Uses of Class
com.jme.scene.Spatial

Packages that use Spatial
com.jme.animation   
com.jme.bounding   
com.jme.curve   
com.jme.entity   
com.jme.input   
com.jme.input.action   
com.jme.input.controls.controller   
com.jme.input.controls.controller.camera   
com.jme.input.thirdperson   
com.jme.input.util   
com.jme.light   
com.jme.math   
com.jme.renderer   
com.jme.renderer.jogl   
com.jme.renderer.lwjgl   
com.jme.renderer.pass   
com.jme.scene   
com.jme.scene.lod   
com.jme.scene.shadow   
com.jme.scene.shape   
com.jme.scene.state   
com.jme.scene.state.jogl   
com.jme.scene.state.lwjgl   
com.jme.system.dummy   
com.jme.util   
com.jme.util.geom   
com.jmex.audio   
com.jmex.awt.swingui   
com.jmex.effects   
com.jmex.effects.cloth   
com.jmex.effects.glsl   
com.jmex.effects.particles   
com.jmex.effects.transients   
com.jmex.effects.water   
com.jmex.font2d   
com.jmex.font3d   
com.jmex.model   
com.jmex.model.converters   
com.jmex.terrain   
com.jmex.terrain.util   
 

Uses of Spatial in com.jme.animation
 

Subclasses of Spatial in com.jme.animation
 class Bone
          Bone defines a scenegraph node that defines a single bone object within a skeletal system.
 class SkinNode
          SkinNode defines a scene node that contains skinned mesh data.
 

Fields in com.jme.animation declared as Spatial
 Spatial[] SpatialTransformer.toChange
          Refrences to the objects that will be changed.
 

Methods in com.jme.animation that return Spatial
 Spatial BoneAnimation.getDestSpatial()
           
 Spatial AnimationController.getModelNode()
           
 

Methods in com.jme.animation with parameters of type Spatial
 void BoneTransform.setCurrentFrame(int frame, Bone source, Spatial destination, float diffModifier, AnimationProperties props)
           
 void BoneTransform.setCurrentFrame(int frame, float blend, Bone source, Spatial destination, float diffModifier, AnimationProperties props)
          setCurrentFrame will set the current frame from the bone.
 void BoneAnimation.setDestSpatial(Spatial destSpatial)
           
 void AnimationController.setModelNode(Spatial modelNode)
           
 void SpatialTransformer.setObject(Spatial objChange, int index, int parentIndex)
          Sets an object to animate.
 

Uses of Spatial in com.jme.bounding
 

Methods in com.jme.bounding with parameters of type Spatial
 void CollisionTreeManager.generateCollisionTree(CollisionTree.Type type, Spatial object, boolean protect)
          creates a new collision tree for the provided spatial.
 void CollisionTreeManager.removeCollisionTree(Spatial object)
          removes all collision trees associated with a Spatial object.
 void CollisionTreeManager.updateCollisionTree(Spatial object)
          updates the existing tree(s) for a supplied spatial.
 

Uses of Spatial in com.jme.curve
 

Subclasses of Spatial in com.jme.curve
 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.
 

Methods in com.jme.curve with parameters of type Spatial
 void CatmullRomCurve.findCollisions(Spatial scene, CollisionResults results)
           
 void BezierCurve.findCollisions(Spatial scene, CollisionResults results)
           
 boolean CatmullRomCurve.hasCollision(Spatial scene, boolean checkTriangles)
           
 boolean BezierCurve.hasCollision(Spatial scene, boolean checkTriangles)
           
 

Constructors in com.jme.curve with parameters of type Spatial
CurveController(Curve curve, Spatial mover)
          Constructor instantiates a new CurveController object.
CurveController(Curve curve, Spatial mover, float minTime, float maxTime)
          Constructor instantiates a new CurveController object.
 

Uses of Spatial in com.jme.entity
 

Methods in com.jme.entity that return Spatial
 Spatial Entity.getSpatial()
          getSpatial retrieves the spatial object of the entity.
 

Methods in com.jme.entity with parameters of type Spatial
 void Entity.setSpatial(Spatial spatial)
          setSpatial sets the spatial object used to define the entitie's graphical representation.
 

Uses of Spatial in com.jme.input
 

Subclasses of Spatial in com.jme.input
 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.
 

