Uses of Interface
com.jme.util.export.Savable

Packages that use Savable
com.jme.animation   
com.jme.bounding   
com.jme.curve   
com.jme.image   
com.jme.input   
com.jme.input.controls.controller   
com.jme.light   
com.jme.math   
com.jme.math.spring   
com.jme.renderer   
com.jme.renderer.jogl   
com.jme.renderer.lwjgl   
com.jme.scene   
com.jme.scene.lod   
com.jme.scene.shadow   
com.jme.scene.shape Standard geometric shapes. 
com.jme.scene.state   
com.jme.scene.state.jogl   
com.jme.scene.state.lwjgl   
com.jme.system.dummy   
com.jme.util   
com.jme.util.export   
com.jme.util.export.binary   
com.jme.util.export.binary.modules   
com.jme.util.export.xml   
com.jme.util.shader   
com.jme.util.shader.uniformtypes   
com.jme.util.stat.graph   
com.jmex.awt.swingui   
com.jmex.editors.swing.particles   
com.jmex.effects   
com.jmex.effects.cloth   
com.jmex.effects.particles   
com.jmex.effects.transients   
com.jmex.effects.water   
com.jmex.font2d   
com.jmex.font3d   
com.jmex.game.state.load   
com.jmex.model   
com.jmex.model.animation   
com.jmex.model.ogrexml   
com.jmex.model.ogrexml.anim   
com.jmex.scene   
com.jmex.terrain   
 

Uses of Savable in com.jme.animation
 

Subinterfaces of Savable in com.jme.animation
 interface AnimationEvent
          AnimationEvent defines a trigger for an animation set to a keyframe.
 

Classes in com.jme.animation that implement Savable
 class AnimationController
          AnimationController provides a method for managing multiple BoneAnimations.
 class Bone
          Bone defines a scenegraph node that defines a single bone object within a skeletal system.
 class BoneAnimation
          BoneAnimation defines a component that manipulates the position of a skeletal system based on a collection of keyframes.
 class BoneInfluence
          The Influence class defines a pairing between a vertex and a bone.
 class BoneTransform
          BoneTransform contains a Bone/Transform array pairing.
 class HardpointCollection
           
 class Keyframe
          Keyframe defines a positional or a rotational keyframe.
 class SkinNode
          SkinNode defines a scene node that contains skinned mesh data.
 class SpatialTransformer
          Started Date: Jul 9, 2004

This class animates spatials by interpolating between various transformations.
static class SpatialTransformer.PointInTime
          Defines a point in time where at time time, ohject toChange[i] will assume transformation look[i].
 class TextureAnimationController
           
 class TextureKeyframeController
          TextureKeyframeController applies transform matrices to the texture matrix based on keyframe times.
 

Uses of Savable in com.jme.bounding
 

Classes in com.jme.bounding that implement Savable
 class BoundingBox
          BoundingBox defines an axis-aligned cube that defines a container for a group of vertices of a particular piece of geometry.
 class BoundingCapsule
           
 class BoundingSphere
          BoundingSphere defines a sphere that defines a container for a group of vertices of a particular piece of geometry.
 class BoundingVolume
          BoundingVolume defines an interface for dealing with containment of a collection of points.
 class LineBoundingBox
          Started Date: Sep 5, 2004

 class OrientedBoundingBox
          Started Date: Sep 5, 2004

 class OrthogonalBoundingBox
          Started Date: Sep 5, 2004

 

Uses of Savable in com.jme.curve
 

Classes in com.jme.curve that implement Savable
 class BezierCurve
          BezierCurve uses an ordered-list of three-dimensional points and the equation: x(t) = Sum(n, i=0) Bn,i(t)Pi
t [0,1]
Bn,i(t) = C(n;i)t^i(1-t)^(n-i)
The input (t) provides the current point of the curve at a interval [0,1] where 0 is the first control point and 1 is the second control point.
 class CatmullRomCurve
          CatmullRomCurve
 class Curve
          Curve defines a collection of points that make up a curve.
 class CurveController
          CurveController defines a controller that moves a supplied Spatial object along a curve.
 class PolylineCurve
           
 

Uses of Savable in com.jme.image
 

Classes in com.jme.image that implement Savable
 class Image
          Image defines a data format for a graphical image.
 class Texture
          Texture defines a texture object to be used to display an image on a piece of geometry.
 class Texture1D
           
 class Texture2D
           
 class Texture3D
           
 class TextureCubeMap
           
 

Uses of Savable in com.jme.input
 

Classes in com.jme.input that implement Savable
 class AbsoluteMouse
          AbsoluteMouse defines a mouse object that maintains a position within the window.
 class Mouse
          Mouse defines a node that handles the rendering and updating of a mouse input device.
 class RelativeMouse
          RelativeMouse defines a mouse controller that only maintains the relative change from one poll to the next.
 

