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AbsoluteMouse
defines a mouse object that maintains a position
within the window.AbsoluteMouse
object.
AbstractCamera
implments the Camera
interface
implementing all non-API specific camera calculations.AbstractCamera
object.
AbstractCamera
object.
AbstractHeightMap
provides a base implementation of height
data for terrain rendering.KeyBindingManager
as trigger.add
adds a keycode to a command that already exists.
add
adds a list of keycodes corresponding to a
command.
add
adds the values of a parameter matrix to this matrix.
add
adds the values of this quaternion to those of the
parameter quaternion.
add
adds a provided vector to this vector creating a
resultant vector which is returned.
add
adds this vector by vec
and stores the
result in result
.
add
adds a provided vector to this vector creating a
resultant vector which is returned.
add
adds the values of a provided vector storing the
values in the supplied vector.
add
adds the provided values to this vector, creating a
new vector that is then returned.
KeyBindingManager
and adds an input
action to be invoked by this handler during update.
addCollision
is an abstract method whose intent is the
subclass determines what to do when two Geometry object's bounding
volumes are determined to intersect.
addCollisionData
places a new CollisionData
object into the results list.
setHeightMapValue
adds to the value of this block's height
map at the given coords
addHeightMapValue
adds to the value of this block's height
map at the given coords
add
adds the values of a parameter matrix to this matrix.
add
adds the values of this quaternion to those of the
parameter quaternion.
addLocal
adds a provided vector to this vector internally,
and returns a handle to this vector for easy chaining of calls.
addLocal
adds the provided values to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
addLocal
adds a provided vector to this vector internally,
and returns a handle to this vector for easy chaining of calls.
addLocal
adds the provided values to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
addOccluder
adds an occluder to this pass.
addPick
generates an entry to be added to the list
of picked objects.
addPick
adds a Geometry object to the pick list.
addShadowVolumes
adds the shadow volumes for a given light
to volumeNode
addSplatTexture
adds an additional splat texture to the
list of splat textures.
addTexture
adds an additional texture to the list of
input textures.
ActionTrigger
s of this input handler (triggers add themselves).
angleBetween
returns (in radians) the angle required to
rotate a ray represented by this vector to lie colinear to a ray
described by the given vector.
angleBetween
returns (in radians) the angle between two vectors.
angleRotation
sets this matrix to that of a rotation about
three axes (x, y, z).
apply
multiplies this quaternion by a parameter matrix
internally.
apply
is called to set the blend state.
apply
set
sets the OpenGL fog values if the state is enabled.
set
iterates over the light queue and processes each
individual light.
set
calls the OpenGL material function to set the proper
material state.
set
sets the OpenGL shade state to that specified by the
state.
apply
apply
manages the textures being described by the state.
set
sets the polygon mode to line or fill depending on if
the state is enabled or not.
set
turns on the specified depth test specified by the
state.
apply
is called to set the blend state.
apply
set
sets the OpenGL fog values if the state is enabled.
set
iterates over the light queue and processes each
individual light.
set
calls the OpenGL material function to set the proper
material state.
set
sets the OpenGL shade state to that specified by the
state.
apply
apply
manages the textures being described by the state.
set
sets the polygon mode to line or fill depending on if
the state is enabled or not.
set
turns on the specified depth test specified by the
state.
applyRenderState
determines if a particular render state
is set for this Geometry.
setStates
applies the given states if and only if they are
different from the currently set states.
setStates
applies the given states if and only if they are
different from the currently set states.
AreaClodMesh
originally ported from David Eberly's c++,
modifications and enhancements made from there.AreaUtils
is used to calculate the area of various objects, such as bounding volumes.assertDisplayCreated
determines if the display system was
successfully created before use.
assertDisplayCreated
determines if the display system was
successfully created before use.
assertDisplayCreated
determines if the display system was
successfully created before use.
attach
places a light in the queue to be processed.
attachChild
attaches a child to this node.
attachChild
attaches a child to this node.
attachChildAt
attaches a child to this node at an index.
averagePoints
selects the sphere center to be the average
of the points and the sphere radius to be the smallest value to enclose
all points.
AWTKeyInput
AWTMouseInput
BaseGame
.BaseSimpleGame
BasicGameState
should be a good foundation of any GameState really.BasicGameStateNode
this is identical to BasicGameState except it allows
you to add additional GameStates as children beneath it.BasicPassManager
controls a set of passes and sends through
calls to render and update.BezierCurve
uses an ordered-list of three-dimensional points
and the equation: x(t) = Sum(n, i=0) Bn,i(t)Pi BezierCurve
object.
BezierCurve
object.
BezierMesh
is defined by a collection of
BezierPatch
objects that define a 4x4 patch of control
anchors.BezierMesh
object.
BezierMesh
object with the given
BezierPatch
.
BezierPatch
defines a 4x4 mesh of control points.BezierPatch
with a default
empty control point mesh and a detail level of zero.
BezierPatch
with a given
control point grid and a default detail level of zero.
BezierPatch
with a given
control point grid and a given detail level.
BillboardNode
defines a node that always orients towards the
camera.BillboardNode
.
BinaryFileReader
provides a convienience class that wraps the
DataInputStream object for easier reading.BinaryFileReader
class.
BinaryFileReader
object,
loading the provided file and reading the data into a byte array.
BitmapHeader
defines header information about a bitmap (BMP) image
file format.BlendState
maintains the state of the blending values of a
particular node and its children.BlendState
object with
default values.
BMPLoader
is a stub to be filled in later with non-awt dependant
bitmap loading code.BoundingBox
defines an axis-aligned cube that defines a
container for a group of vertices of a particular piece of geometry.BoundingBox
object.
BoundingBox
object with
given specs.
BoundingSphere
defines a sphere that defines a container for a
group of vertices of a particular piece of geometry.BoundingSphere
object.
BoundingSphere
object.
BoundingVolume
defines an interface for dealing with
containment of a collection of points.Box
object.
BresenhamYUpGridTracer
.BufferUtils
is a helper class for generating nio buffers from
jME data classes such as Vectors and ColorRGBA.buildDisplayList
sets up the 256 display lists that are
used to render each font character.
buildDisplayList
sets up the 256 display lists that are
used to render each font character.
buildMatrices
updates the world and rotation matrix
buildTextureCoordinates
calculates the texture coordinates
of the terrain.
ByteUtils
is a helper class for converting numeric primitives
to and from byte representations.calcFaceAngle
calculateCollisions
calls findCollisions to populate the
CollisionResults object then processes the collision results.
Camera
defines an interface that encapsulates viewport
management.CameraNode
defines a node that contains a camera object.CameraNode
object setting
the camera to use for the frame reference.
CameraPerspective
implementations can be added to the
CameraController
that can be cycled over to provide
different camera angles and types.CanvasConstructor
is an interface to constructor classes that
can instantiate a particular type of canvas.CatmullRomCurve
CatmullRomCurve
object.
CatmullRomCurve
object.
Circle
consists of Line Segments.clamp
insures that all values are between 0 and 1.
clear
clears the list of all CollisionData.
clear
clears the list of all Geometry objects.
clearAttributes
clears all attribute values from this
state.
clearBuffers
clears both the color and the depth buffer.
clearBuffers
clears both the color and the depth buffer.
clearBuffers
clears both the depth buffer and the back
buffer.
clearBackBuffer
clears the OpenGL color buffer.
clearBackBuffer
clears the OpenGL color buffer.
clearBackBuffer
clears the back buffer of the renderer.
RenderContext.clearCurrentState(com.jme.scene.state.RenderState.StateType)
instead.
RenderContext.clearEnforcedState(com.jme.scene.state.RenderState.StateType)
instead.
clearOccluders
removes all occluders from this pass.
Pass.clearPassState(com.jme.scene.state.RenderState.StateType)
instead.
PassNodeState.clearPassState(com.jme.scene.state.RenderState.StateType)
instead.
Spatial.clearRenderState(com.jme.scene.state.RenderState.StateType)
instead.
clearStencilBuffer
clearStencilBuffer
clearStencilBuffer
clears the stencil buffer of the renderer.
clearBuffers
clears both the color and the depth buffer
for only the part of the buffer defined by the renderer width/height.
clearBuffers
clears both the color and the depth buffer
for only the part of the buffer defined by the renderer width/height.
clearBuffers
clears both the depth buffer and the back
buffer restricting the clear to the rectangle defined by the width and
height of the renderer.
clearUniforms
clears all uniform values from this state.
clearZBuffer
clears the OpenGL depth buffer.
clearZBuffer
clears the OpenGL depth buffer.
clearZBuffer
clears the depth buffer of the renderer.
ClipState
specifies a plane to test for clipping of the nodes.ClodCreator
originally ported from David Eberly's c++,
modifications and enhancements made from there.ClodMesh
originally ported from David Eberly's c++,
modifications and enhancements made from there.clone
creates a new BoundingBox object containing the same
data as this one.
clone
creates a new BoundingSphere object containing the
same data as this one.
clone
creates a new BoundingVolume object containing the
same data as this one.
clone
creates a new Teapot object containing the same data
as this one.
close
shutdowns and destroys any window contexts.
close
destroys the LWJGL Display context.
ClothPatch
is a rectangular trimesh representing a piece of
Cloth.ClothUtils
ColladaNode
provides a mechanism to parse and load a COLLADA
(COLLAborative Design Activity) model.CollapseRecord
originally ported from David Eberly's c++,
modifications and enhancements made from there.CollidingClothPatch
is a ClothPatch with the ability to
interact with other objects.CollisionResults
stores the results of a collision test by
storing an ArrayList of CollisionData.PickResults
object.
ColorMaskState
ColorMipMapGenerator
ColorRGBA
defines a color made from a collection of
red, green and blue values.ColorRGBA
object.
ColorRGBA
object.
ColorRGBA
object, based on
a provided color.
CombinerHeightMap
generates a new height map based on
two provided height maps.computeFromPoints
creates a new Bounding Box from a given
set of points.
computeFromPoints
creates a new Bounding Sphere from a
given set of points.
computeFromPoints
generates a bounding volume that
encompasses a collection of points.
computeFromTris
creates a new Bounding Box from a given
set of triangles.
computeFromTris
creates a new Bounding Box from a given
set of triangles.
computeFromTris
creates a new Bounding Box from a given
set of triangles.
Cylinder
.containAABB
creates a minimum-volume axis-aligned bounding
box of the points, then selects the smallest enclosing sphere of the box
with the sphere centered at the boxes center.
culled
tests a bounding volume against the planes of the
camera's frustum.
culled
tests a bounding volume against the planes of the
camera's frustum.
containsOccluder
Controller
provides a base class for creation of controllers
to modify nodes and render states over time.format
and writes it to jMEFormat
in the jME binary format.
copy
transfers the contents of a given matrix to this
matrix.
copy
transfers the contents of a given matrix to this
matrix.
copyTextureCoords
copys the texture coordinates of a given
texture unit to another location.
copyTextureCoords
copys the texture coordinates of a given
texture unit to another location.
copyTextureCoords
is not supported by SharedMesh.
copyToTexture
copies the FBO contents to the given
Texture.
copyToTexture
copies the pbuffer contents to
the given Texture.
copyToTexture
copies the FBO contents to the given
Texture.
copyToTexture
copies the current frame buffer contents to
the given Texture.
#vectorStore
array)
been set to correctly represent the box’s corners or not.
GameStateManager
.
createBlendState
returns a new JOGLBlendState object as a
regular BlendState.
createBlendState
returns a new LWJGLBlendState object as a
regular BlendState.
createBlendState
retrieves the blend state object for the
proper renderer.
createCamera
returns a default camera for use with the
JOGL renderer.
createCamera
returns a default camera for use with the
LWJGL renderer.
createCamera
retrieves a default camera for this renderer.
createCanvas
should create a canvas object with the
desired settings.
createCanvas
should create a canvas object with the desired
settings.
createCanvas
will create an OpenGL capable Canvas context.
createCanvas
will create an OpenGL capable Canvas context.
createClipState
returns a new JOGLClipState object as a
regular ClipState.
createClipState
returns a new LWJGLClipState object as a
regular ClipState.
createColorMaskState
returns a new JOGLColorMaskState
object as a regular ColorMaskState.
createColorMaskState
returns a new LWJGLColorMaskState
object as a regular ColorMaskState.
createCullState
returns a new JOGLCullState object as a
regular CullState.
createCullState
returns a new LWJGLCullState object as a
regular CullState.
createCullState
retrieves the cull state object for the
proper renderer.
createFogState
returns a new JOGLFogState object as a
regular FogState.
createFogState
returns a new LWJGLFogState object as a
regular FogState.
createFogState
retrieves the fog state object for the
proper renderer.
createFragmentProgramState
returns a new
JOGLFragmentProgramState object as a regular FragmentProgramState.
createFragmentProgramState
returns a new
LWJGLFragmentProgramState object as a regular FragmentProgramState.
createGeometry
creates or updates the ShadowVolume
geometries for the target TriMesh - one for each applicable Light in the
given LightState.
createShaderObjectsState
returns a new
JOGLShaderObjectsState object as a regular ShaderObjectsState.
createShaderObjectsState
returns a new
LWJGLShaderObjectsState object as a regular ShaderObjectsState.
createShaderObjectsState
retrieves the shader object state
object for the proper renderer.
createHeadlessWindow
creates a headless window with the
desired settings.
createHeadlessWindow
will create a headless LWJGL display
context.
createLightState
returns a new JOGLLightState object as a
regular LightState.
createLightState
returns a new LWJGLLightState object as a
regular LightState.
createLightState
retrieves the light state object for the
proper renderer.
createMaterialState
returns a new JOGLMaterialState
object as a regular MaterialState.
createMaterialState
returns a new LWJGLMaterialState
object as a regular MaterialState.
createMaterialState
retrieves the material state object
for the proper renderer.
createShadeState
returns a new JOGLShadeState object as a
regular ShadeState.
createShadeState
returns a new LWJGLShadeState object as a
regular ShadeState.
createShadeState
retrieves the shade state object for the
proper renderer.
