com.jme3.bullet.objects
クラス PhysicsCharacter

java.lang.Object
  上位を拡張 com.jme3.bullet.collision.PhysicsCollisionObject
      上位を拡張 com.jme3.bullet.objects.PhysicsCharacter
すべての実装されたインタフェース:
Savable
直系の既知のサブクラス:
CharacterControl

public class PhysicsCharacter
extends PhysicsCollisionObject

Basic Bullet Character


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
PhysicsCharacter()
           
PhysicsCharacter(CollisionShape shape, float stepHeight)
           
 
メソッドの概要
 void destroy()
           
 float getCcdMotionThreshold()
           
 float getCcdSquareMotionThreshold()
           
 float getCcdSweptSphereRadius()
           
 com.bulletphysics.dynamics.character.KinematicCharacterController getControllerId()
          used internally
 float getFallSpeed()
           
 float getGravity()
           
 float getJumpSpeed()
           
 float getMaxSlope()
           
 com.bulletphysics.collision.dispatch.PairCachingGhostObject getObjectId()
          used internally
 Vector3f getPhysicsLocation()
           
 Vector3f getPhysicsLocation(Vector3f trans)
           
 int getUpAxis()
           
 Vector3f getWalkDirection()
           
 void jump()
           
 boolean onGround()
           
 void read(JmeImporter e)
           
 void setCcdMotionThreshold(float threshold)
           
 void setCcdSweptSphereRadius(float radius)
           
 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)
           
 void setGravity(float value)
           
 void setJumpSpeed(float jumpSpeed)
           
 void setMaxSlope(float slopeRadians)
           
 void setPhysicsLocation(Vector3f location)
          Set the physics location (same as warp())
 void setUpAxis(int axis)
           
 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)
           
 
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

PhysicsCharacter

public PhysicsCharacter()

PhysicsCharacter

public PhysicsCharacter(CollisionShape shape,
                        float stepHeight)
パラメータ:
shape - The CollisionShape (no Mesh or CompoundCollisionShapes)
stepHeight - The quantization size for vertical movement
メソッドの詳細

warp

public void warp(Vector3f location)
Sets the location of this physics character

パラメータ:
location -

setWalkDirection

public void setWalkDirection(Vector3f vec)
Set the walk direction, works continuously. This should probably be called setPositionIncrementPerSimulatorStep. This is neither a direction nor a velocity, but the amount to increment the position each physics tick. So vector length = accuracy*speed in m/s

パラメータ:
vec - the walk direction to set

getWalkDirection

public Vector3f getWalkDirection()
戻り値:
the currently set walkDirection

setUpAxis

public void setUpAxis(int axis)

getUpAxis

public int getUpAxis()

setFallSpeed

public void setFallSpeed(float fallSpeed)

getFallSpeed

public float getFallSpeed()

setJumpSpeed

public void setJumpSpeed(float jumpSpeed)

getJumpSpeed

public float getJumpSpeed()

setGravity

public void setGravity(float value)

getGravity

public float getGravity()

setMaxSlope

public void setMaxSlope(float slopeRadians)

getMaxSlope

public float getMaxSlope()

onGround

public boolean onGround()

jump

public void jump()

setCollisionShape

public void setCollisionShape(CollisionShape collisionShape)
クラス PhysicsCollisionObject の記述:
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.

オーバーライド:
クラス PhysicsCollisionObject 内の setCollisionShape
パラメータ:
collisionShape - the CollisionShape to set

setPhysicsLocation

public void setPhysicsLocation(Vector3f location)
Set the physics location (same as warp())

パラメータ:
location - the location of the actual physics object

getPhysicsLocation

public Vector3f getPhysicsLocation(Vector3f trans)
戻り値:
the physicsLocation

getPhysicsLocation

public Vector3f getPhysicsLocation()
戻り値:
the physicsLocation

setCcdSweptSphereRadius

public void setCcdSweptSphereRadius(float radius)

setCcdMotionThreshold

public void setCcdMotionThreshold(float threshold)

getCcdSweptSphereRadius

public float getCcdSweptSphereRadius()

getCcdMotionThreshold

public float getCcdMotionThreshold()

getCcdSquareMotionThreshold

public float getCcdSquareMotionThreshold()

getControllerId

public com.bulletphysics.dynamics.character.KinematicCharacterController getControllerId()
used internally


getObjectId

public com.bulletphysics.collision.dispatch.PairCachingGhostObject getObjectId()
used internally


destroy

public void destroy()

write

public void write(JmeExporter e)
           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 PhysicsCollisionObject 内の write
例外:
java.io.IOException

read

public void read(JmeImporter e)
          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 PhysicsCollisionObject 内の read
例外:
java.io.IOException