Uses of Savable in com.jme.input.controls.controller
 

Classes in com.jme.input.controls.controller that implement Savable
 class ActionChangeController
          ActionChangeController takes a ControlChangeListener and is invoked whenever the GameControl's value changes.
 class ActionController
          ActionController allows you to assign a GameControlAction implementation to occur when a control is pressed or released.
 class ActionRepeatController
          ActionRepeatController allows you to specify the rate at which an action is repeatable and will invoke the supplied Runnable at that repeat rate while the GameControl is being pressed.
 class CameraController
           
 class RotationController
           
 class ThrottleController
          ThrottleController manages forward and backward thrust on a Spatial spatial - the object throttle is being applied to forward - the GameControl that effects forward thrust maxForwardThrottle - the maximum throttle that can be achieved in a forward motion reverse - the GameControl that effects reverse thrust maxReverseThrottle - the maximum throttle that can be achieved in a reverse motion deadZone - the area on both sides of 0.0f that automatically gets counted as 0.0f (for Joystick throttles with high sens.) multiplier - the multiplier that defines how quickly maximum thrust can be achieved degradation - the multiplier that defines how quickly the thrust will degrade back to zero alwaysDegrade - if this is true, even when using a key/button to increase throttle it will continually degrade toward 0.0f axis - the axis on the spatial the throttle should be applied to
 

Uses of Savable in com.jme.light
 

Classes in com.jme.light that implement Savable
 class DirectionalLight
          DirectionalLight defines a light that is assumed to be infintely far away (something similar to the sun).
 class Light
          Light defines the attributes of a light element.
 class LightManagement
          Deprecated. 
 class LightNode
          LightNode defines a scene node that contains and maintains a light object.
 class LightStateController
          Deprecated. 
 class PointLight
          PointLight defines a light that has a location in space and emits light in all directions evenly.
 class SimpleLightNode
          Started Date: Jul 21, 2004

SimpleLightNode defines a scene node that contains and maintains a light object.
 class SpotLight
          SpotLight defines a light that has a location in space and emits light within a cone.
 

Uses of Savable in com.jme.math
 

Classes in com.jme.math that implement Savable
 class Line
          Line defines a line.
 class LineSegment
          LineSegment represents a segment in the space.
 class Matrix3f
          Matrix3f defines a 3x3 matrix.
 class Matrix4f
          Matrix4f defines and maintains a 4x4 matrix in row major order.
 class Plane
          A plane in 3D space.
 class Quaternion
          Quaternion defines a single example of a more general class of hypercomplex numbers.
 class Ray
          Ray defines a line segment which has an origin and a direction.
 class Rectangle
          Rectangle defines a finite plane within three dimensional space that is specified via three points (A, B, C).
 class Ring
          Ring defines a flat ring or disk within three dimensional space that is specified via the ring's center point, an up vector, an inner radius, and an outer radius.
 class TransformMatrix
          TransformMatrix holds a rotation (Matrix3f) and translation (Vector3f) for point manipulation
 class TransformQuaternion
          Started Date: Jul 16, 2004

Same as TransformMatrix, but stores rotations as quats, not Matrix3f.
 class Triangle
          Triangle defines a object for containing triangle information.
 class Vector2f
          Vector2f defines a Vector for a two float value vector.
 class Vector3f
          Vector3f defines a Vector for a three float value tuple.
 

Uses of Savable in com.jme.math.spring
 

Classes in com.jme.math.spring that implement Savable
 class Spring
          Spring defines a single spring connecting two SpringNodes in a SpringSystem.
 class SpringPoint
          SpringPoint defines a single point in a SpringSystem.
 class SpringPointForce
          SpringPointForce is an abstract class defining an external force to be used with the SpringSystem class.
 class SpringSystem
          SpringSystem is a set of springs and nodes that act and update as a cohesive unit.
 

Uses of Savable in com.jme.renderer
 

Subinterfaces of Savable in com.jme.renderer
 interface Camera
          Camera defines an interface that encapsulates viewport management.
 

Classes in com.jme.renderer that implement Savable
 class AbstractCamera
          AbstractCamera implments the Camera interface implementing all non-API specific camera calculations.
 class ColorRGBA
          ColorRGBA defines a color made from a collection of red, green and blue values.
 

Uses of Savable in com.jme.renderer.jogl
 

Classes in com.jme.renderer.jogl that implement Savable
 class JOGLCamera
          JOGLCamera defines a concrete implementation of a AbstractCamera using the JOGL library for view port setting.
 