Renderer.createState(com.jme.scene.state.RenderState.StateType)
instead.
RenderState
via a given RenderState.StateType
type.
createStencilState
returns a new JOGLStencilState object
as a regular StencilState.
createStencilState
returns a new LWJGLStencilState object
as a regular StencilState.
createStippleState
returns a new JOGLStippleState
object as a regular StippleState.
createStippleState
returns a new LWJGLStippleState
object as a regular StippleState.
createTexture
overrides the method in
ProcduralTextureGenerator
to provide the capability to
overlay the existing procedural texture with one or more 'splat' maps.
createTexture
takes the current height map and
the current loaded textures and produces an ImageIcon
which can be retrieved with a call to getImageIcon
.
createTextureRenderer
builds the renderer used to render
to a texture.
createTextureState
returns a new JOGLTextureState object
as a regular TextureState.
createTextureState
returns a new LWJGLTextureState object
as a regular TextureState.
createTextureState
retrieves the texture state object for
the proper renderer.
createVertexProgramState
returns a new
JOGLVertexProgramState object as a regular VertexProgramState.
createVertexProgramState
returns a new
LWJGLVertexProgramState object as a regular VertexProgramState.
createWindow
creates a window with the desired settings.
createWindow
will create a LWJGL display context.
createWireframeState
returns a new JOGLWireframeState
object as a regular WireframeState.
createWireframeState
returns a new LWJGLWireframeState
object as a regular WireframeState.
createWireframeState
retrieves the wireframe state object
for the proper renderer.
createZBufferState
returns a new JOGLZBufferState object
as a regular ZBufferState.
createZBufferState
returns a new LWJGLZBufferState object
as a regular ZBufferState.
cross
calculates the cross product of this vector with a
parameter vector v.
cross
calculates the cross product of this vector with a
parameter vector v.
cross
calculates the cross product of this vector with a
Vector comprised of the specified other* elements.
crossLocal
calculates the cross product of this vector
with a parameter vector v.
crossLocal
calculates the cross product of this vector
with a parameter vector v.
CullState
determins which side of a model will be visible when
it is rendered.Curve
defines a collection of points that make up a curve.Curve
object with a
no points.
Curve
object.
CurveController
defines a controller that moves a supplied
Spatial
object along a curve.CurveController
object.
CurveController
object.
DDSLoader
is an image loader that reads in a DirectX DDS file.TestGameState
provides an extremely basic gamestate with
various testing features pre-implemented.Debugger
provides tools for viewing scene data such as
boundings and normals.deleteFont
deletes the current display list of font
objects.
deleteFont
deletes the current display list of font
objects.
destroy
nothing to destroy.
destroy
does nothing at all
destroy
frees the keyboard for use by other applications.
destroy
cleans up the keyboard for use by other programs.
destroy
cleans up the native mouse reference.
destroy
cleans up the native mouse interface.
detach
removes a light from the queue for processing.
detachAll
clears the queue of all lights to be processed.
detachAllChildren
removes all children attached to this
node.
detachChild
removes a given child from the node's list.
detachChildAt
removes a child at a given index.
detachChild
removes a given child from the node's list.
determinant
generates the determinate of this matrix.
determinant
generates the determinate of this matrix.
DirectionalLight
defines a light that is assumed to be
infintely far away (something similar to the sun).DirectionalLight
object.
DiscreteLodNode
displayBackBuffer
renders any queued items then flips the
rendered buffer (back) with the currently displayed buffer.
displayBackBuffer
renders any queued items then flips the
rendered buffer (back) with the currently displayed buffer.
displayBackBuffer
swaps the back buffer with the currently
displayed buffer.
DisplaySystem
defines an interface for system creation.Distance
provides functional methods for determining the
distances between one object and another.distance
calculates the distance between two points.
distance
calculates the distance between a point and a ray.
distance
calculates the distance between this vector and
vector v.
distance
calculates the distance between this vector and
vector v.
distanceSquared
returns the distance between two points,
with the distance squared.
distanceSquared
calculates the distance squared between
this vector and vector v.
distanceSquared
calculates the distance squared between
this vector and vector v.
distanceSquared
calculates the distance squared between
this vector and vector v.
DistanceSwitchModel
defines a SwitchModel
for
selecting a child node based on the current distance from the containing node
to the camera.DistanceSwitchModel
object
with the number of children to select from.
divide
divides the values of this vector by a scalar and
returns the result.
divide
divides the values of this vector by a scalar and
returns the result.
divide
divides the values of this vector by a scalar and
returns the result.
divideLocal
divides this vector by a scalar internally,
and returns a handle to this vector for easy chaining of calls.
divideLocal
divides this vector by a scalar internally,
and returns a handle to this vector for easy chaining of calls.
divideLocal
divides this vector by a scalar internally,
and returns a handle to this vector for easy chaining of calls.
doRender
renders this pass to the framebuffer
doRender
renders this pass to the framebuffer
dot
calculates and returns the dot product of this
quaternion with that of the parameter quaternion.
dot
calculates the dot product of this vector with a
provided vector.
dot
calculates the dot product of this vector with a
provided vector.
draw
calls super to set the render state then calls the
renderer to display the curve.
draw
renders a curve object.
draw
renders a Line
object including it's
normals, colors, textures and vertices.
draw
renders a Point
object including it's
normals, colors, textures and vertices.
draw
renders a QuadMesh
object including
it's normals, colors, textures and vertices.
draw
renders a TriMesh
object including
it's normals, colors, textures and vertices.
draw
renders a scene by calling the nodes
onDraw
method.
draw
renders a text object using a predefined font.
draw
renders a curve object.
draw
renders a Line
object including it's
normals, colors, textures and vertices.
draw
renders a Point
object including it's
normals, colors, textures and vertices.
draw
renders a QuadMesh
object including
it's normals, colors, textures and vertices.
draw
renders a TriMesh
object including
it's normals, colors, textures and vertices.
draw
renders a scene by calling the nodes
onDraw
method.
draw
renders a text object using a predefined font.
draw
renders a scene.
draw
renders a single TriMesh to the back buffer.
draw
renders a single QuadMesh to the back buffer.
draw
renders a single Point collection to the back buffer.
draw
renders a single Line collection to the back buffer.
draw
renders a curve to the back buffer.
draw
renders text to the back buffer.
draw
updates the billboards orientation then renders the
billboard's children.
draw
prepares the geometry for rendering to the display.
draw
calls the onDraw method for each child maintained by
this node.
draw
calls the onDraw method for each child maintained by
this node.
draw
abstract method that handles drawing data to the
renderer if it is geometry and passing the call to it's children if it is
a node.
draw
calls super to set the render state then calls the
renderer to display the text string.
draw
calls super to set the render state then passes
itself to the renderer.
draw
calls the onDraw method for each child maintained by
this node.
drawBounds
draws the bounding volume for a given Spatial
and its children.
drawBounds
draws the bounding volume for a given Spatial
and optionally its children.
drawNormals
draws lines representing normals for a given
Spatial and its children.
drawNormals
draws the normals for a given Spatial and
optionally its children.
drawVolumes
is a debug method used to draw the shadow
volumes currently in use in the pass.
EntityResolver
that can be used to provide the DTDs for XML
parsing (e.g.DummyKeyInput
simulates a Keyinput system, usable for Applications that can be headless or not.DummyKeyInput
object, it does nothing at all.
DummyMouseInput
object.
required
number of entries left after the current position of the
buffer.
Entity
defines a core game element.Entity
object.
Entity
object.
equals
determines if two quaternions are logically equal,
that is, if the values of (x, y, z, w) are the same for both quaternions.
equals
returns true if this color is logically equivalent
to a given color.
erodeTerrain
is a convenience method that applies the FIR
filter to a given height map.
callable
is executed in the
OpenGL thread.
callable
is executed in the
OpenGL thread.
Line
) along a path (List of Vector3f).ExVector
is an Extended Vector that does not allow multiple
instances.Face
FadeInOut
object is made to be controlled by a
FadeInOutController
.FadeInOutController
controlls a FadeInOut
object.Fader
can be added to a scene directly as it extends Quad
and simply does what it says, provides the ability to fade in and out via
a color and opacity.FastMath
provides 'fast' math approximations and float equivalents of Math
functions.FaultFractalHeightMap
creates a heightmap based on the
Fault Formation fractal generation algorithm based on Jason Shankel's
paper from "Game Programming Gems".fillFloatBuffer
fills a FloatBuffer object with the matrix
data.
fillFloatBuffer
fills a FloatBuffer object with
the matrix data.
fillFloatBuffer
fills a FloatBuffer object with the matrix
data.
keyframes.get(i[0]).time < giventime <= keyframes.get(i[1]).time
if no keyframe was found before or after giventime
, the
corresponding value will clamp to 0
resp.
findTrianglePick
determines the triangles of the target
trimesh that are being touched by the ray.
findTrianglePick
determines the triangles of this trimesh
that are being touched by the ray.
finish
breaks out of the main game loop.
finish
is similar to flush, however it blocks until all
waiting OpenGL commands have been finished.
finish
is similar to flush, however it blocks until all
waiting OpenGL commands have been finished.
finish
is similar to flush, however it blocks until all
waiting OpenGL commands have been finished.
FirsPersonController
defines an InputHandler that sets
input to be controlled similar to First Person Shooting games.FlareQuad
represents a single light reflection in a LensFlare
object.FluidSimHeightMap
generates a height map based using some
sort of fluid simulation.flush
tells opengl to send through all currently waiting
commands in the buffer.
flush
tells opengl to send through all currently waiting
commands in the buffer.
flush
tells opengl to send through all currently waiting
commands in the buffer.
FogState
maintains the fog qualities for a node and it's
children.FogState
with default fog
values.
FPSGameState
is a simple extension of TextGameState to display the
frames per second.FragmentProgramState
setEnvParameter
sets an environmental fragment program
parameter that is accessable by all fragment programs in memory.
fromAngleAxis
sets this matrix4f to the values specified
by an angle and an axis of rotation.
fromAngleAxis
sets this matrix4f to the values specified
by an angle and an axis of rotation.
fromAngleAxis
sets this quaternion to the values specified
by an angle and an axis of rotation.
fromAngleNormalAxis
sets this matrix4f to the values
specified by an angle and a normalized axis of rotation.
fromAngleNormalAxis
sets this matrix4f to the values
specified by an angle and a normalized axis of rotation.
fromAngleNormalAxis
sets this quaternion to the values
specified by an angle and a normalized axis of rotation.
fromAngles
builds a quaternion from the Euler rotation
angles (y,r,p).
fromAngles
builds a Quaternion from the Euler rotation
angles (y,r,p).
fromAxes
creates a Quaternion
that
represents the coordinate system defined by three axes.
fromAxes
creates a Quaternion
that
represents the coordinate system defined by three axes.
fromRotationMatrix
generates a quaternion from a supplied
matrix.
GameSettings
offers an abstraction from the internals of getting/setting
settings for a game.GameStateManager
is nothing more than a singleton
GameStateNode
.GameStateNode
maintains a list of other GameState
s
to process (update and render).GameTask
is used in GameTaskQueue
to manage tasks that have
yet to be accomplished.GameTaskQueue
is a simple queueing system to enqueue tasks
that need to be accomplished in the OpenGL thread and get back a Future
object to be able to retrieve a return from the Callable that was passed
in.GameTaskQueueManager
is just a simple Singleton class allowing
easy access to task queues.Geometry
defines a leaf node of the scene graph.Geometry
object.
Geometry
object.
GeometryBatchCreator
is a container class for
GeometryInstances
.GeometryBatchInstance
uses a GeometryBatchInstanceAttributes
to define an instance of object in world space.GeometryBatchInstanceAttributes
specifies the attributes for a
GeometryBatchInstance
GeometryInstance
uses a GeometryInstanceAttributes
to define an instance of object in world space.GeometryInstanceAttributes
specifies the attributes for a
GeometryInstance
.get
retrieves the key(s) for a given command.
get
retrieves a value from the matrix at the given
position.
get(float[])
returns the matrix in row-major or column-major order.
get
retrieves the values of this object into
a float array in row-major order.
set
retrieves the values of this object into
a float array.
get
retrieves a value from the matrix at the given
position.
get
retrieves a point on the triangle denoted by the index
supplied.
get
retrieves a particular light defined by an index.
get
takes an arbitrary string as a key and returns any
value associated with it, null if none.
get
takes an arbitrary string as a key and returns any
value associated with it, null if none.
getA
returns the first point of the rectangle.
getAdapter
returns the name of the underlying system's
graphics adapter for debugging / display purposes.
getAmbient
returns the ambient color value for this light.
getAmbient
retreives the ambient color of the material.
getAnchor
returns a single control anchor of a given (i,
j) of the patch.
getAnchors
returns the control anchors that make up this
patch.
getAngle
returns the angle of the spot light.
getAngle
returns (in radians) the angle represented by
this Vector2f as expressed by a conversion from rectangular coordinates (x
, y
)
to polar coordinates (r, theta).
getApply
returns the apply mode for the texture.
getAttributes
attempts to first obtain the properties
information from a GameSettings load, then a dialog depending on
the dialog behaviour.
getB
returns the second point of the rectangle.
getBackgroundColor
retrieves the clear color of the
current OpenGL context.
getBackgroundColor
retrieves the clear color of the
current OpenGL context.
getBackgroundColor
retrieves the clear color of the
current OpenGL context.
getBackgroundColor
retrieves the clear color of the
current OpenGL context.
getBackgroundColor
retrieves the color used for the window
background.
getBlendColor
returns the color set to be used with
CombinerSource.Constant for this texture (as applicable) If null, black
is assumed.
getBorderColor
returns the color to be used for border
operations.
getButtonIndex
returns 0;
getButtonIndex
returns the index of a given button name.
getButtonIndex
gets the button code for a given button
name.
getButtonName
returns the name of a given button index.
getButtonName
returns the name of a given button index.
getButtonName
gets the button name for a given button
code.
getC
returns the third point of the rectangle.
getCamera
retrieves the camera this renderer is using.
getCamera
retrieves the camera this renderer is using.
getCamera
retrieves the camera this renderer is using.
getCamera
returns the camera used by this renderer.
getCamera
retrieves the camera this renderer is using.
getCamera
retrieves the camera object that this node
controls.
