com.jme3.bullet.control
クラス RigidBodyControl

java.lang.Object
  上位を拡張 com.jme3.bullet.collision.PhysicsCollisionObject
      上位を拡張 com.jme3.bullet.objects.PhysicsRigidBody
          上位を拡張 com.jme3.bullet.control.RigidBodyControl
すべての実装されたインタフェース:
PhysicsControl, Savable, Control

public class RigidBodyControl
extends PhysicsRigidBody
implements PhysicsControl


フィールドの概要
 
クラス com.jme3.bullet.collision.PhysicsCollisionObject から継承されたフィールド
COLLISION_GROUP_01, COLLISION_GROUP_02, COLLISION_GROUP_03, COLLISION_GROUP_04, COLLISION_GROUP_05, COLLISION_GROUP_06, COLLISION_GROUP_07, COLLISION_GROUP_08, COLLISION_GROUP_09, COLLISION_GROUP_10, COLLISION_GROUP_11, COLLISION_GROUP_12, COLLISION_GROUP_13, COLLISION_GROUP_14, COLLISION_GROUP_15, COLLISION_GROUP_16, COLLISION_GROUP_NONE
 
コンストラクタの概要
RigidBodyControl()
           
RigidBodyControl(CollisionShape shape)
          Creates a new PhysicsNode with the supplied collision shape and mass 1
RigidBodyControl(CollisionShape shape, float mass)
           
RigidBodyControl(float mass)
          When using this constructor, the CollisionShape for the RigidBody is generated automatically when the Control is added to a Spatial.
 
メソッドの概要
 Control cloneForSpatial(Spatial spatial)
          Creates a clone of the Control, the given Spatial is the cloned version of the spatial to which this control is attached to.
 PhysicsSpace getPhysicsSpace()
           
 boolean isApplyPhysicsLocal()
           
 boolean isEnabled()
           
 boolean isKinematicSpatial()
          Checks if this control is in kinematic spatial mode.
 void read(JmeImporter im)
           
 void render(RenderManager rm, ViewPort vp)
          Should be called prior to queuing the spatial by the RenderManager.
 void setApplyPhysicsLocal(boolean applyPhysicsLocal)
          When set to true, the physics coordinates will be applied to the local translation of the Spatial instead of the world traslation.
 void setEnabled(boolean enabled)
          The physics object is removed from the physics space when the control is disabled.
 void setKinematicSpatial(boolean kinematicSpatial)
          Sets this control to kinematic spatial mode so that the spatials transform will be applied to the rigidbody in kinematic mode, defaults to true.
 void setPhysicsSpace(PhysicsSpace space)
           
 void setSpatial(Spatial spatial)
           
 void update(float tpf)
          Updates the control.
 void write(JmeExporter ex)
           
 
クラス com.jme3.bullet.objects.PhysicsRigidBody から継承されたメソッド
activate, addJoint, applyCentralForce, applyForce, applyImpulse, applyTorque, applyTorqueImpulse, clearForces, destroy, getAngularDamping, getAngularFactor, getAngularSleepingThreshold, getAngularVelocity, getAngularVelocity, getCcdMotionThreshold, getCcdSquareMotionThreshold, getCcdSweptSphereRadius, getFriction, getGravity, getGravity, getInterpolatedPhysicsLocation, getInterpolatedPhysicsRotation, getJoints, getLinearDamping, getLinearSleepingThreshold, getLinearVelocity, getLinearVelocity, getMass, getMotionState, getObjectId, getPhysicsLocation, getPhysicsLocation, getPhysicsRotation, getPhysicsRotation, getPhysicsRotationMatrix, getPhysicsRotationMatrix, getRestitution, isActive, isKinematic, removeJoint, setAngularDamping, setAngularFactor, setAngularSleepingThreshold, setAngularVelocity, setCcdMotionThreshold, setCcdSweptSphereRadius, setCollisionShape, setDamping, setFriction, setGravity, setKinematic, setLinearDamping, setLinearSleepingThreshold, setLinearVelocity, setMass, setPhysicsLocation, setPhysicsRotation, setPhysicsRotation, setRestitution, setSleepingThresholds
 