Uses of Savable in com.jme.renderer.lwjgl
 

Classes in com.jme.renderer.lwjgl that implement Savable
 class LWJGLCamera
          LWJGLCamera defines a concrete implementation of a AbstractCamera using the LWJGL library for view port setting.
 

Uses of Savable in com.jme.scene
 

Subinterfaces of Savable in com.jme.scene
 interface SwitchModel
          SwitchModel defines an interface for selection of switch nodes.
 

Classes in com.jme.scene that implement Savable
 class BezierMesh
          BezierMesh is defined by a collection of BezierPatch objects that define a 4x4 patch of control anchors.
 class BezierPatch
          BezierPatch defines a 4x4 mesh of control points.
 class BillboardNode
          BillboardNode defines a node that always orients towards the camera.
 class CameraNode
          CameraNode defines a node that contains a camera object.
 class Circle
          Circle consists of Line Segments.
 class ConnectionPoint
           
 class Controller
          Controller provides a base class for creation of controllers to modify nodes and render states over time.
 class DistanceSwitchModel
          DistanceSwitchModel defines a SwitchModel for selecting a child node based on the current distance from the containing node to the camera.
 class Geometry
          Geometry defines a leaf node of the scene graph.
 class ImposterNode
          ImposterNode
 class Node
          Node defines an internal node of a scene graph.
 class PassNode
          PassNode Creator: rikard.herlitz, 2007-maj-10
 class PassNodeState
          PassNodeState Creator: rikard.herlitz, 2007-maj-10
 class Point
          Point defines a collection of vertices that are rendered as single points.
 class QuadMesh
          QuadMesh defines a geometry mesh.
 class SharedMesh
          SharedMesh allows the sharing of data between multiple nodes.
 class SharedNode
          SharedNode allows the sharing of data
 class Skybox
          A Box made of textured quads that simulate having a sky, horizon and so forth around your scene.
 class Spatial
          Spatial defines the base class for scene graph nodes.
 class SwitchNode
          SwitchNode defines a node that maintains a single active child at a time.
 class TexCoords
          Simple data class storing a buffer of floats and a number that indicates how many floats to group together to make up a texture coordinate "tuple"
 class Text
          Text allows text to be displayed on the screen.
 class TriMesh
          TriMesh defines a geometry mesh.
 class VBOInfo
          VBOInfo provides a single class for dealing with the VBO characteristics of a Geometry object(s)
 

Methods in com.jme.scene that return Savable
 Savable UserDataManager.getUserData(Spatial spatial, java.lang.String key)
          Retrieves a user data object(Savable) using a Spatial key and a finegrained key
 Savable Spatial.getUserData(java.lang.String key)
          Retrieves user data from the hashmap defined by the provided key.
 Savable UserDataManager.removeUserData(Spatial spatial, java.lang.String key)
          Removed a user data object(Savable) from the map using a Spatial key and a finegrained key
 Savable Spatial.removeUserData(java.lang.String key)
          Removes user data from the hashmap defined by the provided key.
 

Methods in com.jme.scene that return types with arguments of type Savable
 java.util.HashMap<java.lang.String,Savable> UserDataManager.getAllData(Spatial key)
           
 

Methods in com.jme.scene with parameters of type Savable
 void UserDataManager.setUserData(Spatial spatial, java.lang.String key, Savable data)
          Maps a Spatial and a key to user data(a Savable)
 void Spatial.setUserData(java.lang.String key, Savable data)
          Stores user define data for this Spatial.
 

Method parameters in com.jme.scene with type arguments of type Savable
 void UserDataManager.setAllData(Spatial key, java.util.HashMap<java.lang.String,Savable> data)
           
 

Uses of Savable in com.jme.scene.lod
 

Classes in com.jme.scene.lod that implement Savable
 class AreaClodMesh
          AreaClodMesh originally ported from David Eberly's c++, modifications and enhancements made from there.

This class is an automatically updating ClodMesh that updates records acording to how much area the bounding volume takes up on the screen.
 class ClodMesh
          ClodMesh originally ported from David Eberly's c++, modifications and enhancements made from there.
 class CollapseRecord
          CollapseRecord originally ported from David Eberly's c++, modifications and enhancements made from there.

