change colors appear with sharp edges as if the available amount of colors available was not enough to draw the true image. |
class |
RadialBlurFilter
Radially blurs the scene from the center of it |
class |
TranslucentBucketFilter
A filter to handle translucent objects when rendering a scene with filters that uses depth like WaterFilter and SSAOFilter just create a TranslucentBucketFilter and add it to the Filter list of a FilterPostPorcessor |
com.jme3.post.ssao での Savable の使用 |
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Savable を実装している com.jme3.post.ssao のクラス | |
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class |
SSAOFilter
SSAO stands for screen space ambient occlusion It's a technique that fake ambient lighting by computind shadows that near by objects would casts on each others under the effect of an ambient light more info on this in this blog post http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/ |
com.jme3.renderer での Savable の使用 |
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Savable を実装している com.jme3.renderer のクラス | |
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class |
Camera
Camera is a standalone, purely mathematical class for doing
camera-related computations. |
com.jme3.scene での Savable の使用 |
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com.jme3.scene での Savable のサブインタフェース | |
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interface |
CollisionData
CollisionData is an interface that can be used to
do triangle-accurate collision with bounding volumes and rays. |
Savable を実装している com.jme3.scene のクラス | |
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class |
AssetLinkNode
The AssetLinkNode does not store its children when exported to file. |
class |
CameraNode
CameraNode simply uses CameraControl to implement
linking of camera and node data. |
class |
Geometry
Geometry defines a leaf node of the scene graph. |
class |
LightNode
LightNode is used to link together a Light object
with a Node object. |
class |
Mesh
Mesh is used to store rendering data. |
class |
Node
Node defines an internal node of a scene graph. |
class |
Spatial
Spatial defines the base class for scene graph nodes. |
class |
UserData
UserData is used to contain user data objects
set on spatials (primarily primitives) that do not implement
the Savable interface. |
class |
VertexBuffer
A VertexBuffer contains a particular type of geometry
data used by Mesh es. |
com.jme3.scene.control での Savable の使用 |
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com.jme3.scene.control での Savable のサブインタフェース | |
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interface |
Control
An interface for scene-graph controls. |
Savable を実装している com.jme3.scene.control のクラス | |
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class |
AbstractControl
An abstract implementation of the Control interface. |
class |
BillboardControl
|
class |
CameraControl
This Control maintains a reference to a Camera, which will be synched with the position (worldTranslation) of the current spatial. |
class |
LightControl
This Control maintains a reference to a Camera, which will be synched with the position (worldTranslation) of the current spatial. |
class |
LodControl
Determines what Level of Detail a spatial should be, based on how many pixels on the screen the spatial is taking up. |
class |
UpdateControl
Allows for enqueueing tasks onto the update loop / rendering thread. |
com.jme3.scene.debug での Savable の使用 |
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Savable を実装している com.jme3.scene.debug のクラス | |
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class |
Arrow
The Arrow debug shape represents an arrow. |
class |
Grid
Simple grid shape. |
class |
SkeletonDebugger
|
class |
SkeletonPoints
|
class |
SkeletonWire
|
class |
WireBox
|
class |
WireFrustum
|
class |
WireSphere
|
com.jme3.scene.shape での Savable の使用 |
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Savable を実装している com.jme3.scene.shape のクラス | |
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class |
AbstractBox
An eight sided box. |
class |
Box
A box with solid (filled) faces. |
class |
Curve
A Curve is a visual, line-based representation of a Spline . |
class |
Cylinder
A simple cylinder, defined by it's height and radius. |
class |
Dome
A hemisphere. |
class |
PQTorus
A parameterized torus, also known as a pq torus. |
class |
Quad
Quad represents a rectangular plane in space
defined by 4 vertices. |
class |
Sphere
Sphere represents a 3D object with all points equidistance
from a center point. |
class |
StripBox
A box with solid (filled) faces. |
class |
Surface
This class represents a surface described by knots, weights and control points. |
class |
Torus
An ordinary (single holed) torus. |
com.jme3.shader での Savable の使用 |
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Savable を実装している com.jme3.shader のクラス | |
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class |
Attribute
An attribute is a shader variable mapping to a VertexBuffer data on the CPU. |
class |
DefineList
|
class |
Shader
|
static class |
Shader.ShaderSource
Shader source describes a shader object in OpenGL. |
class |
ShaderKey
|
class |
ShaderVariable
|
class |
Uniform
|
com.jme3.terrain での Savable の使用 |
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Savable を実装している com.jme3.terrain のクラス | |
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class |
GeoMap
Constructs heightfields to be used in Terrain. |
com.jme3.terrain.geomipmap での Savable の使用 |
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Savable を実装している com.jme3.terrain.geomipmap のクラス | |
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class |
LODGeomap
Produces the mesh for the TerrainPatch. |
class |
NormalRecalcControl
Handles the normal vector updates when the terrain changes heights. |
class |
TerrainGrid
|
class |
TerrainLodControl
Tells the terrain to update its Level of Detail. |
class |
TerrainPatch
A terrain patch is a leaf in the terrain quad tree. |
class |
TerrainQuad
A terrain quad is a node in the quad tree of the terrain system. |
com.jme3.terrain.geomipmap.lodcalc での Savable の使用 |
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com.jme3.terrain.geomipmap.lodcalc での Savable のサブインタフェース | |
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interface |
LodCalculator
Calculate the Level of Detail of a terrain patch based on the cameras, or other locations. |
interface |
LodCalculatorFactory
Creates LOD Calculator objects for the terrain patches. |
interface |
LodThreshold
Calculates the LOD value based on where the camera is. |
Savable を実装している com.jme3.terrain.geomipmap.lodcalc のクラス | |
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class |
DistanceLodCalculator
Calculates the LOD of the terrain based on its distance from the cameras. |
class |
LodDistanceCalculatorFactory
|
class |
LodPerspectiveCalculatorFactory
TODO: Make it work with multiple cameras TODO: Fix the cracks when the lod differences are greater than 1 for two adjacent blocks. |
class |
PerspectiveLodCalculator
|
class |
SimpleLodThreshold
Just multiplies the terrain patch size by 2. |
com.jme3.texture での Savable の使用 |
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Savable を実装している com.jme3.texture のクラス | |
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class |
Image
Image defines a data format for a graphical image. |
class |
Texture
Texture defines a texture object to be used to display an
image on a piece of geometry. |
class |
Texture2D
|
class |
Texture3D
|
class |
TextureCubeMap
Describes a cubemap texture. |
com.jme3.ui での Savable の使用 |
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Savable を実装している com.jme3.ui のクラス | |
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class |
Picture
A Picture represents a 2D image drawn on the screen. |
com.jme3.water での Savable の使用 |
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Savable を実装している com.jme3.water のクラス | |
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class |
WaterFilter
The WaterFilter is a 2D post process that simulate water. |
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