Camera
for this instance of
StandardApplet
.
Camera
for this instance of
StandardGame
.
setCameraThreshold()
)
getCenter
returns the center of the ring.
getCenter
returns the center of the Quad
.
getChild
returns a child at a given index.
getChild
returns the first child found with exactly the
given name (case sensitive.)
getChild
returns the first child found with
exactly the given name (case sensitive).
getChild
returns a child at a given index.
getCollisionData
retrieves a CollisionData from a specific
index.
buildMatrices
updates the world and rotation matrix
getColorArray
retrieves the color values of this object as
a four element float array.
getColorBufferfer
retrieves the float buffer that contains
this geometry's color information.
getColorBuffer
retrieves the float buffer that contains
the target geometry's color information.
getColorMaterial
retrieves the color material mode, which
determines how geometry colors affect the material.
getColumn
returns one of three columns specified by the
parameter.
getColumn
returns one of three columns specified by the
parameter.
getColumn
returns one of three columns specified by the
parameter.
getColumn
returns one of three columns specified by the
parameter.
getConstant
returns the value for the constant attenuation.
getConstant
returns the constant of the plane.
getCorrectionType
returns the correction mode for the texture state.
RenderContext.getCurrentState(com.jme.scene.state.RenderState.StateType)
instead.
RenderState
.
getData
returns the data for this image.
getData
returns the data for this image.
getDefaultColor
returns the color used if no per vertex
colors are specified.
getDepth
returns the depth of this image (for 3d images).
getDepth
returns the depth as read from the properties
file.
getDepth
returns the depth as read from the properties
file.
getDestinationFunction
returns the destination function
for the blending function.
getDestinationFunction
returns the destination function
for the blending function.
getDetailLevel
retrieves the detail level of this patch.
getDiffuse
returns the diffuse color value for this light.
getDiffuse
retrieves the diffuse color of the material.
getDirection
returns the direction the light is
emitting from.
getDirection
returns the direction the spot light pointing.
getDirection
returns the direction of the line.
getDirection
retrieves the direction vector of the ray.
getDirection
retrieves the direction vector the camera is
facing.
getDirection
returns the direction the camera is facing.
DisplaySystem
for this instance
of StandardApplet
DisplaySystem
for this instance
of StandardGame
getDisplayAPIVersion
returns the API version supported
getDisplayAPIVersion
returns the API version supported
getDisplayAPIVersion
returns the API version supported
getDisplayRenderer
returns details of the adapter
getDisplayRenderer
returns details of the adapter
getDisplayRenderer
returns details of the adapter
getDisplaySystem
is a factory method that creates the
appropriate display system specified by the key parameter.
getDisplayVendor
returns the vendor of the graphics
adapter
getDisplayVendor
returns the vendor of the graphics adapter
getDisplayVendor
returns the vendor of the graphics
adapter
getDriverVersion
returns a string representing the version
of driver installed on the underlying system.
getEmissive
retrieves the emissive color of the material.
getExponent
gets the spot exponent of this light.
getFormat
returns the image format for this image.
getFrameRate
returns the current frame rate since the last
call to update
.
getFramesPerSecond
gets the current frame rate.
getFreq
returns the frequency of the monitor as read from
the properties file.
getFrequency
returns the frequency of the monitor as read from
the properties file.
getFrustumBottom
returns the value of the bottom frustum
plane.
getFrustumBottom
returns the value of the bottom frustum
plane.
getFrustumFar
gets the value of the far frustum plane.
getFrustumFar
gets the value of the far frustum plane.
getFrustumLeft
gets the value of the left frustum plane.
getFrustumLeft
gets the value of the left frustum plane.
getFrustumNear
gets the value of the near frustum plane.
getFrustumNear
gets the value of the near frustum plane.
getFrustumRight
gets the value of the right frustum plane.
getFrustumRight
gets the value of the right frustum plane.
getFrustumTop
gets the value of the top frustum plane.
getFrustumTop
gets the value of the top frustum plane.
getFullscreen
returns the fullscreen flag as read from the
properties file.
getFunction
returns the current depth function.
getHeight
returns the height of this image.
getHeight
returns the height as read from the properties
file.
getHeight
returns the height as read from the properties
file.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeight
returns the height of an arbitrary point on the
terrain.
getHeightFromWorld
returns the height of an arbitrary
point on the terrain when given world coordinates.
getHeightFromWorld
returns the height of an arbitrary
point on the terrain when given world coordinates.
getHeightMap
returns the entire grid of height data.
getId
returns this entity's id.
getImage
returns the image data that makes up this
texture.
getImageHeight
retrieves the height of the cursor image.
getImageIcon
retrieves the procedural texture that
has been created.
getImageWidth
retrieves the width of the cursor image.
getIndexBuffer
retrieves the indices array as an
IntBuffer
.
getIndexAsBuffer
retrieves the target's indices array as
an IntBuffer
.
getInnerRadius
returns the ring's inner radius.
getInterpolatedHeight
returns the height of a point that
does not fall directly on the height posts.
getInstance
gets the static singleton instance of
the manager.
getKeyIndex
returns the value of the key name
getKeyIndex
returns the value of the key name
getKeyName
returns the string representation of the key
code.
getKeyName
returns the string prepresentation of a
key code.
getKeyName
returns the string representation of the key
code.
getKeyParam
returns the KEY_XXXXX param related to the code
given.
getLeft
retrieves the left axis of the camera.
getLeft
returns the left axis of the camera.
getLight
returns the light object this node is
controlling.
getLinear
returns the value for the linear attenuation.
getLocalRotation
retrieves the local rotation of this
node.
getLocalScale
retrieves the local scale of this node.
getLocalTranslation
retrieves the local translation of
this node.
getLocation
returns the position of this light.
getLocation
retrieves the location vector of the camera.
getLocation
returns the position of the camera.
getMaterialFace
retrieves the face this material state
affects.
getModelBound
retrieves the bounding object that contains
the geometry's vertices.
getNormal
retrieves the normal of the plane.
getNormalBuffer
retrieves this geometry's normal
information as a float buffer.
getNormalBuffer
retrieves the target geometry's normal
information as a float buffer.
getNumber
retrieves the number of collisions that have
been placed in the results.
getNumber
retrieves the number of geometries that have been
placed in the results.
getNumberOfFixedUnits
returns the number of texture units
the computer's graphics card supports, for use in the fixed pipeline.
getNumberOfFragmentTexCoordUnits
returns the number of
texture coordinate sets available that this graphics card supports.
getNumberOfFragmentUnits
returns the number of texture units
available to a fragment shader that this graphics card supports.
getNumberOfTotalUnits
returns the number texture units the
computer's graphics card supports.
getNumberOfUnits
returns the number of texture units this
geometry is currently using.
getNumberOfVertexUnits
returns the number of texture units
available to a vertex shader that this graphics card supports.
getOrientation
calculates the rotation matrix for any
given point along to the line to still be facing in the direction of the
line.
getOrientation
calculates the rotation matrix for any
given point along to the line to still be facing in the direction of the
line.
getOrientation
calculates the rotation matrix for any given
point along to the line to still be facing in the direction of the line.
getOrientation
calculates the rotation matrix for any given
point along to the line to still be facing in the direction of the line.
getOrientation
calculates a rotation matrix that
defines the orientation along a curve.
getOrientation
calculates a rotation matrix that
defines the orientation along a curve.
getOrientation
calculates the rotation matrix for any given point along to the line to still be facing
in the direction of the line.
getOrientation
calculates the rotation matrix for any given point along to the line to still be facing
in the direction of the line.
getOrigin
returns the origin of the line.
getOrigin
retrieves the origin point of the ray.
getOuterRadius
returns the ring's outer radius.
getParent
retrieve's this node's parent.
PassNodeState.getPassState(com.jme.scene.state.RenderState.StateType)
instead.
RenderState
of the given type.
getPlaneState
returns the state of the frustum planes.
getPlaneState
returns the state of the frustum planes.
getPoint
calculates a point on a Bezier curve from a given
time value within the interval [0, 1].
getPoint
calculates a point on a Catmull-Rom curve from a
given time value within the interval [0, 1].
getPoint
calculates a point on the curve based on
the time, where time is [0, 1].
getProviderIdentifier
returns a unique identifier for this
system.
storage
array the indices of quad
i
.
vertices
array the vertex values of quad
i
.
getQuadratic
returns the value for the quadratic
attentuation.
getQuantity
returns the number of children this node
maintains.
getQuantity
returns the number of lights currently in the
queue.
getQuantity
returns the number of children this node
maintains.
getRadius
returns the radius of the bounding sphere.
getReference
returns the reference value that incoming
alpha values are compared to.
getRenderer
returns the Renderer
implementation that is compatible with the chosen
DisplaySystem
.
getRenderer
returns the created rendering class for LWJGL (
LWJGLRenderer
).
getRenderer
returns the requested rendering API, or the
default.
getRenderer
returns the requested rendering API, or the
default.
Pass.getRenderState(com.jme.scene.state.RenderState.StateType)
instead.
Spatial.getRenderState(com.jme.scene.state.RenderState.StateType)
instead.
getRotationColumn
returns one of three columns specified
by the parameter.
getRotationColumn
returns one of three columns specified
by the parameter.
getColumn
returns one of three rows as specified by the
parameter.
getRow
returns one of three rows as specified by the
parameter.
getScaledHeightAtPoint
returns the scaled value at the
point provided.
GameSettings
implementation being utilized in
this instance of StandardGame
.
getShade
returns the current shading mode.
getShadowVolume
returns the shadow volume contained in
this grouping for a particular light
getShininess
retrieves the shininess value of the
material.
getSize
returns the size of one side the height map.
getSourceFunction
returns the source function for the
blending function.
getSourceFunction
returns the source function for the
blending function.
getSpatial
retrieves the spatial object of the entity.
getSpecular
returns the specular color value for this
light.
getSpecular
retrieves the specular color of the material.
getStartColor
returns the starting color.
ColladaMaterial.getState(com.jme.scene.state.RenderState.StateType)
instead.
RenderContext.getStateRecord(com.jme.scene.state.RenderState.StateType)
instead.
StateRecord
of the given RenderState.StateType
.
getStateType
returns the type RenderState.StateType.Blend
getStateType
returns RenderState.StateType.Clip
getStateType
returns the type RenderState.StateType.ColorMask
getStateType
returns the type RenderState.StateType.Cull
getStateType
returns the type RenderState.StateType.Fog
getStateType
returns the type RenderState.StateType.FragmentProgram
getStateType
returns the type RenderState.StateType.GLSLShaderObjects
getStateType
returns the type RenderState.StateType.Light
getStateType
returns the type RenderState.StateType.Material
getStateType
returns the type RenderState.StateType.Shade
getStateType
returns the type RenderState.StateType.Stencil
getStateType
returns RenderState.StateType.Stipple
getStateType
returns the type RenderState.StateType.Texture
getStateType
returns the type RenderState.StateType.VertexProgram
getStateType
returns the type RenderState.StateType.Wireframe
getStateType
returns the type RenderState.StateType.ZBuffer
getSteps
retrieves the number of steps that make up the
curve.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSurfaceNormal
returns the normal of an arbitrary point
on the terrain.
getSwitchChild
returns the index of the child that should
be switched on.
getSwitchChild
returns the index of the node that should
be set active in the SwitchNode
.
getTarget
returns the mesh that is being shared by this
object.
getTargetMesh
returns the geometry that was hit by the
ray.
getTestFunction
returns the testing function used for the
alpha testing.
getText
retrieves the text string of this
Text
object.
getTexture
gets the texture that is assigned to the first
texture unit.
getTexture
retrieves the texture being used by the state
in a particular texture unit.
setTextureCoordinateOffset
gets the offset value used to
determine which coordinates to use for texturing Geometry.
getTextureBuffers
retrieves this geometry's texture
information contained within a float buffer array.
getTextureAsFloatBuffer
retrieves the texture buffer of a
given texture unit.
getTextureBuffers
retrieves the target geometry's texture
information contained within a float buffer array.
getTextureAsFloatBuffer
retrieves the texture buffer of a
given texture unit.
getTextureId
returns the texture id of this texture.
getTotalNumberOfUnits
returns the total number of texture
units the computer's graphics card supports.
storage
array the indices of triangle
i
.
vertices
array the vertex values of triangle
i
.
storage
array the indices of triangle
i
.
vertices
array the vertex values of triangle
i
.
getTriangleCount
returns the number of triangles contained
in all sub-branches of this node that contain geometry.
getTrueHeightAtPoint
returns the non-scaled value at the
point provided.
getType
returns this light's type (Type.Directional).
getType
returns the type of the light that has been
created.
getType
returns the type of this light (Type.Point).
getType
returns the type of this light (Type.Spot).