This class keeps an array of vertex index positions that are to be collapsed.
 class DiscreteLodNode
          DiscreteLodNode
 

Uses of Savable in com.jme.scene.shadow
 

Classes in com.jme.scene.shadow that implement Savable
 class ShadowEdge
          ShadowEdge Holds the indices of two points that form an edge in a ShadowTriangle
 class ShadowTriangle
          ShadowTriangle A class that holds the edge information of a single face (triangle) of an occluder
 class ShadowVolume
          ShadowVolume Represents the shadow volume mesh for a light and an occluder model
 

Uses of Savable in com.jme.scene.shape
 

Classes in com.jme.scene.shape that implement Savable
 class AbstractBox
          An eight sided box.
 class Arrow
          A cylinder with a pyramid at one end.
 class AxisRods
          Three coloured arrows, one pointing along each axis.
 class Box
          A box with solid (filled) faces.
 class Capsule
          A capsule is a cylindrical section capped with a dome at either end.
 class Cone
          Deprecated. use Cylinder.
 class Cylinder
          A simple cylinder, defined by it's height and radius.
 class Disk
          A flat discus, defined by it's radius.
 class Dodecahedron
          A regular polyhedron with 12 faces.
 class Dome
          A hemisphere.
 class Extrusion
          An extrusion of a 2D object (Line) along a path (List of Vector3f).
 class GeoSphere
          A polygon mesh approximating a sphere by recursive subdivision.
 class Hexagon
          Hexagon provides an extension of TriMesh.
 class Icosahedron
          A regular polyhedron with 20 faces.
 class MultiFaceBox
          The used Texture is 1 Unit wide and 8 Units high.
 class Octahedron
          A regular polyhedron with 8 faces.
 class OrientedBox
          Started Date: Aug 22, 2004

This primitive represents a box that has options to orient it acording to its X/Y/Z axis.
 class PQTorus
          A parameterized torus, also known as a pq torus.
 class Pyramid
          A four sided pyramid.
 class Quad
          A four sided, two dimensional shape (a quadrilateral).
 class RegularPolyhedron
          A polyhedron whose faces and edges are all identical.
 class RoundedBox
           
 class Sphere
          Sphere represents a 3D object with all points equidistance from a center point.
 class StripBox
          A box made from a strip mode tri-mesh.
 class Teapot
          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.
 class Torus
          An ordinary (single holed) torus.
 class Tube
           
 

Uses of Savable in com.jme.scene.state
 

Classes in com.jme.scene.state that implement Savable
 class BlendState
          BlendState maintains the state of the blending values of a particular node and its children.
 class ClipState
          ClipState specifies a plane to test for clipping of the nodes.
 class ColorMaskState
          ColorMaskState
 class CullState
          CullState determins which side of a model will be visible when it is rendered.
 class FogState
          FogState maintains the fog qualities for a node and it's children.
 class FragmentProgramState
          FragmentProgramState
 class GLSLShaderObjectsState
          Implementation of the GL_ARB_shader_objects extension.
 class LightState
          LightState maintains a collection of lights up to the set number of maximum lights allowed.
 class MaterialState
          MaterialState defines a state to define an objects material settings.
 class RenderState
          RenderState is the base class for all states that affect the rendering of a piece of geometry.
 class ShadeState
          ShadeState maintains the interpolation of color between vertices.
 class StencilState
          The StencilState RenderState allows the user to set the attributes of the stencil buffer of the renderer.
 class StippleState
          StippleState maintains a ByteBuffer containing the stipple mask which is applied by glPolygonStipple(mask).
The ByteBuffer needs to be 1024 Bytes big (32x32).
 class TextureState
          TextureState maintains a texture state for a given node and it's children.
 class VertexProgramState
          Implementation of the GL_ARB_vertex_program extension.
 class WireframeState
          WireframeState maintains whether a node and it's children should be drawn in wireframe or solid fill.
 class ZBufferState
          ZBufferState maintains how the use of the depth buffer is to occur.
 

Uses of Savable in com.jme.scene.state.jogl
 

Classes in com.jme.scene.state.jogl that implement Savable
 class JOGLBlendState
          JOGLBlendState subclasses the BlendState using the JOGL API to set OpenGL's blending state params.
 class JOGLClipState
          JOGLClipState
 class JOGLColorMaskState
          JOGLColorMaskState
 class JOGLCullState
          JOGLCullState
 class JOGLFogState
          JOGLFogState subclasses the fog state using the JOGL API to set the OpenGL fog state.
 class JOGLFragmentProgramState
           
 class JOGLLightState
          JOGLLightState subclasses the Light class using the JOGL API to access OpenGL for light processing.
 class JOGLMaterialState
          JOGLMaterialState subclasses MaterialState using the JOGL API to access OpenGL to set the material for a given node and it's children.
 class JOGLShaderObjectsState
          Implementation of the GL_ARB_shader_objects extension.
 class JOGLShadeState
          JOGLShadeState subclasses the ShadeState class using the JOGL API to access OpenGL to set the shade state.
 class JOGLStencilState
          JOGLStencilState
 class JOGLStippleState
          JOGL implementation of StippleState
 class JOGLTextureState
          JOGLTextureState subclasses the TextureState object using the JOGL API to access OpenGL for texture processing.
 class JOGLVertexProgramState
          Implementation of the GL_ARB_vertex_program extension.
 class JOGLWireframeState
          JOGLWireframeState subclasses WireframeState to use the JOGL API to access OpenGL.
 class JOGLZBufferState
          JOGLZBufferState subclasses ZBufferState to use the JOGL API to access OpenGL.
 