Methods in com.jme.input that return Spatial
 Spatial ThirdPersonHandler.getTarget()
           
 Spatial ChaseCamera.getTarget()
           
 

Methods in com.jme.input with parameters of type Spatial
 void ThirdPersonHandler.setTarget(Spatial target)
           
 void ChaseCamera.setTarget(Spatial target)
           
 

Constructors in com.jme.input with parameters of type Spatial
ChaseCamera(Camera cam, Spatial target)
          Simple constructor that accepts a Camera and a target and sets all properties to their defaults.
ChaseCamera(Camera cam, Spatial target, HashMap<String,Object> props)
          More involved constructor allowing the setting of all member fields in ChaseCamera and its associated ThirdPersonMouseLook object via a HashMap of properties.
NodeHandler(Spatial node, float keySpeed, float mouseSpeed)
          Constructor instantiates a new NodeHandler object.
NodeHandler(Spatial node, String api)
          Constructor instantiates a new NodeHandler object.
ThirdPersonHandler(Spatial target, Camera cam)
          Basic constructor for the ThirdPersonHandler.
ThirdPersonHandler(Spatial target, Camera cam, HashMap<String,Object> props)
          Full constructor for the ThirdPersonHandler.
 

Uses of Spatial in com.jme.input.action
 

Constructors in com.jme.input.action with parameters of type Spatial
KeyNodeBackwardAction(Spatial node, float speed)
          Constructor creates a new KeyNodeBackwardAction object.
KeyNodeForwardAction(Spatial node, float speed)
          Constructor creates a new KeyNodeForwardAction object.
KeyNodeLookDownAction(Spatial node, float speed)
          Constructor instatiates a new KeyNodeLookDownAction object using the supplied node and speed for it's rotation.
KeyNodeLookUpAction(Spatial node, float speed)
          Constructor instatiates a new KeyNodeLookUpAction object using the supplied node and speed for it's attributes.
KeyNodeRotateLeftAction(Spatial node, float speed)
          Constructor instantiates a new KeyNodeRotateLeftAction object using the node and speed parameters for it's attributes.
KeyNodeRotateRightAction(Spatial node, float speed)
          Constructor instantiates a new KeyNodeRotateRightAction object using the node and speed parameters for it's attributes.
KeyNodeStrafeLeftAction(Spatial node, float speed)
          Constructor instantiates a new KeyNodeStrafeLeftAction object.
KeyNodeStrafeRightAction(Spatial node, float speed)
          Constructor instantiates a new KeyNodeStrafeRightAction object.
NodeMouseLook(Mouse mouse, Spatial node, float speed)
          Constructor creates a new NodeMouseLook object.
 

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

Methods in com.jme.input.controls.controller that return Spatial
 Spatial RotationController.getSpatial()
           
 

Methods in com.jme.input.controls.controller with parameters of type Spatial
 void RotationController.setSpatial(Spatial spatial)
           
 

Constructors in com.jme.input.controls.controller with parameters of type Spatial
CameraController(Spatial spatial, Camera camera, GameControl control)
           
RotationController(Spatial spatial, GameControl positive, GameControl negative, float multiplier, Axis axis)
           
ThrottleController(Spatial spatial, GameControl forward, float maxForwardThrottle, GameControl reverse, float maxReverseThrottle, float deadZone, float multiplier, float degradation, boolean alwaysDegrade, Axis axis)
           
 

Uses of Spatial in com.jme.input.controls.controller.camera
 

Methods in com.jme.input.controls.controller.camera with parameters of type Spatial
 void FixedCameraPerspective.setActive(Camera camera, Spatial spatial, boolean active)
           
 void CameraPerspective.setActive(Camera camera, Spatial spatial, boolean active)
           
 void FixedCameraPerspective.update(Camera camera, Spatial spatial, float time)
           
 void CameraPerspective.update(Camera camera, Spatial spatial, float time)
           
 

Uses of Spatial in com.jme.input.thirdperson
 

Methods in com.jme.input.thirdperson that return Spatial
 Spatial ThirdPersonMouseLook.getTarget()
           
 

Methods in com.jme.input.thirdperson with parameters of type Spatial
 void ThirdPersonMouseLook.setTarget(Spatial target)
           
 

Constructors in com.jme.input.thirdperson with parameters of type Spatial
ThirdPersonMouseLook(RelativeMouse mouse, ChaseCamera camera, Spatial target)
          Constructor creates a new MouseLook object.
 

Uses of Spatial in com.jme.input.util
 

Methods in com.jme.input.util with parameters of type Spatial
 SyntheticButton PickDevice.createButton(Spatial toPick)
           
 

Constructors in com.jme.input.util with parameters of type Spatial
PickDevice(Spatial root, InputHandler inputHandler)
           
 

Uses of Spatial in com.jme.light
 

Subclasses of Spatial in com.jme.light
 class LightNode
          LightNode defines a scene node that contains and maintains a light object.
 class SimpleLightNode
          Started Date: Jul 21, 2004

SimpleLightNode defines a scene node that contains and maintains a light object.
 