RenderState.getStateType()
instead.
ClipState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
RenderState.getStateType()
instead.
getUp
returns the ring's up vector.
getUp
retrieves the up axis of the camera.
getUp
returns the up axis of the camera.
getVBOInfo
returns the target mesh's vbo info.
getVersion
returns the version of the API.
getVertexBuffer
returns the float buffer that contains
this geometry's vertex information.
getVertexBuffer
returns the float buffer that contains the
target geometry's vertex information.
getVertexCount
returns the number of vertices contained
in all sub-branches of this node that contain geometry.
getViewPortBottom
gets the bottom boundary of the viewport
getViewPortBottom
gets the bottom boundary of the viewport
getViewPortLeft
gets the left boundary of the viewport
getViewPortLeft
gets the left boundary of the viewport
getViewPortRight
gets the right boundary of the viewport
getViewPortRight
gets the right boundary of the viewport
getViewPortTop
gets the top boundary of the viewport
getViewPortTop
gets the top boundary of the viewport
getWheelDelta
retrieves the change of the mouse wheel,
if any.
getWheelDelta
retrieves the change of the mouse wheel,
if any.
getWheelDelta
gets the change in the mouse wheel.
getWidth
returns the width of this image.
getWidth
returns the width as read from the properties
file.
getWidth
returns the width as read from the properties
file.
getWorldBound
retrieves the world bound at this node
level.
getWorldCoords
translates/rotates and scales the
coordinates of this Geometry to world coordinates based on its world
settings.
getWorldNormals
rotates the normals of this Geometry to
world normals based on its world settings.
getWorldRotation
retrieves the absolute rotation of the
Spatial.
getWorldScale
retrieves the absolute scale factor of the
spatial.
getWorldTranslation
retrieves the absolute translation of
the spatial.
getWrap
returns the wrap mode for a given coordinate axis
on this texture.
getWrap
returns the wrap mode for a given coordinate axis
on this texture.
getWrap
returns the wrap mode for a given coordinate axis
on this texture.
getWrap
returns the wrap mode for a given coordinate axis
on this texture.
getWrap
returns the wrap mode for a given coordinate axis
on this texture.
getXAbsolute
gets the absolute x axis value (Always 0 for Dummymouse).
getXAbsolute
gets the absolute x axis value.
getXAbsolute
gets the absolute x axis value.
OrientedBox.getXAxis()
instead
getXDelta
retrieves the change of the x position, if any.
getXDelta
retrieves the change of the x position, if any.
getXDelta
gets the change along the x axis.
getYAbsolute
gets the absolute y axis value.(Always 0 for Dummymouse)
getYAbsolute
gets the absolute y axis value.
getYAbsolute
gets the absolute y axis value.
OrientedBox.getYAxis()
instead
getYDelta
retrieves the change of the y position, if any.
getYDelta
retrieves the change of the y position, if any.
getYDelta
gets the change along the y axis.
OrientedBox.getZAxis()
instead
GIFLoader
is a stub to be filled in later with non-awt dependant
gif loading code.grabScreenContents
reads a block of pixels from the
current framebuffer.
grabScreenContents
reads a block of pixels from the
current framebuffer.
grabScreenContents
reads a block of data as bytes from the
current framebuffer.
hasAlpha
returns true if the specified image has
transparent pixels
GameState
is contained in the
children list of this node.
hasCursor
returns true if there is a texture associated
with the mouse.
hashCode
returns the hash code value as an integer and is
supported for the benefit of hashing based collection classes such as
Hashtable, HashMap, HashSet etc.
hashCode
returns the hash code value as an integer and is
supported for the benefit of hashing based collection classes such as
Hashtable, HashMap, HashSet etc.
hashCode
returns the hash code value as an integer and is
supported for the benefit of hashing based collection classes such as
Hashtable, HashMap, HashSet etc.
hashCode
returns a unique code for this vector object
based on it's values.
hashCode
returns a unique code for this vector object based
on it's values.
hashCode
returns a unique code for this color object based
on it's values.
HeightGenerator
Base interface for all waterheight generators used by the projected grid mesh.Hexagon
provides an extension of TriMesh
.HillHeightMap
generates a height map base on the Hill
Algorithm.Image
defines a data format for a graphical image.Image
object.
Image
object.
Image
object.
Image
object.
Image
object.
ImageGraphics.update()
goes to.
ImageBasedHeightMap
is a height map created from the grayscale
conversion of an image.Image
via the awt Graphics2D
.ImposterNode
ImprovedNoise
Fast perlin noise.Component
will have been realized and the
GLContext
will already have been made current.
Quad.updateGeometry(float,float)
instead
InputAction
can be subscribed at an InputHandler
to get its
InputActionInterface.performAction(InputActionEvent)
method called on specific event triggers.InputActionEvent
defines an event that generates the
processing of a given InputAction.InputActionInterface
can be subscribed at an InputHandler
to get its InputActionInterface.performAction(com.jme.input.action.InputActionEvent)
method called on specific event triggers.InputHandler
handles mouse, key and other inputs.InputHandler
to create different types of ActionTrigger
s.InputSystem
creates the required input objects (mouse and
keyboard, disabled by default: joystick) depending on the API desired for the handling
of the input.intersect
determines if the Ray intersects a triangle.
intersect
determines if the Ray intersects a triangle
defined by the specified points.
Intersection
provides functional methods for calculating the
intersection of some objects.intersection
compares a dynamic sphere to a stationary
line.
intersection
compares a dynamix sphere to a stationary
plane.
intersection
compares two dynamic spheres.
Intersection
provides functional methods for calculating the
intersection of sphere objects.intersectWhere
determines if the Ray intersects a triangle.
intersectWhere
determines if the Ray intersects a triangle
defined by the specified points and if so it stores the point of
intersection in the given loc vector.
intersectWherePlanar
determines if the Ray intersects a
triangle and if so it stores the point of
intersection in the given loc vector as t, u, v where t is the distance
from the origin to the point of intersection and u,v is the intersection
point in terms of the triangle plane.
intersectWherePlanar
determines if the Ray intersects a
triangle defined by the specified points and if so it stores the point of
intersection in the given loc vector as t, u, v where t is the distance
from the origin to the point of intersection and u,v is the intersection
point in terms of the triangle plane.
intersectWherePlanar
determines if the Ray intersects a
quad defined by the specified points and if so it stores the point of
intersection in the given loc vector as t, u, v where t is the distance
from the origin to the point of intersection and u,v is the intersection
point in terms of the quad plane.
INVALID_TRIANGLE
(int) indicates that an edge is not
connected
inverse
returns the inverse of this quaternion as a new
quaternion.
inverse
turns this matrix into it's own inverse
inverse
calculates the inverse of this quaternion and
returns this quaternion after it is calculated.
inverseRotateVect
rotates a given Vector3f by the rotation
part of this matrix.
inverseTranslateVect
translates a given Vector3f by the
translation part of this matrix.
inverseTranslateVect
translates a given Vector3f by the
translation part of this matrix.
isActive
returns true if the display is active.
isAttenuate
returns true if attenuation is to be used
for this light.
isAutoRotating
returns true if the object is rotating with
the curve and false if it is not.
isBlendEnabled
returns true if blending is turned on,
otherwise false is returned.
isButtonDown
returns false, the Dummymouse can't be pressed.
isButtonDown
tests if a given button is pressed or not.
isButtonDown
returns true if a given button is pressed,
false if it is not pressed.
isClosing
notifies if the window is currently closing.
isClosing
returns any close requests.
isCreated
returns the current status of the display
system.
isCursorVisible
Returns false, can you see a DummyMouse?.
isCursorVisible
Returns true if a cursor is currently bound.
isCursorVisible
isDone
returns the status of the dialog.
isEnabled
returns true if the light is enabled, false
otherwise.
GameTaskQueue
if it
will execute all enqueued Callables on an execute
invokation.
isFullscreen
returns the fullscreen flag as read from the
properties file.
isGreyscale
returns true if the specified image is greyscale.
isInited
returns true if the key class is not setup
already (ie.
isInited
returns true if the key class is not setup
already (ie.
isKeyDown
returns true if the given key is pressed.
isKeyDown
returns true if the provided key code is pressed,
false otherwise.
isSupported
obtains the capability of the graphics card.
isSupported
obtains the capability of the graphics card.
isSupported
obtains the capability of the graphics card.
isSupported
obtains the capability of the graphics card.
isSupported
determines if the ARB_fragment_program extension
is supported by current graphics configuration.
isSupported
determines if the ARB_shader_objects extension
is supported by current graphics configuration.
isSupported
determines if the ARB_vertex_program extension
is supported by current graphics configuration.
isTestEnabled
returns true if alpha testing is enabled,
false otherwise.
isValidCommand
determines if a command is executable in
the current state of the keyboard.
isValidCommand
determines if a command is executable in
the current state of the keyboard.
isValidDisplayMode
determines if the given parameters
constitute a valid display mode on this system.
isWritable
returns if the depth mask is writable or not.
JMECanvas
is an interface to classes allowing jME generated
graphics to be displayed in an AWT/Swing/SWT or other such UI framework.JMECanvasImplementor
JDesktopPane
as texture.JMEDesktop
see jmetest.awt.swingui.dnd.TestJMEDragAndDrop
for an example.JmeException
handles all exceptions that could be thrown and
should be handled in the client software.JmeException
with out
any description of what caused the exception.
JmeException
with a description
of the exception that will be displayed when it's thrown.
JmeException
with the cause of
this exception.
JmeException
with a description
of the exception that will be displayed when it's thrown and the cause of
this exception.
JOGLBlendState
subclasses the BlendState using the JOGL API
to set OpenGL's blending state params.JOGLBlendState
object with
default values.
JOGLCamera
defines a concrete implementation of a
AbstractCamera
using the JOGL library for view port setting.JOGLCamera
object.
JOGLCamera
object.
JOGLClipState
JOGLColorMaskState
javax.media.opengl.GLContext
, avoiding unnecessary communications
with the graphics hardware for settings which won't change.JOGLCullState
JOGLFogState
subclasses the fog state using the JOGL API to
set the OpenGL fog state.JOGLFogState
object with
default values.
Font2D
maintains display lists for each ASCII character
defined by an image.JOGLFont
object.
ImageGraphics
.JOGLLightState
subclasses the Light class using the JOGL API
to access OpenGL for light processing.JOGLLightState
.
JOGLMaterialState
subclasses MaterialState using the JOGL
API to access OpenGL to set the material for a given node and it's children.JOGLMaterialState
object.
JOGLRenderer
provides an implementation of the
Renderer
interface using the JOGL API.JOGLRenderer
object.
JOGLShadeState
subclasses the ShadeState class using the
JOGL API to access OpenGL to set the shade state.JOGLShadeState
object.
JOGLStencilState
StippleState
JOGLTextureState
subclasses the TextureState object using the
JOGL API to access OpenGL for texture processing.JOGLTextureState
object.
JOGLWireframeState
subclasses WireframeState to use the JOGL
API to access OpenGL.JOGLZBufferState
subclasses ZBufferState to use the JOGL API
to access OpenGL.movementInfo
.JPGLoader
is a stub to be filled in later with non-awt dependant
jpeg loading code.KeyBackwardAction
defines an action for moving a camera along
it's negative direction.KeyBackwardAction
object.
KeyBindingManager
maintains a list of command and
key pairs.KeyCodes
defines a list of one or more keys for
a given key command.KeyboardLookHandler
defines an InputHandler that sets
input to be controlled similar to First Person Shooting games.KeyExitAction
is used to call finish
on the
application.KeyExitAction
object.
KeyForwardAction
provides the action of moving a camera along
it's direction vector.KeyForwardAction
object.
Keyframe
defines a positional or a rotational keyframe.morphShape
should look like newShape
at time
secondsPointInTime
s that defines the animation
KeyInput
provides an interface for dealing with keyboard input.InputAction
defines an interface for creating input actions.KeyInput.update()
.KeyLookDownAction
tilts a camera down a given angle.KeyLookDownAction
object.
KeyLookUpAction
tilts a camera up a given angle.KeyLookUpAction
object.
KeyNodeBackwardAction
defines an action to move a
Spatial
node along it's negative direction vector.KeyNodeBackwardAction
object.
KeyNodeForwardAction
defines an action to move a
Spatial
node along it's positive direction vector.KeyNodeForwardAction
object.
KeyNodeLookDownAction
defines an action to tilt the node
towards the node's negative up axis.KeyNodeLookDownAction
object
using the supplied node and speed for it's rotation.
KeyNodeLookUpAction
defines an action to tilt the node towards
the worlds positive y-axis.KeyNodeLookUpAction
object
using the supplied node and speed for it's attributes.
KeyNodeRotateLeftAction
rotates a node to the left.KeyNodeRotateLeftAction
object using the node and speed parameters for it's attributes.
KeyNodeRotateRightAction
rotates a node to the right.KeyNodeRotateRightAction
object using the node and speed parameters for it's attributes.
KeyNodeStrafeLeftAction
defines an action that moves a node
along the positive left vector.KeyNodeStrafeLeftAction
object.