Uses of Savable in com.jme.scene.state.lwjgl
 

Classes in com.jme.scene.state.lwjgl that implement Savable
 class LWJGLBlendState
          LWJGLBlendState subclasses the BlendState using the LWJGL API to set OpenGL's blending state params.
 class LWJGLClipState
          LWJGLClipState
 class LWJGLColorMaskState
          LWJGLColorMaskState
 class LWJGLCullState
          LWJGLCullState
 class LWJGLFogState
          LWJGLFogState subclasses the fog state using the LWJGL API to set the OpenGL fog state.
 class LWJGLFragmentProgramState
           
 class LWJGLLightState
          LWJGLLightState subclasses the Light class using the LWJGL API to access OpenGL for light processing.
 class LWJGLMaterialState
          LWJGLMaterialState subclasses MaterialState using the LWJGL API to access OpenGL to set the material for a given node and it's children.
 class LWJGLShaderObjectsState
          Implementation of the GL_ARB_shader_objects extension.
 class LWJGLShadeState
          LWJGLShadeState subclasses the ShadeState class using the LWJGL API to access OpenGL to set the shade state.
 class LWJGLStencilState
          LWJGLStencilState
 class LWJGLStippleState
          LWJGL implementation of StippleState
 class LWJGLTextureState
          LWJGLTextureState subclasses the TextureState object using the LWJGL API to access OpenGL for texture processing.
 class LWJGLVertexProgramState
          Implementation of the GL_ARB_vertex_program extension.
 class LWJGLWireframeState
          LWJGLWireframeState subclasses WireframeState to use the LWJGL API to access OpenGL.
 class LWJGLZBufferState
          LWJGLZBufferState subclasses ZBufferState to use the LWJGL API to access OpenGL.
 

Uses of Savable in com.jme.system.dummy
 

Classes in com.jme.system.dummy that implement Savable
(package private)  class DummyRenderer.TextureStateN
           
 

Uses of Savable in com.jme.util
 

Classes in com.jme.util that implement Savable
 class BumpMapColorController
           
 class TextureKey
          TextureKey provides a way for the TextureManager to cache and retrieve Texture objects.
 

Methods in com.jme.util that return Savable
 Savable CloneImportExport.load(java.io.File f)
           
 Savable CloneImportExport.load(java.io.InputStream f)
           
 Savable CloneImportExport.load(java.net.URL f)
           
 Savable CloneImportExport.loadClone()
          Load the savable that is currently stored in this import/export utility.
 

Methods in com.jme.util with parameters of type Savable
 com.jme.util.CloneImportExport.CloneCapsule CloneImportExport.getCapsule(Savable object)
           
 boolean CloneImportExport.save(Savable object, java.io.File f)
           
 boolean CloneImportExport.save(Savable object, java.io.OutputStream f)
           
 boolean CloneImportExport.saveClone(Savable object)
          Save the specified savable into the local state to allow it to be cloned later using loadClone
 

Uses of Savable in com.jme.util.export
 

Methods in com.jme.util.export that return Savable
 Savable JMEImporter.load(java.io.File f)
           
 Savable JMEImporter.load(java.io.InputStream f)
           
 Savable JMEImporter.load(java.net.URL f)
           
 Savable InputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] InputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] InputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 

Methods in com.jme.util.export that return types with arguments of type Savable
 java.util.Map<? extends Savable,? extends Savable> InputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> InputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> InputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Methods in com.jme.util.export with parameters of type Savable
 OutputCapsule JMEExporter.getCapsule(Savable object)
           
 InputCapsule JMEImporter.getCapsule(Savable id)
           
 Savable InputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] InputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] InputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 boolean JMEExporter.save(Savable object, java.io.File f)
           
 boolean JMEExporter.save(Savable object, java.io.OutputStream f)
           
 void OutputCapsule.write(Savable[][] objects, java.lang.String name, Savable[][] defVal)
           
 void OutputCapsule.write(Savable[][] objects, java.lang.String name, Savable[][] defVal)
           
 void OutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void OutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void OutputCapsule.write(Savable object, java.lang.String name, Savable defVal)
           
 

