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| 概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド | |||||||||
java.lang.Objectcom.jme3.bullet.BulletAppState
public class BulletAppState
BulletAppState allows using bullet physics in an Application.
| 入れ子のクラスの概要 | |
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static class |
BulletAppState.ThreadingType
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| コンストラクタの概要 | |
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BulletAppState()
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(PhysicsSpace.BroadphaseType broadphaseType)
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(Vector3f worldMin,
Vector3f worldMax)
Creates a new BulletAppState running a PhysicsSpace for physics simulation, use getStateManager().addState(bulletAppState) to enable physics for an Application. |
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BulletAppState(Vector3f worldMin,
Vector3f worldMax,
PhysicsSpace.BroadphaseType broadphaseType)
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| メソッドの概要 | |
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void |
cleanup()
Cleanup the game state. |
PhysicsSpace |
getPhysicsSpace()
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float |
getSpeed()
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BulletAppState.ThreadingType |
getThreadingType()
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void |
initialize(AppStateManager stateManager,
Application app)
Called to initialize the AppState. |
boolean |
isEnabled()
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boolean |
isInitialized()
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void |
physicsTick(PhysicsSpace space,
float f)
Called after the physics has been stepped, use to check for forces etc. |
void |
postRender()
Called after all rendering commands are flushed. |
void |
prePhysicsTick(PhysicsSpace space,
float f)
Called before the physics is actually stepped, use to apply forces etc. |
void |
render(RenderManager rm)
Render the state. |
void |
setBroadphaseType(PhysicsSpace.BroadphaseType broadphaseType)
Use before attaching state |
void |
setEnabled(boolean enabled)
Enable or disable the functionality of the AppState. |
void |
setSpeed(float speed)
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void |
setThreadingType(BulletAppState.ThreadingType threadingType)
Use before attaching state |
void |
setWorldMax(Vector3f worldMax)
Use before attaching state |
void |
setWorldMin(Vector3f worldMin)
Use before attaching state |
void |
startPhysics()
The physics system is started automatically on attaching, if you want to start it before for some reason, you can use this method. |
void |
stateAttached(AppStateManager stateManager)
Called when the state was attached. |
void |
stateDetached(AppStateManager stateManager)
Called when the state was detached. |
void |
update(float tpf)
Called to update the state. |
| クラス java.lang.Object から継承されたメソッド |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| コンストラクタの詳細 |
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public BulletAppState()
public BulletAppState(PhysicsSpace.BroadphaseType broadphaseType)
broadphaseType - The type of broadphase collision detection, BroadphaseType.DVBT is the default
public BulletAppState(Vector3f worldMin,
Vector3f worldMax)
worldMin - The minimum world extentworldMax - The maximum world extent
public BulletAppState(Vector3f worldMin,
Vector3f worldMax,
PhysicsSpace.BroadphaseType broadphaseType)
| メソッドの詳細 |
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public PhysicsSpace getPhysicsSpace()
public void startPhysics()
public void initialize(AppStateManager stateManager,
Application app)
AppState の記述:
AppState 内の initializestateManager - The state managerpublic boolean isInitialized()
AppState 内の isInitializedinitialize() was called on the state,
false otherwise.public void setEnabled(boolean enabled)
AppState の記述:AppState.
The effect of this call depends on implementation. An
AppState starts as being enabled by default.
AppState 内の setEnabledenabled - activate the AppState or not.public boolean isEnabled()
AppState 内の isEnabledAppState is enabled, false otherwise.AppState.setEnabled(boolean)public void stateAttached(AppStateManager stateManager)
AppState の記述:
AppState 内の stateAttachedstateManager - State manager to which the state was attached to.public void stateDetached(AppStateManager stateManager)
AppState の記述:
AppState 内の stateDetachedstateManager - The state manager from which the state was detached from.public void update(float tpf)
AppState の記述:
AppState 内の updatetpf - Time per frame.public void render(RenderManager rm)
AppState の記述:
AppState 内の renderrm - RenderManagerpublic void postRender()
AppState の記述:
AppState 内の postRenderpublic void cleanup()
AppState の記述:
AppState 内の cleanuppublic BulletAppState.ThreadingType getThreadingType()
public void setThreadingType(BulletAppState.ThreadingType threadingType)
threadingType - the threadingType to setpublic void setBroadphaseType(PhysicsSpace.BroadphaseType broadphaseType)
public void setWorldMin(Vector3f worldMin)
public void setWorldMax(Vector3f worldMax)
public float getSpeed()
public void setSpeed(float speed)
public void prePhysicsTick(PhysicsSpace space,
float f)
PhysicsTickListener の記述:
PhysicsTickListener 内の prePhysicsTick
public void physicsTick(PhysicsSpace space,
float f)
PhysicsTickListener の記述:
PhysicsTickListener 内の physicsTick
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| 概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド | |||||||||