クラス com.jme3.bullet.collision.PhysicsCollisionObject から継承されたメソッド
addCollideWithGroup, createDebugShape, debugShape, detachDebugShape, getCollideWithGroups, getCollisionGroup, getCollisionShape, getUserObject, removeCollideWithGroup, setCollideWithGroups, setCollisionGroup, setUserObject
 
クラス java.lang.Object から継承されたメソッド
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

コンストラクタの詳細

RigidBodyControl

public RigidBodyControl()

RigidBodyControl

public RigidBodyControl(float mass)
When using this constructor, the CollisionShape for the RigidBody is generated automatically when the Control is added to a Spatial.

パラメータ:
mass - When not 0, a HullCollisionShape is generated, otherwise a MeshCollisionShape is used. For geometries with box or sphere meshes the proper box or sphere collision shape is used.

RigidBodyControl

public RigidBodyControl(CollisionShape shape)
Creates a new PhysicsNode with the supplied collision shape and mass 1

パラメータ:
child -
shape -

RigidBodyControl

public RigidBodyControl(CollisionShape shape,
                        float mass)
メソッドの詳細

cloneForSpatial

public Control cloneForSpatial(Spatial spatial)
インタフェース Control の記述:
Creates a clone of the Control, the given Spatial is the cloned version of the spatial to which this control is attached to.

定義:
インタフェース Control 内の cloneForSpatial
戻り値:
A clone of this control for the spatial

setSpatial

public void setSpatial(Spatial spatial)
定義:
インタフェース Control 内の setSpatial
パラメータ:
spatial - the spatial to be controlled. This should not be called from user code.

setEnabled

public void setEnabled(boolean enabled)
インタフェース PhysicsControl の記述:
The physics object is removed from the physics space when the control is disabled. When the control is enabled again the physics object is moved to the current location of the spatial and then added to the physics space. This allows disabling/enabling physics to move the spatial freely.

定義:
インタフェース PhysicsControl 内の setEnabled
定義:
インタフェース Control 内の setEnabled
パラメータ:
enabled - Enable or disable the control. If disabled, update() should do nothing.

isEnabled

public boolean isEnabled()
定義:
インタフェース Control 内の isEnabled
戻り値:
True if enabled, false otherwise.
関連項目:
Control.setEnabled(boolean)

isKinematicSpatial

public boolean isKinematicSpatial()
Checks if this control is in kinematic spatial mode.

戻り値:
true if the spatial location is applied to this kinematic rigidbody

setKinematicSpatial

public void setKinematicSpatial(boolean kinematicSpatial)
Sets this control to kinematic spatial mode so that the spatials transform will be applied to the rigidbody in kinematic mode, defaults to true.

パラメータ:
kinematicSpatial -

isApplyPhysicsLocal

public boolean isApplyPhysicsLocal()

setApplyPhysicsLocal

public void setApplyPhysicsLocal(boolean applyPhysicsLocal)
When set to true, the physics coordinates will be applied to the local translation of the Spatial instead of the world traslation.

パラメータ:
applyPhysicsLocal -

update

public void update(float tpf)
インタフェース Control の記述:
Updates the control. This should not be called from user code.

定義:
インタフェース Control 内の update
パラメータ:
tpf - Time per frame.

render

public void render(RenderManager rm,
                   ViewPort vp)
インタフェース Control の記述:
Should be called prior to queuing the spatial by the RenderManager. This should not be called from user code.

定義:
インタフェース Control 内の render

setPhysicsSpace

public void setPhysicsSpace(PhysicsSpace space)
定義:
インタフェース PhysicsControl 内の setPhysicsSpace

getPhysicsSpace

public PhysicsSpace getPhysicsSpace()
定義:
インタフェース PhysicsControl 内の getPhysicsSpace

write

public void write(JmeExporter ex)
           throws java.io.IOException
定義:
インタフェース Savable 内の write
オーバーライド:
クラス PhysicsRigidBody 内の write
例外:
java.io.IOException

read

public void read(JmeImporter im)
          throws java.io.IOException
定義:
インタフェース Savable 内の read
オーバーライド:
クラス PhysicsRigidBody 内の read
例外:
java.io.IOException