Method parameters in com.jme.util.export with type arguments of type Savable
 java.util.Map<? extends Savable,? extends Savable> InputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> InputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> InputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 void OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void OutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void OutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 void OutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Uses of Savable in com.jme.util.export.binary
 

Fields in com.jme.util.export.binary with type parameters of type Savable
protected  java.util.IdentityHashMap<Savable,BinaryInputCapsule> BinaryImporter.capsuleTable
           
protected  java.util.IdentityHashMap<Savable,BinaryIdContentPair> BinaryExporter.contentTable
           
protected  java.util.HashMap<java.lang.Integer,Savable> BinaryImporter.contentTable
           
 

Methods in com.jme.util.export.binary that return Savable
static Savable BinaryClassLoader.fromName(java.lang.String className, InputCapsule inputCapsule)
          fromName creates a new Savable from the provided class name.
 Savable BinaryImporter.load(byte[] data)
           
 Savable BinaryImporter.load(java.io.File f)
           
 Savable BinaryImporter.load(java.io.File f, ReadListener listener)
           
 Savable BinaryLoaderModule.load(InputCapsule inputCapsule)
           
 Savable BinaryImporter.load(java.io.InputStream is)
           
 Savable BinaryImporter.load(java.io.InputStream is, ReadListener listener)
           
 Savable BinaryImporter.load(java.io.InputStream is, ReadListener listener, java.io.ByteArrayOutputStream baos)
           
 Savable BinaryImporter.load(java.net.URL f)
           
 Savable BinaryImporter.load(java.net.URL f, ReadListener listener)
           
 Savable BinaryImporter.readObject(int id)
           
 Savable BinaryInputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] BinaryInputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] BinaryInputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 Savable[][][] BinaryInputCapsule.readSavableArray3D(java.lang.String name, Savable[][][] defVal)
           
 

Methods in com.jme.util.export.binary that return types with arguments of type Savable
 java.util.Map<? extends Savable,? extends Savable> BinaryInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> BinaryInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> BinaryInputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Methods in com.jme.util.export.binary with parameters of type Savable
 BinaryOutputCapsule BinaryExporter.getCapsule(Savable object)
           
 BinaryInputCapsule BinaryImporter.getCapsule(Savable id)
           
 int BinaryExporter.processBinarySavable(Savable object)
           
 Savable BinaryInputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] BinaryInputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] BinaryInputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 Savable[][][] BinaryInputCapsule.readSavableArray3D(java.lang.String name, Savable[][][] defVal)
           
 boolean BinaryExporter.save(Savable object, java.io.File f)
           
 boolean BinaryExporter.save(Savable object, java.io.OutputStream os)
           
protected  void BinaryOutputCapsule.write(Savable object)
           
protected  void BinaryOutputCapsule.write(Savable[] objects)
           
protected  void BinaryOutputCapsule.write(Savable[][] objects)
           
 void BinaryOutputCapsule.write(Savable[][] objects, java.lang.String name, Savable[][] defVal)
           
 void BinaryOutputCapsule.write(Savable[][] objects, java.lang.String name, Savable[][] defVal)
           
 void BinaryOutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void BinaryOutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void BinaryOutputCapsule.write(Savable object, java.lang.String name, Savable defVal)
           
 

Method parameters in com.jme.util.export.binary with type arguments of type Savable
 java.util.Map<? extends Savable,? extends Savable> BinaryInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> BinaryInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> BinaryInputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
protected  void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> array)
           
protected  void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> array)
           
 void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void BinaryOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
protected  void BinaryOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> array)
           
 void BinaryOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 void BinaryOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Uses of Savable in com.jme.util.export.binary.modules
 

Methods in com.jme.util.export.binary.modules that return Savable
 Savable BinaryAbstractCameraModule.load(InputCapsule inputCapsule)
           
 Savable BinaryBlendStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryClipStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryColorMaskStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryCullStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryFogStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryFragmentProgramStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryGLSLShaderObjectsStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryLightStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryMaterialStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryShadeStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryStencilStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryTextureStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryVertexProgramStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryWireframeStateModule.load(InputCapsule inputCapsule)
           
 Savable BinaryZBufferStateModule.load(InputCapsule inputCapsule)
           
 

Uses of Savable in com.jme.util.export.xml
 

Methods in com.jme.util.export.xml that return Savable
 Savable XMLImporter.load(java.io.File f)
           
 Savable XMLImporter.load(java.io.InputStream f)
           
 Savable XMLImporter.load(java.net.URL f)
           
 Savable DOMInputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] DOMInputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] DOMInputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 