KeyNodeStrafeRightAction
defines an action that moves a node
along the negative left vector.KeyNodeStrafeRightAction
object.
KeyRotateLeftAction
performs the action of rotating a camera a
certain angle.KeyRotateLeftAction
object.
KeyRotateRightAction
performs the action of rotating a camera
a certain angle.KeyRotateLeftAction
object.
KeyScreenShotAction
allows the user to press a key to take a
screenshot of the current display.KeyStrafeDownAction
defines an action that causes the camera
to move along the negative up vector.KeyStrafeDownAction
object.
KeyStrafeLeftAction
defines an action that causes the camera
to move along the positive left vector.KeyStrafeLeftAction
object.
KeyStrafeLeftAction
defines an action that causes the camera
to move along the negative left vector.KeyStrafeLeftAction
object.
KeyStrafeUpAction
defines an action that causes the camera to
move along the positive up vector.KeyStrafeUpAction
object.
length
calculates the magnitude of this vector.
length
calculates the magnitude of this vector.
lengthSquared
calculates the squared value of the
magnitude of the vector.
lengthSquared
calculates the squared value of the
magnitude of the vector.
LensFlare
Lens flare effect for jME.LensFlareFactory
A Factory useful for creating various types of LensFlares.Light
defines the attributes of a light element.Light
object.
LightMaskedRenderPass
renders the spatials attached to it with
all light states masked as defined by a given mask - default mask is 0 or no
mask.LightNode
defines a scene node that contains and maintains a
light object.LightState
object.
LightState
maintains a collection of lights up to the set
number of maximum lights allowed.LightState
object.
Line
defines a line.Line
object.
Line
object.
Line
subclasses geometry and defines a collection of lines.Line
object with a given
set of data.
Line
object with a given
set of data.
false
in most cases)
LittleEndien
is a class to read littleendien stored data
via a InputStream.load
loads the fragment program from the specified file.
load
loads the shader object from the specified file.
load
loads the shader object from the specified file.
load
loads the shader object from the specified string.
load
loads the vertex program from the specified file.
load
attempts to load the properties file defined during
instantiation and put all properties in the table.
load
attempts to load the properties file defined during
instantiation and put all properties in the table.
load(String s)
load
populates the height map data.
load
builds a new heightmap based on the combination of
two other heightmaps.
load
generates the heightfield using the Fault Fractal
algorithm.
load
generates the heightfield using the Midpoint Displacement
algorithm.
load
generates the heightfield using the Particle Deposition
algorithm.
load
fills the height data array with the appropriate data
from the set RAW image.
#createText(String, int)
.
loadIdentity
sets this matrix to the identity matrix.
loadIdentity
sets this matrix to the identity matrix,
namely all zeros with ones along the diagonal.
loadIdentity
sets this matrix to the identity matrix,
namely all zeros with ones along the diagonal.
loadImage
is a manual image loader which is entirely
independent of AWT.
loadImage
is a manual image loader which is entirely
independent of AWT.
loadImage
sets the image data.
loadTexture
loads a new texture defined by the parameter
string.
loadTexture
loads a new texture defined by the parameter
string.
loadTexture
loads a new texture defined by the parameter
string.
loadTexture
loads a new texture defined by the parameter
url.
loadTexture
loads a new texture defined by the parameter
url.
loadTexture
loads a new texture defined by the parameter
url.
loadTexture
loads a new texture defined by the parameter
url.
lookAt
is a convienence method for auto-setting the
quaternion based on a direction and an up vector.
lookAt
is a convienence method for auto-setting the frame
based on a world position the user desires the camera to look at.
lookAt
is a convienence method for auto-setting the frame
based on a world position the user desires the camera to look at.
lookAt
is a convienence method for auto-setting the local
rotation based on a position and an up vector.
LWJGLBlendState
subclasses the BlendState using the LWJGL API
to set OpenGL's blending state params.LWJGLBlendState
object with
default values.
LWJGLCamera
defines a concrete implementation of a
AbstractCamera
using the LWJGL library for view port setting.LWJGLCamera
object.
LWJGLCamera
object.
LWJGLCanvas
LWJGLClipState
LWJGLColorMaskState
LWJGLCullState
LWJGLDisplaySystem
defines an implementation of
DisplaySystem
that uses the LWJGL API for window creation and
rendering via OpenGL.LWJGLDisplaySystem
object.
LWJGLFogState
subclasses the fog state using the LWJGL API to
set the OpenGL fog state.LWJGLFogState
object with
default values.
Font2D
maintains display lists for each ASCII character
defined by an image.LWJGLFont
object.
ImageGraphics
.Joystick
.JoystickInput
.LWJGLKeyInput
uses the LWJGL API to access the keyboard.LWJGLKeyInput
object.
LWJGLLightState
subclasses the Light class using the LWJGL API
to access OpenGL for light processing.LWJGLLightState
.
LWJGLMaterialState
subclasses MaterialState using the LWJGL
API to access OpenGL to set the material for a given node and it's children.LWJGLMaterialState
object.
LWJGLMouseInput
object.
PropertiesDialog
provides an interface to make use of the
GameSettings
class.PropertiesDialog
.
PropertiesDialog
.
PropertiesDialog
.
PropertiesDialog
.
LWJGLRenderer
provides an implementation of the
Renderer
interface using the LWJGL API.LWJGLRenderer
object.
LWJGLShadeState
subclasses the ShadeState class using the
LWJGL API to access OpenGL to set the shade state.LWJGLShadeState
object.
LWJGLStencilState
StippleState
LWJGLCanvas
LWJGLTextureState
subclasses the TextureState object using the
LWJGL API to access OpenGL for texture processing.LWJGLTextureState
object.
Timer
handles the system's time related functionality.Timer
object.
LWJGLWireframeState
subclasses WireframeState to use the LWJGL
API to access OpenGL.LWJGLZBufferState
subclasses ZBufferState to use the LWJGL API
to access OpenGL.MaterialState
defines a state to define an objects material
settings.MaterialState
object.
Matrix3f
defines a 3x3 matrix.Matrix3f
object.
Matrix3f
object that
is the same as the provided matrix.
Matrix4f
defines and maintains a 4x4 matrix in row major order.Matrix
that is set to the
identity matrix.
Matrix
that is set to the
provided matrix.
Matrix4f
with the proper frustum transformations
from the Projection matrix.
Matrix4f
with the proper look at transformations
from the ModelView matrix.
Matrix4f
with the proper frustum transformations
from the ModelView matrix.
Matrix4f
with the proper frustum transformations
from the Projection matrix.
MaxPoolSizeException
is thrown by SpatialPool if the maximum pool size has been
reached and the Mode is set to ERROR.merge
combines this sphere with a second bounding sphere.
merge
combines this sphere with a second bounding sphere.
merge
combines two bounding volumes into a single bounding
volume that contains both this bounding volume and the parameter volume.
mergeLocal
combines this sphere with a second bounding
sphere locally.
mergeLocal
combines this sphere with a second bounding
sphere locally.
mergeLocal
combines two bounding volumes into a single
bounding volume that contains both this bounding volume and the parameter
volume.
MeshShadows
A grouping of the ShadowVolumes for a single
TriMesh.MeshShadows
MidPointHeightMap
creates a heightmap based on the
Midpoint Displacement fractal generation algorithm based on Jason Shankel's
paper from "Game Programming Gems".Mouse
defines a node that handles the rendering and updating
of a mouse input device.Mouse
object.
MouseInput
defines an interface to communicate with the mouse
input device.MouseInputAction
defines a input action that makes use of the
mouse for events.MouseInput.update()
.MouseLook
defines a mouse action that detects mouse movement
and converts it into camera rotations and camera tilts.MouseLook
object.
MouseLookHandler
defines an InputHandler that allows to rotate the camera via the mouse.mult
multiplies this matrix by a given matrix.
mult
multiplies this matrix by a given matrix.
mult
multiplies this matrix by a given
Vector3f
object.
mult
multiplies this matrix with another matrix.
mult
multiplies this matrix with another matrix.
mult
multiplies a vector about a rotation matrix.
mult
multiplies a vector about a rotation matrix and adds
translation.
mult
multiplies a quaternion about a matrix.
mult
multiplies an array of 4 floats against this rotation
matrix.
mult
multiplies this quaternion by a parameter quaternion.
mult
multiplies this quaternion by a parameter quaternion.
mult
multiplies this quaternion by a parameter vector.
mult
multiplies this quaternion by a parameter vector.
mult
multiplies this quaternion by a parameter scalar.
mult
multiplies this vector by a scalar.
mult
multiplies this vector by a scalar.
mult
multiplies this vector by a scalar.
mult
multiplies a vector about a rotation matrix.
mult
multiplies an array of 4 floats against this rotation
matrix.
setHeightMapValue
multiplies the value of this block's
height map at the given coords by the value given.
multHeightMapValue
multiplies the value of this block's
height map at the given coords by the value given.
SimpleResourceLocator
by appending different file extensions
to the resource name, if it cannot find a resource with the extension specified in the path name.multLocal
multiplies this matrix internally by
a given float scale factor.
multLocal
multiplies this matrix by a given
Vector3f
object.
mult
multiplies this matrix by a given matrix.
mult
multiplies this matrix by a scalar.
mult
multiplies this matrix with another matrix.
mult
multiplies this quaternion by a parameter vector.
mult
multiplies this quaternion by a parameter scalar.
multLocal
multiplies this matrix with another matrix and stores
the result back in this, returning this.
multLocal
multiplies this vector by a scalar internally,
and returns a handle to this vector for easy chaining of calls.
multLocal
multiplies a provided vector to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
multLocal
multiplies this vector by a scalar internally,
and returns a handle to this vector for easy chaining of calls.
multLocal
multiplies a provided vector to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
mult
multiplies a normal about a transform matrix and
stores the result back in vec.
mult
multiplies a vector about a transform matrix.
NanoTimer
is a System.nanoTime implementation of Timer
.negate
inverts the values of the quaternion.
negate
returns the negative of this vector.
negate
returns the negative of this vector.
negateLocal
negates the internal values of this vector.
negateLocal
negates the internal values of this vector.
Node
defines an internal node of a scene graph.Node
with a default empty
list for containing children.
NodeHandler
defines an InputHandler that sets
a node that can be controlled via keyboard and mouse inputs.NodeHandler
object.
NodeHandler
object.
NodeMouseLook
defines a mouse action that detects mouse
movement and converts it into node rotations and node tilts.NodeMouseLook
object.
norm
returns the norm of this quaternion.
normalize
normalizes the current Quaternion
normalize
returns the unit vector of this vector.
normalize
returns the unit vector of this vector.
normalizeLocal
makes this vector into a unit vector of
itself.
normalizeLocal
makes this vector into a unit vector of
itself.
normalizeTerrain
takes the current terrain data and
converts it to values between 0 and 255.
time
at all times.
ObjectPool
allows re-use of Objects.KeyInput.update()
whenever a mouse button is pressed or released.
onDraw
checks the spatial with the camera to see if it
should be culled, if not, the node's draw method is called.
onDraw
checks the node with the camera to see if it should
be culled, if not, the node's draw method is called.
onFrameChange
updates the view frame of the camera.
onFrameChange
is an update callback that is activated if
the frame changes.
onFrustumChange
updates the frustum to reflect any changes
made to the planes.
onFrustumChange
is an update callback that is activated if
the frustum values change.
KeyInput.update()
whenever a key is pressed or released.
KeyInput.update()
whenever the mouse is moved.
onViewPortChange
is an update callback that is activated
if the view port changes.
KeyInput.update()
whenever the mouse wheel is rotated.
open
opens a given URL stream.
buildNormals
calculates the normals of each vertex that
makes up the block of terrain.
Particle
defines a single Particle of a Particle system.ParticleController
controls and maintains the parameters of a
ParticleGeometry particle system over time.ParticleController
ParticleDepositionHeightMap
creates a heightmap based on the
Particle Deposition algorithm based on Jason Shankel's paper from
"Game Programming Gems".ParticleInfluence
is an abstract class defining an external
influence to be used with the ParticleMesh class.Pass
encapsulates logic necessary for rendering one or more
steps in a multipass technique.performAction
executes the action.
performAction
moves the camera along it's negative
direction vector at a speed of movement speed * time.
performAction
calls the finish
method of
the provided application.
performAction
moves the camera along it's positive
direction vector at a speed of movement speed * time.
performAction
adjusts the view of the camera to tilt down
a given angle.
performAction
adjusts the view of the camera to tilt up a
given angle.
performAction
moves the node along it's negative direction
vector at a speed of movement speed * time.
performAction
moves the node along it's positive direction
vector at a speed of movement speed * time.
performAction
rotates the node towards the nodes'
negative up axis at a speed of movement speed * time.
performAction
rotates the node towards the world's
positive y-axis at a speed of movement speed * time.
performAction
rotates the camera about it's up vector or
lock axis at a speed of movement speed * time.
performAction
rotates the camera about it's up vector or
lock axis at a speed of movement speed * time.
performAction
moves the node along the left vector for a
given distance of speed * time.
performAction
moves the camera along the negative left
vector for a given distance of speed * time.
performAction
rotates the camera a certain angle.
performAction
rotates the camera a certain angle.
performAction
saves the current renderer screen to the
filename as an image.
performAction
moves the camera along the negative up
vector for a given distance of speed * time.
performAction
moves the camera along the left vector for a
given distance of speed * time.
performAction
moves the camera along the negative left
vector for a given distance of speed * time.
performAction
moves the camera along the up vector for a
given distance of speed * time.
performAction
checks for any movement of the mouse, and
calls the appropriate method to alter the camera's orientation when
applicable.
performAction
checks for any movement of the mouse, and
calls the appropriate method to alter the node's orientation when
applicable.
performAction
moves the node along it's positive direction
vector at a speed of movement speed * time.
performAction
moves the node along it's positive
direction vector at a speed of movement speed * time.
performAction
moves the node along it's positive direction
vector at a speed of movement speed * time.
performAction
checks for any movement of the mouse, and
calls the appropriate method to alter the camera's orientation when
applicable.
performAction
moves the node towards the right direction
vector at a speed of movement speed * time.
performAction
moves the node along it's positive direction
vector at a speed of movement speed * time.
performAction
moves the node towards the right direction
vector at a speed of movement speed * time.
