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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.collision.PhysicsCollisionObject
com.jme3.bullet.objects.PhysicsCharacter
public class PhysicsCharacter
Basic Bullet Character
フィールドの概要 |
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コンストラクタの概要 | |
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PhysicsCharacter()
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PhysicsCharacter(CollisionShape shape,
float stepHeight)
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メソッドの概要 | |
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void |
destroy()
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float |
getCcdMotionThreshold()
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float |
getCcdSquareMotionThreshold()
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float |
getCcdSweptSphereRadius()
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com.bulletphysics.dynamics.character.KinematicCharacterController |
getControllerId()
used internally |
float |
getFallSpeed()
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float |
getGravity()
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float |
getJumpSpeed()
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float |
getMaxSlope()
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com.bulletphysics.collision.dispatch.PairCachingGhostObject |
getObjectId()
used internally |
Vector3f |
getPhysicsLocation()
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Vector3f |
getPhysicsLocation(Vector3f trans)
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int |
getUpAxis()
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Vector3f |
getWalkDirection()
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void |
jump()
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boolean |
onGround()
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void |
read(JmeImporter e)
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void |
setCcdMotionThreshold(float threshold)
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void |
setCcdSweptSphereRadius(float radius)
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void |
setCollisionShape(CollisionShape collisionShape)
Sets a CollisionShape to this physics object, note that the object should not be in the physics space when adding a new collision shape as it is rebuilt on the physics side. |
void |
setFallSpeed(float fallSpeed)
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void |
setGravity(float value)
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void |
setJumpSpeed(float jumpSpeed)
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void |
setMaxSlope(float slopeRadians)
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void |
setPhysicsLocation(Vector3f location)
Set the physics location (same as warp()) |
void |
setUpAxis(int axis)
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void |
setWalkDirection(Vector3f vec)
Set the walk direction, works continuously. |
void |
warp(Vector3f location)
Sets the location of this physics character |
void |
write(JmeExporter e)
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クラス com.jme3.bullet.collision.PhysicsCollisionObject から継承されたメソッド |
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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 |
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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 PhysicsCharacter()
public PhysicsCharacter(CollisionShape shape, float stepHeight)
shape
- The CollisionShape (no Mesh or CompoundCollisionShapes)stepHeight
- The quantization size for vertical movementメソッドの詳細 |
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public void warp(Vector3f location)
location
- public void setWalkDirection(Vector3f vec)
vec
- the walk direction to setpublic Vector3f getWalkDirection()
public void setUpAxis(int axis)
public int getUpAxis()
public void setFallSpeed(float fallSpeed)
public float getFallSpeed()
public void setJumpSpeed(float jumpSpeed)
public float getJumpSpeed()
public void setGravity(float value)
public float getGravity()
public void setMaxSlope(float slopeRadians)
public float getMaxSlope()
public boolean onGround()
public void jump()
public void setCollisionShape(CollisionShape collisionShape)
PhysicsCollisionObject
の記述:
PhysicsCollisionObject
内の setCollisionShape
collisionShape
- the CollisionShape to setpublic void setPhysicsLocation(Vector3f location)
location
- the location of the actual physics objectpublic Vector3f getPhysicsLocation(Vector3f trans)
public Vector3f getPhysicsLocation()
public void setCcdSweptSphereRadius(float radius)
public void setCcdMotionThreshold(float threshold)
public float getCcdSweptSphereRadius()
public float getCcdMotionThreshold()
public float getCcdSquareMotionThreshold()
public com.bulletphysics.dynamics.character.KinematicCharacterController getControllerId()
public com.bulletphysics.collision.dispatch.PairCachingGhostObject getObjectId()
public void destroy()
public void write(JmeExporter e) throws java.io.IOException
Savable
内の write
PhysicsCollisionObject
内の write
java.io.IOException
public void read(JmeImporter e) throws java.io.IOException
Savable
内の read
PhysicsCollisionObject
内の read
java.io.IOException
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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 |