Methods in com.jme.util.export.xml that return types with arguments of type Savable
 java.util.ArrayList<Savable> DOMInputCapsule.readSavableArrayList(java.lang.String name, java.util.ArrayList defVal)
           
 java.util.Map<? extends Savable,? extends Savable> DOMInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> DOMInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> DOMInputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Methods in com.jme.util.export.xml with parameters of type Savable
 OutputCapsule XMLExporter.getCapsule(Savable object)
           
 InputCapsule XMLImporter.getCapsule(Savable id)
           
 Savable DOMInputCapsule.readSavable(java.lang.String name, Savable defVal)
           
 Savable[] DOMInputCapsule.readSavableArray(java.lang.String name, Savable[] defVal)
           
 Savable[][] DOMInputCapsule.readSavableArray2D(java.lang.String name, Savable[][] defVal)
           
 boolean XMLExporter.save(Savable object, java.io.File f)
           
 boolean XMLExporter.save(Savable object, java.io.OutputStream f)
           
 void DOMOutputCapsule.write(Savable[][] value, java.lang.String name, Savable[][] defVal)
           
 void DOMOutputCapsule.write(Savable[][] value, java.lang.String name, Savable[][] defVal)
           
 void DOMOutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void DOMOutputCapsule.write(Savable[] objects, java.lang.String name, Savable[] defVal)
           
 void DOMOutputCapsule.write(Savable object, java.lang.String name, Savable defVal)
           
 

Method parameters in com.jme.util.export.xml with type arguments of type Savable
 java.util.Map<? extends Savable,? extends Savable> DOMInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<? extends Savable,? extends Savable> DOMInputCapsule.readSavableMap(java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 java.util.Map<java.lang.String,? extends Savable> DOMInputCapsule.readStringSavableMap(java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeSavableMap(java.util.Map<? extends Savable,? extends Savable> map, java.lang.String name, java.util.Map<? extends Savable,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 void DOMOutputCapsule.writeStringSavableMap(java.util.Map<java.lang.String,? extends Savable> map, java.lang.String name, java.util.Map<java.lang.String,? extends Savable> defVal)
           
 

Uses of Savable in com.jme.util.shader
 

Classes in com.jme.util.shader that implement Savable
 class ShaderVariable
          An utily class to store shader's uniform variables content.
 

Uses of Savable in com.jme.util.shader.uniformtypes
 

Classes in com.jme.util.shader.uniformtypes that implement Savable
 class ShaderVariableFloat
          ShaderVariableFloat
 class ShaderVariableFloat2
          ShaderVariableFloat2
 class ShaderVariableFloat3
          ShaderVariableFloat3
 class ShaderVariableFloat4
          ShaderVariableFloat4
 class ShaderVariableInt
          ShaderVariableInt
 class ShaderVariableInt2
          ShaderVariableInt2
 class ShaderVariableInt3
          ShaderVariableInt3
 class ShaderVariableInt4
          ShaderVariableInt4
 class ShaderVariableMatrix2
          ShaderVariableMatrix2
 class ShaderVariableMatrix3
          ShaderVariableMatrix3
 class ShaderVariableMatrix4
          ShaderVariableMatrix4
 class ShaderVariableMatrix4Array
          ShaderVariableMatrix4Array
 class ShaderVariablePointerByte
          ShaderVariablePointerByte
 class ShaderVariablePointerFloat
          ShaderVariablePointerFloat
 class ShaderVariablePointerInt
          ShaderVariablePointerInt
 class ShaderVariablePointerShort
          ShaderVariablePointerShort
 

Uses of Savable in com.jme.util.stat.graph
 

Classes in com.jme.util.stat.graph that implement Savable
 class DefColorFadeController
           A controller that changes over time the alpha value of the default color of a given Geometry.
 

Uses of Savable in com.jmex.awt.swingui
 

Classes in com.jmex.awt.swingui that implement Savable
 class JMEDesktop
          A quad that displays a JDesktopPane as texture.
 

Uses of Savable in com.jmex.editors.swing.particles
 

Classes in com.jmex.editors.swing.particles that implement Savable
 class ParticleAppearancePanel.EndRamp
           
 class ParticleAppearancePanel.StartRamp
           
 

Uses of Savable in com.jmex.effects
 

Classes in com.jmex.effects that implement Savable
 class FlareQuad
          FlareQuad represents a single light reflection in a LensFlare object.
 class LensFlare
          LensFlare Lens flare effect for jME.
 class TrailMesh
          TrailMesh
 

Uses of Savable in com.jmex.effects.cloth
 

Classes in com.jmex.effects.cloth that implement Savable
 class ClothPatch
          ClothPatch is a rectangular trimesh representing a piece of Cloth.
 class CollidingClothPatch
          CollidingClothPatch is a ClothPatch with the ability to interact with other objects.
 