PickResults
contains information resulting from a pick test.PickResults
object.
Plane
object.
Plane
object.
PNGLoader
is a stub to be filled in later with non-awt dependant
png loading code.Point
defines a collection of vertices that are rendered as
single points.Point
object with a given
set of data.
Point
object with a given
set of data.
PointLight
defines a light that has a location in space and
emits light in all directions evenly.PointLight
object.
PolylineCurve
object.
PreferencesGameSettings
uses the Preferences system in Java
and implements the GameSettings
interface.ParticleInfluence.apply(float, com.jmex.effects.particles.Particle, int)
is called on each particle for the
current frame.
prepVBO
binds the geometry data to a vbo buffer and sends
it to the GPU if necessary.
prepVBO
binds the geometry data to a vbo buffer and sends
it to the GPU if necessary.
print
renders the specified string to a given (x,y)
location.
print
renders the specified string to a given (x,y)
location.
print
sets the text to be rendered on the next render
pass.
ProceduralSplatTexture
is an extension of the
ProceduralTexture
.ProceduralSplatTexture
object initializing the list for textures and the height map.
ProceduralTexture
generates an ImageIcon
using an AbstractHeightMap
and one or more ImageIcon
s
as input textures.ProceduralTexture
object
initializing the list for textures and the height map.
processCollisions
is an abstract method whose intent is
the subclass defines how to process the collision data that has been
collected since the last clear.
processPick
will handle processing of the pick list.
ActionTrigger.performAction(com.jme.input.action.InputActionEvent)
if appropriate.
ProjectedGrid
Projected grid meshProjectedTextureUtil
propagateBoundToRoot
passes the new world bound up the
tree to the root.
PropertiesDialog
provides an interface to make use of the
GameSettings
class.PropertiesDialog
.
PropertiesDialog
.
PropertiesDialog
provides an interface to make use of the
GameSettings
class.PropertiesDialog
.
PropertiesDialog
.
PropertiesGameSettings
handles loading and saving a properties
file that
defines the display settings.PropertiesGameSettings
object for use.
PropertiesIO
handles loading and saving a properties file that
defines the display settings.PropertiesIO
object for use.
pseudoDistance
calculates the distance from this plane to
a provided point.
Pyramid
object.
Quad
object.
Quade
object with the provided
width and height.
QuadMesh
defines a geometry mesh.TriMesh
object.
TriMesh
object.
Quaternion
defines a single example of a more general class of
hypercomplex numbers.Quaternion
object
initializing all values to zero, except w which is initialized to 1.
Quaternion
object from the
given list of parameters.
Quaternion
object from a
collection of rotation angles.
Quaternion
object from an
interpolation between two other quaternions.
Quaternion
object from an
existing quaternion, creating a copy.
RenderState.StateType
instead.
quit
exits the program.
System.exit
.
System.exit
.
System.exit
.
System.exit
.
RampEntry
defines an entry for a ParticleAppearanceRamp.random
determines a random point along the line.
random
determines a random point along the line.
random
returns a random point within the plane defined by:
A, B, C, and (B + C) - A.
random
returns a random point within the plane defined by:
A, B, C, and (B + C) - A.
random
returns a random point within the ring.
random
returns a random point within the ring.
randomColor
is a utility method that generates a random
color.
randomVertex
returns a random vertex from the list of
vertices set to this geometry.
RawHeightMap
creates a height map from a RAW image file.RawHeightMap
object and loads a
RAW image file to use as a height field.
Ray
defines a line segment which has an origin and a direction.Ray
object.
Ray
object.
readByte
reads a single byte from the array and
returns this.
readExternal
builds a quaternion from an
ObjectInput
object.
readFloat
reads four bytes from the array, generating
a float.
readFloatBuffer
reads value for this matrix from a FloatBuffer.
readFloatBuffer
reads value for this matrix from a FloatBuffer.
readInt
reads four bytes from the array, generating
an int.
readMap24
reads a 24 bit bitmap file.
readMap32
reads a 32 bit bitmap file.
readMap8
reads a 8 bit bitmap file.
readShort
reads two bytes from the array, generating
a short.
readString
reads a specified number of bytes to
form a string.
Cylinder.updateGeometry(int, int, float, float, float, boolean, boolean)
.
reconstruct
reinitializes the geometry with new data.
Capsule.updateGeometry(Vector3f, Vector3f, float)
.
reconstruct
is not supported in SharedMesh.
recreateFaces
creates a triangle array for every triangle
in the target occluder mesh and stores it in the faces field.
recreateWindow
recreates a window with the desired
settings.
recreateWindow
will recreate a LWJGL display context.
Rectangle
defines a finite plane within three dimensional space
that is specified via three points (A, B, C).Rectangle
with no defined corners.
Rectangle
with defined A, B, and C
points that define the area of the rectangle.
RelativeMouse
defines a mouse controller that only maintains
the relative change from one poll to the next.RelativeMouse
object.
remove
deletes a key map from the list.
removeAll
deletes all key mappings from the list.
removeFromParent
removes this Spatial from it's parent.
removeOccluder
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
render
renders a scene.
callable
to the queue to be invoked in
the render() method in the OpenGL thread.
GameStateManager
.
Renderer
defines an abstract class that handles displaying of
graphics data to the context.RenderPass
renders the spatials attached to it as normal,
including rendering the renderqueue at the end of the pass.RenderState
is the base class for all states that affect the
rendering of a piece of geometry.RenderState
type.reset
cleans up the display system for closing or
restarting.
reset
prepares the window for closing or restarting.
Teapot.updateGeometryData()
instead
resize
changes the width and height of the given quad by
altering its vertices.
resizeTextureIds
forces the texid array to be the given
size, maintaining any old id values that can fit in the new sized array.
RGBAChooserPanel
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.Ring
lying on the XZ plane,
centered at the origin, with an inner radius of zero and an outer radius
of one (a unit disk).
Ring
with defined center point,
up vector, and inner and outer radii.
rotateUpTo
is a util function that alters the
localrotation to point the Y axis in the direction given by newUp.
RenderState.StateType.Blend
RenderState.StateType.Clip
RenderState.StateType.ColorMask
RenderState.StateType.Cull
RenderState.StateType#fog
RenderState.StateType.FragmentProgram
RenderState.StateType.GLSLShaderObjects
RenderState.StateType.Light
RenderState.StateType.Material
RenderState.StateType
RenderState.StateType.Shade
RenderState.StateType.Stencil
RenderState.StateType.Texture
RenderState.StateType.VertexProgram
RenderState.StateType.Wireframe
RenderState.StateType.ZBuffer
save
overwrites the properties file with the given
parameters.
save
will save the heightmap data into a new RAW file
denoted by the supplied filename.
loadClone
scale
scales the operation performed by this matrix on a
per-component basis.
scaleAdd
multiplies this vector by a scalar then adds the
given Vector3f.
scaleAdd
multiplies the given vector by a scalar then adds
the given vector.
doc
to out
doc
to out
set
sets the command to the given keycode overriding
any previous keycodes previously set for the same command.
set
sets the command to the given list of keycodes
overriding any previous keycodes previously set for the same command.
set
places a given value into the matrix at the given
position.
set
sets the values of the matrix to those supplied by the
3x3 two dimenion array.
set
sets the values of this matrix from an array of
values assuming that the data is rowMajor order;
set
sets the values of this matrix from an array of
values;
set
defines the values of the matrix based on a supplied
Quaternion
.
set
places a given value into the matrix at the given
position.
set
sets the values of this matrix from an array of
values.
set
sets the values of this matrix from another matrix.
set
sets the values of this matrix from an array of
values assuming that the data is rowMajor order;
set
sets the values of this matrix from an array of
values;
Quaternion
object from the given list
of parameters.
Quaternion
object to be equal to the
passed Quaternion
object.
set
copies the contents of a given matrix to this
matrix.
set
defines the values of the matrix based on a supplied
Quaternion
(which it does not modify).
set
changes this matrix's rotational and translational components
to that represented by the given parameters, by copying.
set
sets one of the triangles points to that specified as
a parameter.
set
sets the x,y,z values of the vector based on passed
parameters.
set
sets the x,y,z values of the vector by copying the
supplied vector.
set
sets the RGBA values of this color.
set
sets the values of this color to those set by a parameter
color.
set
accepts Float and Vector3f objects to set the
properties of the distance switch model.
set
provides a generic set method for implementing
classes.
set
adds a key/value pair to the properties list.
setA
sets the first point of the rectangle.
setActions
sets the keyboard actions with the
corresponding key command.
setAmbient
sets the ambient color value for this light.
setAmbient
sets the ambient color of the material.
setAnchor
sets a single anchor of the patch.
setAnchors
sets the control anchors of this patch.
setAngle
sets the angle of focus of the spot light
measured from the direction vector.
setApply
sets the apply mode for this texture.
setAttenuate
sets if attenuation is to be used.
setAutoRotation
determines if the object assigned to
the controller will rotate with the curve or just following the
curve.
setAxes
sets the axes (left, up and direction) for this
camera.
setAxes
uses a rotational matrix to set the axes of the
camera.
setAxes
sets the axes that define the camera's
orientation.
setAxes
sets the camera's orientation via a rotational
matrix.
Tube.updateGeometry(float, float, float, int, int)
instead.
setB
sets the second point of the rectangle.
setBackgroundColor
sets the OpenGL clear color to the
color specified.
setBackgroundColor
sets the OpenGL clear color to the
color specified.
setBackgroundColor
sets the OpenGL clear color to the
color specified.
setBackgroundColor
sets the OpenGL clear color to the
color specified.
setBackgroundColor
sets the OpenGL clear color to the
color specified.
setBackgroundColor
sets the color of window.
setBackgroundColor
sets the color of window.
setBlendColor
sets a color that is used with
CombinerSource.Constant
setBlendEnabled
sets whether or not blending is enabled.
RT_WRAP
is set, after reaching the last frame of the currently set
animation maxTime (see Controller.setMaxTime
), there will be an additional blendTime
seconds long phase inserted, morphing from the last frame to the first.
setBorderColor
sets the color used when texture operations
encounter the border of a texture.
setC
sets the third point of the rectangle.
setCaldera
sets the level at which a peak will be
inverted.
setCamera
sets the camera this renderer is using.
setCamera
sets the camera this renderer should use.
setCamera
sets the camera this renderer should use.
setCamera
sets the camera this renderer is using.
setCamera
sets the camera this renderer should use.
setCamera
sets the reference to the applications camera
object.
setCamera
sets the camera this renderer should use.
setCamera
sets the camera that this node controls.
setCenter
sets the center of the ring.
AbstractBox.updateGeometry(Vector3f, float, float, float)
.
#updateGeometry(Vector3f, Vector2f, Vector2f, Vector2f, Vector2f, boolean)
instead.
Sphere.updateGeometry(Vector3f,int,int,float)
instead
setColor
sets the RGBA values to render the font as.
setColor
sets the RGBA values to render the font as.
setColor
sets the color of the fog.
setColorBuffer
sets this geometry's colors via a float
buffer consisting of groups of four floats: r,g,b and a.
setColorBuffer
is not supported by SharedMesh.
setColorMaterial
sets the color material mode.
setColumn
sets a particular column of this matrix to that
represented by the provided vector.
setColumn
sets a particular column of this matrix to that
represented by the provided vector.
setConfigShowMode
defines if and when the display
properties dialog should be shown as well as its accompanying image.
setConstant
sets the value for the constant attentuation.
setConstant
sets the constant value that helps define the
plane.
setCorrectionType
sets the image correction type for this
texture state.
setCullHint
sets how scene culling should work on this
spatial during drawing.
setCursorVisible
sets the visiblity of the hardware
cursor, since it's a Dummymouse we don't do anything!.
setCursorVisible
sets the visiblity of the hardware
cursor.
setCursorVisible
sets the visiblity of the hardware cursor.
setData
sets the data that makes up the image.
setData
sets the data that makes up the image.
AbstractBox.updateGeometry(Vector3f, float, float, float)
.
AbstractBox.updateGeometry(Vector3f, Vector3f)
.
Dome.updateGeometry(Vector3f, int, int, float, boolean)
.