Uses of Savable in com.jmex.effects.particles
 

Classes in com.jmex.effects.particles that implement Savable
 class AnimationEntry
           
 class FloorInfluence
           
 class Particle
          Particle defines a single Particle of a Particle system.
 class ParticleAppearanceRamp
           
 class ParticleController
          ParticleController controls and maintains the parameters of a ParticleGeometry particle system over time.
 class ParticleInfluence
          ParticleInfluence is an abstract class defining an external influence to be used with the ParticleMesh class.
 class ParticleLines
          ParticleLines is a particle system that uses Line as its underlying geometric data.
 class ParticleMesh
          ParticleMesh is a particle system that uses TriMesh as its underlying geometric data.
 class ParticlePoints
          ParticlePoints is a particle system that uses Point as its underlying geometric data.
 class ParticleSystem
          ParticleGeometry is an abstract class representing a particle system.
 class RampEntry
          RampEntry defines an entry for a ParticleAppearanceRamp.
static class SimpleParticleInfluenceFactory.BasicDrag
           
static class SimpleParticleInfluenceFactory.BasicGravity
           
static class SimpleParticleInfluenceFactory.BasicVortex
           
static class SimpleParticleInfluenceFactory.BasicWind
           
 class SwarmInfluence
          Simple swarming influence for use with particles.
 class TexAnimation
           
 class WanderInfluence
           
 

Uses of Savable in com.jmex.effects.transients
 

Classes in com.jmex.effects.transients that implement Savable
 class FadeInOut
          A FadeInOut object is made to be controlled by a FadeInOutController.
 class FadeInOutController
          A FadeInOutController controlls a FadeInOut object.
 class Fader
          A 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.
 class Transient
          A Transient is a node that has "stages" in its life.
 

Uses of Savable in com.jmex.effects.water
 

Classes in com.jmex.effects.water that implement Savable
 class ProjectedGrid
          ProjectedGrid Projected grid mesh
 

Uses of Savable in com.jmex.font2d
 

Classes in com.jmex.font2d that implement Savable
 class Text2D
           
 

Uses of Savable in com.jmex.font3d
 

Classes in com.jmex.font3d that implement Savable
 class FontMesh
           
 class Glyph3DMesh
          This class holds one glyph as a trimesh.
 class Text3D
          This class represents a peace of text compiled using the Font3D#createText(String, String, int, boolean, boolean, boolean).
 

Uses of Savable in com.jmex.game.state.load
 

Classes in com.jmex.game.state.load that implement Savable
(package private)  class LoaderFadeOut
           
(package private)  class TransitionFadeIn
           
 

Uses of Savable in com.jmex.model
 

Classes in com.jmex.model that implement Savable
 class JointMesh
          Started Date: Jun 11, 2004 JointMesh is the same as a TriMesh, but extends to include an index array of joints and to store the original Vertex and Normal information
 

Uses of Savable in com.jmex.model.animation
 

Classes in com.jmex.model.animation that implement Savable
 class JointController
          Started Date: Jun 9, 2004
This controller animates a Node's JointMesh children acording to the joints stored inside movementInfo.
 class KeyframeController
          Started Date: Jun 12, 2004

Class can do linear interpolation of a TriMesh between units of time.
static class KeyframeController.PointInTime
          This class defines a point in time that states morphShape should look like newShape at time seconds
 class PointInTime
          At a point in time is defined by time .
 

Uses of Savable in com.jmex.model.ogrexml
 

Classes in com.jmex.model.ogrexml that implement Savable
 class OgreEntityNode
          An ogreloader-specific com.jme.scene.Node.
 

Uses of Savable in com.jmex.model.ogrexml.anim
 

Classes in com.jmex.model.ogrexml.anim that implement Savable
 class MeshAnimationController
           
 class MeshLodController
           
 class OgreMesh
          Holds the bind pose, lod levels and a weightbuffer that defines vertex->bone/weight associations.
 class PoseController
          Deprecated. 
 class Skeleton
          A skeleton is a hierarchy of bones.
 

Uses of Savable in com.jmex.scene
 

Classes in com.jmex.scene that implement Savable
 class TimedLifeController
          TimedLifeController provides an easy mechanism for defining a time-lived controller that receives a percentage to the destination life span and then is removed.
 

Uses of Savable in com.jmex.terrain
 

Classes in com.jmex.terrain that implement Savable
 class TerrainBlock
          TerrainBlock defines the lowest level of the terrain system.
 class TerrainPage
          TerrainPage is used to build a quad tree of terrain blocks.