Sphere.updateGeometry(Vector3f,int,int,float)
instead
setDefaultColor
sets the color to be used if no per vertex
color buffer is set.
setDensity
sets the density of the fog.
setDensityFunction
sets the density function used for the
fog blending.
setDepth
sets the depth value of the image.
setDestinationFunction
sets the destination function for
the blending equation for both Alpha and RGB values.
setDestinationFunctionAlpha
sets the destination function
for the blending equation.
setDestinationFunctionRGB
sets the destination function
for the blending equation.
setDetailLevel
sets the detail level of this patch.
setDetailTexture
copies the texture coordinates from the
first texture channel to another channel specified by unit, mulitplying
by the factor specified by repeat so that the texture in that channel
will be repeated that many times across the block.
setDetailTexture
copies the texture coordinates from the
first texture channel to another channel specified by unit, mulitplying
by the factor specified by repeat so that the texture in that channel
will be repeated that many times across the block.
setDetailTexture
sets the detail texture coordinates to be
applied on top of the normal terrain texture.
setDiffuse
sets the diffuse color value for this light.
setDiffuse
sets the diffuse color of the material.
setDirection
sets the direction the light is emitting from.
setDirection
sets the direction the spot light is pointing.
setDirection
sets the direction of the line.
setDirection
sets the direction vector of the ray.
setDirection
sets the direction this camera is facing.
setDirection
sets the direction the camera is facing.
EntityResolver
to the
DocumentBuilder
used to parse the X3D files' XML
structure.
setEmissive
sets the emissive color of the material.
setEnabled
sets the light on or off.
setEnd
sets the end distance, or the distance where fog is
at it's thickest.
setEnvParameter
sets an environmental vertex program
parameter that is accessable by all vertex programs in memory.
setEulerRot
is equivalent to
setEulerRot(eulerVec.x,eulverVec.y,eulverVec.z){
setExponent
sets the spot exponent of this light.
#updateGeometry(Vector3f, Vector2f, Vector2f, Vector2f, Vector2f, boolean)
instead.
setFace
sets which face will recieve the wireframe.
setFactors
sets the distribution of heightmaps.
setFilename
sets the file to use for the RAW data.
setFormat
sets the image format for this image.
setFrame
sets the orientation and location of the camera.
setFrame
sets the orientation and location of the camera.
setFrame
sets the view frame of the camera by setting the
location and orientation of the camera model.
setFrame
sets the view frame of the camera by setting the
location and the orientation of the camera model.
setFrustum
sets the frustum of this camera object.
setFrustum
defines the frustum planes of the camera.
setFrustumBottom
sets the value of the bottom frustum
plane.
setFrustumBottom
sets the value of the bottom frustum
plane.
setFrustumFar
sets the value of the far frustum plane.
setFrustumFar
sets the value of the far frustum plane.
setFrustumLeft
sets the value of the left frustum plane.
setFrustumLeft
sets the value of the left frustum plane.
setFrustumNear
sets the value of the near frustum plane.
setFrustumNear
sets the value of the near frustum plane.
setFrustumPerspective
defines the frustum for the camera.
setFrustumRight
sets the value of the right frustum plane.
setFrustumRight
sets the value of the right frustum plane.
setFrustumTop
sets the value of the top frustum plane.
setFrustumTop
sets the value of the top frustum plane.
setFunction
sets the depth function.
setHardwareCursor
sets the image to use for the hardware cursor.
setHardwareCursor
sets the image and hotspot position to use for the hardware cursor.
setHeight
sets the height value of the image.
Tube.updateGeometry(float, float, float, int, int)
instead.
setHeightAtPoint
sets the height value for a given
coordinate.
setHeightMap
sets the input heightmap to use
for the texture generation.
setHeightMaps
sets the height maps to combine.
setHeightMapValue
sets the value of this block's height
map at the given coords
setHeightMapValue
sets the value of this block's height
map at the given coords
setHeightScale
sets the scale of the height values.
setHeightStream
sets the stream to use for the RAW data.
setImage
sets the image object that defines the texture.
setImage
sets the background image of the dialog.
setImage
sets the background image of this dialog.
setImage
sets the background image of the dialog.
setImage
sets the background image of the dialog.
setImage
sets the background image of the dialog.
setImage
sets the background image of this dialog.
setIndexBuffer
sets the index array for this
Line
.
setIndexBuffer
is not supported by SharedMesh.
setInnerRadius
sets the ring's inner radius.
Tube.updateGeometry(float, float, float, int, int)
instead.
setInverseRotationDegrees
builds an inverted rotation from
Euler angles that are in degrees.
setInverseRotationRadians
builds an inverted rotation from
Euler angles that are in radians.
setInverseTranslation
will set the matrix's inverse
translation values.
setIterations
sets the number of faults to generated during
the construction of the heightmap.
setJumps
sets the number of jumps or peaks that will
be created during the next call to load
.
shape
at
time
seconds.
setLeft
sets the left axis of this camera.
setLeft
sets the left axis of the camera.
Arrow.updateGeometry(float, float)
.
AxisRods.updateGeometry(float, float, boolean)
.
setLight
sets the light of this node.
setLightMask
sets what attributes of this light to apply
as an int comprised of bitwise |'ed values from LightState.Mask_XXXX.
setLightMask
sets what attributes of this lightstate to
apply as an int comprised of bitwise or'ed values.
setLinear
sets the value for the linear attentuation.
setLineWidth
sets the width of lines the wireframe is
drawn in.
setLocalRotation
sets the local rotation of this node.
setLocalRotation
sets the local rotation of this node,
using a quaterion to build the matrix.
setLocalScale
sets the local scale of this node.
setLocalScale
sets the local scale of this node.
setLocalTranslation
sets the local translation of this
node.
setLocation
sets the position of the light.
setLocation
sets the position of the camera.
setLocation
the position of the camera.
setLockAxis
allows a certain axis to be locked, meaning
the camera will always be within the plane of the locked axis.
setLockAxis
allows a certain axis to be locked, meaning
the camera will always be within the plane of the locked axis.
setLockAxis
allows a certain axis to be locked, meaning
the camera will always be within the plane of the locked axis.
setLockAxis
allows a certain axis to be locked, meaning
the camera will always be within the plane of the locked axis.
setLockAxis
sets the axis that should be locked down.
setLockAxis
sets the axis that should be locked down.
setLogicTicksPerSecond
sets the number of logic times per
second the game should update the logic.
setFilter
sets the erosion value for the filter.
setMaterialFace
sets the face this material state affects.
setMaxDelta
sets the maximum height value for the fault
line varience.
setMaxParticles
sets the maximum number of particles
for a single jump.
setMinDelta
sets the minimum height value for the
fault line varience.
setMinParticles
sets the minimum number of particles
for a single jump.
setMode
sets the mode of the combiner.
setModelBound
sets the bounding object for this geometry.
setModelBound
sets the bounding object for this geometry.
setModelBound
sets the bounding object for this Spatial.
setModelBound
sets the model bounds for the terrain
blocks.
setModelDistance
sets the minimum and maximum distance
that a particular child should be used.
setModelMaxDistance
sets the maximum distance that a
particular child should be used.
setModelMinDistance
sets the minimum distance that a
particular child should be used.
setMouse
sets the mouse type used by this action.
setNormal
sets the normal of the plane.
setNormalBuffer
sets this geometry's normals via a float
buffer consisting of groups of three floats: x,y and z.
setNormalBuffer
is not supported by SharedMesh.
setOffset
sets the index of the file data.
setOrientationPrecision
sets a precision value for the
spatials orientation.
setOrigin
sets the origin of the line.
setOrigin
sets the origin of the ray.
setOrtho
sets the display system to be in orthographic
mode.
setOrtho
sets the display system to be in orthographic
mode.
setOrtho
sets the display system to be in orthographic
mode.
setOrthoCenter
sets the display system to be in
orthographic mode.
setOuterRadius
sets the ring's outer radius.
Tube.updateGeometry(float, float, float, int, int)
instead.
setParameter
sets a parameter for this fragment program.
setParameter
sets a parameter for this vertex program.
Node.attachChild(Spatial)
and
Node.detachChild(Spatial)
- don't call directly.
setPatch
sets the BezierPatch
of the mesh.
setPeakWalk
sets how often the jump point will be
aggitated.
setPlaneState
sets the state to keep track of tested
planes for culling.
setPlaneState
sets the state to keep track of tested
planes for culling.
indexInST
to translate by
position
at time time
.
setQuadratic
sets the value for the quadratic attenuation.
setQuality
sets the quality used for the fog attributes.
Tube.updateGeometry(float, float, float, int, int)
instead.
setRadius
sets the radius of this bounding sphere.
Cylinder.recomputeGeometry(int, int, float, float, boolean, boolean)
.
Cylinder.recomputeGeometry(int, int, float, float, boolean, boolean)
.
Cylinder.recomputeGeometry(int, int, float, float, boolean, boolean)
.
setRandomColors
is not supported by SharedMesh.
getRedrawRate()
)
setReference
sets the reference value that incoming alpha
values are compared to when doing alpha testing.
setRenderer
sets the Renderer
object that
is to be used by this display.
setRenderer
sets the supplied renderer as this display's
renderer.
setRenderQueueMode
determines at what phase of the
rendering proces this Spatial will rendered.
setRenderState
sets a render state for this node.
setRenderState
sets a render state for this node.
indexInST
to rotate by
rot
at time time
.
setRotation
function, user needs to call the
buildMatrices
function
time
the joint
jointNumber
will rotate acording to the euler angles x,y,z
relative to its parent's rotation
time
the joint
jointNumber
will rotate acording to
Quaternion
.
setRotationQuaternion
builds a rotation from a
Quaternion
.
setRotationQuaternion
builds a rotation from a
Quaternion
.
setRoughness
sets the new roughness value of the
heightmap.
setRow
sets a particular row of this matrix to that
represented by the provided vector.
indexInST
to scale by
scale
at time time
.
setScale
function, user needs to call the
buildMatrices
function
setShadeMode
sets the current shading mode.
setShininess
sets the shininess of the material.
setSize
sets the size of the terrain where the area is
size x size.
setSolidColor
sets the color array of this geometry to a
single color.
setSolidColor
is not supported by SharedMesh.
setSrcFunction
sets the source function for the blending
equation for both rgb and alpha values.
setSourceFunctionAlpha
sets the source function for the blending
equation used with alpha values.
setSrcFunction
sets the source function for the blending
equation.
setSpatial
sets the spatial object used to define the
entitie's graphical representation.
setSpecular
sets the specular color value for this light.
setSpecular
sets the specular color of the material.
setSpeed
defines the speed at which this action occurs.
setSpeed
sets the speed of the mouse look.
setSpeed
sets the speed of the mouse look.
setSpeed
sets the speed of the mouse look.
setStart
sets the start distance, or where fog begins to
be applied.
setSteps
sets the number of steps that make up the curve.
setTarget
sets the shared data mesh.
setTargetMesh
sets the mesh that is hit by the source
mesh.
setTargetMesh
sets the geometry hit by the ray.
setTestEnabled
turns alpha testing on and off.
setTestFunction
sets the testing function used for the
alpha testing.
setTexture
sets a single texture to the first texture
unit.
setTexture
sets the texture object to be used by the
state.
setTextureCoordinateOffset
sets the offset value used to
determine which coordinates to use for texturing Geometry.
setTextureBuffer
sets this geometry's textures (position
0) via a float buffer.
setTextureBuffer
sets this geometry's textures at the
position given via a float buffer.
setTextureBuffer
is not supported by SharedMesh.
setTextureBuffer
not supported by SharedMesh
setTextureId
sets the texture id for this texture.
updateWorldData(float)
Normally this is set to 1.
setTitle
sets the window title of the created window.
setTranslation
will set the matrix's translation values.
setTranslation
will set the matrix's translation values.
setTranslation
will set the matrix's translation values.
setTranslation
will set the matrix's translation values.
setTranslation
will copy the given Vector3f's values
into this Matrix's translational component
setTranslation
function, user needs to call
the buildMatrices
function
time
the joint
jointNumber
will translate to x,y,z relative to its parent
time
the joint
jointNumber
will translate to x,y,z relative to its parent
setUp
sets the ring's up vector.
setUp
sets the up axis of this camera.
setUp
sets the up axis of the camera.
setupTexture
initializes a new Texture object for use with
TextureRenderer.
setupTexture
initializes a new Texture object for use with
TextureRenderer.
setupTexture
initializes a new Texture object for use with
TextureRenderer.
setupTexture
initializes a new Texture object for use with
TextureRenderer.
setupTexture
initializes a Texture object for use with
TextureRenderer.
setUpVector
sets the locking vector for the spatials up
vector.
setVBOInfo
is not supported in SharedMesh.
setVertexBuffer
sets this geometry's vertices via a float
buffer consisting of groups of three floats: x,y and z.
setVertexBuffer
is not supported by SharedMesh.
setViewPort
sets the boundaries of the viewport
setViewPort
sets the boundaries of the viewport
setViewPortBottom
sets the bottom boundary of the viewport
setViewPortBottom
sets the bottom boundary of the viewport
setViewPortLeft
sets the left boundary of the viewport
setViewPortLeft
sets the left boundary of the viewport
setViewPortRight
sets the right boundary of the viewport
setViewPortRight
sets the right boundary of the viewport
setViewPortTop
sets the top boundary of the viewport
setViewPortTop
sets the top boundary of the viewport
setVSyncEnabled
attempts to enable or disable monitor
vertical synchronization.
setWidth
sets the width value of the image.
Arrow.updateGeometry(float, float)
.
AxisRods.updateGeometry(float, float, boolean)
.
setWrap
sets the wrap mode of this texture for a
particular axis.
setWrap
sets the wrap mode of this texture for all axis.
setWrap
sets the wrap mode of this texture for a
particular axis.
setWrap
sets the wrap mode of this texture for all axis.
setWrap
sets the wrap mode of this texture for a
particular axis.
setWrap
sets the wrap mode of this texture for all axis.
setWrap
sets the wrap mode of this texture for a
particular axis.
setWrap
sets the wrap mode of this texture for all axis.
setWrap
sets the wrap mode of this texture for a
particular axis.
setWrap
sets the wrap mode of this texture for all axis.
setWritable
sets the depth mask writable or not.
#updateGeometry(Vector3f, Vector2f, Vector2f, Vector2f, Vector2f, boolean)
instead.
#updateGeometry(Vector3f, Vector2f, Vector2f, Vector2f, Vector2f, boolean)
instead.
#updateGeometry(Vector3f, Vector2f, Vector2f, Vector2f, Vector2f, boolean)
instead.
ShadeState
maintains the interpolation of color between
vertices.ShadeState
object with the
default mode being smooth.
ShadowEdge
Holds the indices of two points that form an edge in a ShadowTriangleShadowedRenderPass
is a render pass that renders the added
spatials along with shadows cast by givens occluders and lights flagged as
casting shadows.ShadowTriangle
A class that holds the edge information of a
single face (triangle) of an occluderShadowVolume
Represents the shadow volume mesh for a light and an occluder modelShadowVolume
SharedMesh
allows the sharing of data between multiple nodes.SharedMesh
object.
SharedMesh
object.
SharedNode
object.
SharedNode
object.
SimpleGame
A addComponentListener is added in the initSystem Method, to enable applet resizing.SimpleCanvasImpl
BaseSimpleGame
to automatically update and render the root node.BaseSimpleGame
but without the FPS and stats rendering.SimpleLightNode
defines a scene node that contains and maintains a
light object.LightState
object.
SimpleParticleForceFactory
SimplePassGame
stencilBits = 1;
SimpleCanvasImpl
BaseSimpleGame
.skipRate
seconds
slerp
sets this quaternion's value as an interpolation
between two other quaternions.
smallestAngleBetween
returns (in radians) the minimum
angle between two vectors.
LightManagement.getValueFor(Light, BoundingVolume)
method.
Arrays.sort(long[])
.Spatial
defines the base class for scene graph nodes.Spatial
object setting the
rotation, translation and scale value to defaults.
numObjects
Spatials
time
, ohject
toChange[i]
will assume transformation
look[i]
.time
Sphere
represents a 3D object with all points equidistance
from a center point.SpotLight
defines a light that has a location in space and
emits light within a cone.SpotLight
object.
Spring
defines a single spring connecting two SpringNodes
in a SpringSystem.SpringPoint
defines a single point in a SpringSystem.SpringPointForce
is an abstract class defining an external
force to be used with the SpringSystem class.SpringSystem
is a set of springs and nodes that
act and update as a cohesive unit.StandardGame
start
begins the game.
StippleState
maintains a ByteBuffer containing the stipple mask
which is applied by glPolygonStipple(mask)
.StippleState
StippleState
StripBox
object.
StripBox
object.
prepare()
and doSubdivide()
and preferrably override computeNormals(TriMesh batch)
SubdivisionButterfly
:
TriMesh mesh = {some trimesh};
Subdivision subdivision = new SubdivisionButterfly(mesh.getBatch(0)); // prepare for subdivision
subdivision.subdivide(); // subdivide
subdivision.apply(); // Applies the new subdivided buffers to the batch
subdivision.computeNormals(); // calculate new normals
Subdivision subdivision = new SubdivisionButterfly();
subdivision.setVertexBuffer(batch.getVertexBuffer());
subdivision.setIndexBuffer(batch.getIndexBuffer());
subdivision.addToBufferList(batch.getTextureBuffer(0), Subdivision.BufferType.TEXTUREBUFFER);
subdivision.addToBufferList(batch.getTextureBuffer(1), Subdivision.BufferType.TEXTUREBUFFER);
subdivision.addToBufferList(batch.getColorBuffer(), Subdivision.BufferType.COLORBUFFER);
subdivision.subdivide(); // subdivide
subdivision.apply(mesh.getBatch(0)); // Applies the new subdivided buffers to the batch
subdivision.computeNormals(mesh.getBatch(0)); // calculate new normals
Edge
Rule
to use
when splitting an Edge
whose vertices have
Location
and Valence
Call: VertexType.getRule(valence1, location1, valence2, location2);
subtract
subtracts the values of the parameter quaternion
from those of this quaternion.
subtract
subtracts the values of a given vector from those
of this vector creating a new vector object.
subtract
subtracts the values of a given vector from those
of this vector storing the result in the given vector object.
subtract
subtracts the given x,y values from those of this
vector creating a new vector object.
subtract
subtracts the values of a given vector from those
of this vector creating a new vector object.
subtract
subtract
subtracts the provided values from this vector,
creating a new vector that is then returned.
subtract
subtracts the values of the parameter quaternion
from those of this quaternion.
subtractLocal
subtracts a provided vector to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
subtractLocal
subtracts the provided values from this
vector internally, and returns a handle to this vector for easy chaining
of calls.
subtractLocal
subtracts a provided vector to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
subtractLocal
subtracts the provided values from this vector
internally, and returns a handle to this vector for easy chaining of
calls.
SwitchModel
defines an interface for selection of switch
nodes.SwitchNode
defines a node that maintains a single active child
at a time.SwitchNode
object.
InputHandler
s.InputHandler
s.takeScreenShot
saves the current buffer to a file.
takeScreenShot
saves the current buffer to a file.
takeScreenShot
saves the current buffer to a png file.
Teapot
is the classical teapot model ready for you to use in
jME! If you plan to texture this shape, use wrapmode WM_WRAP_S_WRAP_T.Teapot
object.
Teapot
object.
TerrainBlock
defines the lowest level of the terrain system.TerrainBlock
object.
TerrainBlock
object.
TerrainPage
is used to build a quad tree of terrain blocks.TerrainPage
object.
TerrainPage
object.
tessellate
generates the BezierMesh
vertices from the supplied patch and detail level.
Text
allows text to be displayed on the screen.Font3D#createText(String, String, int, boolean, boolean, boolean)
.TextGameState
provides a GameState that can be used to display simple text.Texture
defines a texture object to be used to display an
image on a piece of geometry.Texture
object with default
attributes.
TextureKey
provides a way for the TextureManager to cache and
retrieve Texture
objects.TextureManager
provides static methods for building a
Texture
object.TextureRenderer
defines an abstract class that handles rendering a
scene to a buffer and copying it to a texture.TextureState
maintains a texture state for a given node and
it's children.TextureState
object.
TextureManager
provides static methods for building a
Texture
object.ThirdPersonBackwardAction
ThirdPersonBackwardAction
object.
ThirdPersonForwardAction
ThirdPersonForwardAction
object.
ThirdPersonHandler
defines an InputHandler that sets input to
be controlled similar to games such as Zelda Windwaker and Mario 64, etc.ThirdPersonLeftAction
ThirdPersonLeftAction
object.
MouseLook
object.
ThirdPersonRightAction
ThirdPersonRightAction
object.
ThirdPersonLeftAction
ThirdPersonLeftAction
object.
ThirdPersonRightAction
ThirdPersonRightAction
object.
TimedLifeController
provides an easy mechanism for defining a
time-lived controller that receives a percentage to the destination life span
and then is removed.Timer
is the base class for a high resolution timer.toAngleAxis
sets a given angle and axis to that
represented by the current quaternion.
toAngles
returns this quaternion converted to Euler
rotation angles (yaw,roll,pitch).toAWTCode
converts KeyInput key codes to AWT key codes.
toAxes
takes in an array of three vectors.
toFloatBuffer
returns a FloatBuffer object that contains
the matrix data.
toFloatBuffer
returns a FloatBuffer object that contains
the matrix data.
toFloatBuffer
returns a FloatBuffer object that contains the
matrix data.
toInputCode
converts AWT key codes to KeyInput key codes.
toInputCode
converts SWT key codes to KeyInput key codes.
toRotationMatrix
converts this quaternion to a rotational
matrix.
toRotationMatrix
converts this quaternion to a rotational
matrix.
toRotationMatrix
converts this quaternion to a rotational
matrix.
toString
returns the string representation of this object.
toString
returns the string representation of this object.
toString
returns the string representation of this object.
toString
returns the string representation of this object.
toString
returns a string thta represents the string
representation of this plane.
toString
creates the string representation of this
Quaternion
.
toString
returns the string representation of this object.
toString
returns the string representation of this object.
toString
returns the string representation of this vector
object.
toString
returns the string representation of this vector.
toString
returns the string representation of this color.
toString
returns the string representation of this font
object in the Format: toString
returns the string representation of this font
object in the Format: toString
returns the string representation of this timer
in the format: toSWTCode
converts KeyInput key codes to SWT key codes.
TrailMesh
transform
modifies the center of the box to reflect the
change made via a rotation, translation and scale.
transform
modifies the center of the sphere to reflect the
change made via a rotation, translation and scale.
transform
alters the location of the bounding volume by a
rotation, translation and a scalar.
transform
alters the location of the bounding volume by a
rotation, translation and a scalar.
TransformMatrix
that is set to the
identity matrix by default.
TransformMatrix
that is set to the
provided matrix.
TransformMatrix
that has rotation
and translation defined by its parameters
inverseTranslateVect
translates a given Vector3f by the
translation part of this matrix.
transpose
locally transposes this Matrix.
transpose
locally transposes this Matrix.
transposeNew
returns a transposed version of this matrix.
Triangle
defines a object for containing triangle information.Triangle
object with the
supplied vectors as the points.
triangle
(int) the triangle number (in an occluder) to
which the edge is connected or INVALID_TRIANGLE if not connected.
JoystickInputHandlerDevice
has an instance of this class which is subscribed at the
JoystickInput
to receive joystick events and forward them to the joystick triggers.KeyboardInputHandlerDevice
has an instance of this class which is subscribed at the
KeyInput
to receive keyboard events and forward them to the keyboard triggers.MouseInputHandlerDevice
has an instance of this class which is subscribed at the
MouseInput
to receive mouse events and forward them to the mouse triggers.TriMesh
defines a geometry mesh.TriMesh
object.
TriMesh
object.
unloadHeightMap
clears the data of the height map.
setOrthoCenter
sets the display system to be in
orthographic mode.
setOrthoCenter
sets the display system to be in
orthographic mode.
unsetOrhto
unsets the display system from orthographic
mode back into regular projection mode.
update
moves a spatial along the given curve for along a
time period.
update
repositions the camera based on the current
position and an ideal position using spherical coordinates.
update
The Dummy does nothing at all.
updateState
updates the mouse state, in out case it does nothing at all.
update
updates the keyboard buffer.
updateState
updates the mouse state.
update
updates the position and rotation of the target
based on the movement requested by the user.
update
updates the camera parameters by calling
onFrustumChange
,onViewPortChange
and
onFrameChange
.
update
updates the frustum viewport and frame of the
camera checking for any possible change in the position or orientation of
the camera.
update
is a signal to
Controller that it should update whatever object(s) it is controlling.
callable
to the queue to be invoked in
the update() method in the OpenGL thread.
update
recalulates the frame rate based on the previous
call to update.
update
recalculates the frame rate based on the previous
call to update.
ImageGraphics.getImage()
.
ImageGraphics.getImage()
.
GameStateNode
.
movingMeshes
by updating their joints +=time
updateFromHeightMap
updates the verts of all sub blocks
from the contents of their heightmaps.
updateGeometricState
updates all the geometry information
for the node.
updateKeyBindings
allows a user to update the keys mapped to the various actions.
updateBound
recalculates the bounding object assigned to
the geometry.
updateBound
recalculates the bounding object assigned to
the geometry.
updateBound
recalculates the bounding object for this
Spatial.
updateModelBound
updates the model bounds (generates the
bounds from the current vertices).
updateProperties
allows you to update all properties of
this chase camera and its related mouse look class.
updateProperties
setProperties
sets up class fields from the given hashmap.
updateWorldBound
updates the bounding volume that contains
this geometry.
updateWorldBound
merges the bounds of all the children
maintained by this node.
updateWorldBound
merges the bounds of all the children
maintained by this node.
updateWorldBound
updates the bounding volume that contains
this geometry.
updateWorldBound
updates the bounding volume of the world.
updateWorldData
modifies the light data based on any
change the light node has made.
updateWorldData
modifies the light data based on any
change the light node has made.
updateWorldData
defers the updating of the billboards
orientation until rendering.
updateWorldData
updates the rotation and translation of
this node, and sets the camera's frame buffer to reflect the current
view.
updateWorldData
updates the world transforms from the
parent down to the leaf.
updateWorldData
updates all the children maintained by
this node.
updateWorldData
updates the world transforms from the
parent down to the leaf.
VBOInfo
provides a single class for dealing with the VBO
characteristics of a Geometry object(s)Vector2f
defines a Vector for a two float value vector.Vector3f
defines a Vector for a three float value tuple.Vector3f
with default
values of (0,0,0).
Vector3f
with provides
values.
Vector3f
that is a copy
of the provided vector
Location
Valence
VETMesh
originally ported from David Eberly's c++,
modifications and enhancements made from there.iterations
* 10
update(.1f) calls).
WaterHeightGenerator
Sample implementation of a water height generatorWaterRenderPass
Water effect pass.whichSide
takes a plane (typically provided by a view
frustum) to determine which side this bound is on.
whichSide
takes a plane (typically provided by a view
frustum) to determine which side this bound is on.
whichSide
returns the side on which the bounding volume
lies on a plane.
p
lies.
WireframeState
maintains whether a node and it's children
should be drawn in wireframe or solid fill.writeExternal
writes this quaternion out to a
ObjectOutput
object.
ZBufferState
maintains how the use of the depth buffer is to
occur.ZBufferState
object.
zero
resets this vector's data to zero internally.
zero
resets this vector's data to zero internally.
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