Methods in com.jme.light with parameters of type Spatial
static void LightControllerManager.addSpatial(Spatial s)
          Deprecated.  
 LightState LightManagement.createLightState(Spatial sp)
          Deprecated. Creates a new LightState for a spatial placing the "best" eight lights currently maintained by the LightStateCreator.
static void LightControllerManager.removeSpatial(Spatial spatial)
          Deprecated.  
 void LightManagement.resortLightsFor(LightState ls, Spatial sp)
          Deprecated. Gives the LightState the best possible lights for the Spatial.
 

Constructors in com.jme.light with parameters of type Spatial
LightStateController(Spatial par, LightManagement manager)
          Deprecated. Creates a new instance of LightStateController.
LightStateController(Spatial par, LightManagement manager, float updateInt, int timeSlot)
          Deprecated. Creates a new instance of LightStateController The spatial passed to the function is required to have a LightState attached.
 

Uses of Spatial in com.jme.math
 

Methods in com.jme.math with parameters of type Spatial
 void TransformMatrix.applyToSpatial(Spatial spatial)
          Applies this TransformMatrix to the given spatial, by updating the spatial's local translation, rotation, scale.
 void TransformQuaternion.applyToSpatial(Spatial spatial)
          Applies the values of this matrix to the given Spatial.
 

Uses of Spatial in com.jme.renderer
 

Methods in com.jme.renderer with parameters of type Spatial
 void RenderQueue.addToQueue(Spatial s, int bucket)
          Add a given Spatial to the RenderQueue.
abstract  boolean Renderer.checkAndAdd(Spatial s)
          Check a given Spatial to see if it should be queued.
abstract  void Renderer.draw(Spatial s)
          draw renders a scene.
 void TextureRenderer.render(Spatial spat, Texture tex)
          render renders a scene.
 void TextureRenderer.render(Spatial spat, Texture tex, boolean doClear)
          render renders a scene.
 

Method parameters in com.jme.renderer with type arguments of type Spatial
 void TextureRenderer.render(ArrayList<? extends Spatial> spats, ArrayList<Texture> tex)
          render renders a scene.
 void TextureRenderer.render(ArrayList<? extends Spatial> spats, ArrayList<Texture> tex, boolean doClear)
          render renders a scene.
 

Uses of Spatial in com.jme.renderer.jogl
 

Methods in com.jme.renderer.jogl with parameters of type Spatial
 boolean JOGLRenderer.checkAndAdd(Spatial s)
          checkAndAdd is used to process the Spatial for the render queue.
 void JOGLRenderer.draw(Spatial s)
          draw renders a scene by calling the nodes onDraw method.
 void JOGLTextureRenderer.render(Spatial toDraw, Texture tex)
          render renders a scene.
 void JOGLTextureRenderer.render(Spatial toDraw, Texture tex, boolean doClear)
          render renders a scene.
 

Method parameters in com.jme.renderer.jogl with type arguments of type Spatial
 void JOGLTextureRenderer.render(ArrayList<? extends Spatial> toDraw, ArrayList<Texture> texs)
           
 void JOGLTextureRenderer.render(ArrayList<? extends Spatial> toDraw, ArrayList<Texture> texs, boolean doClear)
           
 

Uses of Spatial in com.jme.renderer.lwjgl
 

Methods in com.jme.renderer.lwjgl with parameters of type Spatial
 boolean LWJGLRenderer.checkAndAdd(Spatial s)
          checkAndAdd is used to process the Spatial for the render queue.
 void LWJGLRenderer.draw(Spatial s)
          draw renders a scene by calling the nodes onDraw method.
 void LWJGLTextureRenderer.render(Spatial toDraw, Texture tex)
          render renders a scene.
 void LWJGLPbufferTextureRenderer.render(Spatial spat, Texture tex)
           
 void LWJGLTextureRenderer.render(Spatial toDraw, Texture tex, boolean doClear)
          render renders a scene.
 void LWJGLPbufferTextureRenderer.render(Spatial spat, Texture tex, boolean doClear)
          render renders a scene.
 

Method parameters in com.jme.renderer.lwjgl with type arguments of type Spatial
 void LWJGLTextureRenderer.render(ArrayList<? extends Spatial> toDraw, ArrayList<Texture> texs)
           
 void LWJGLPbufferTextureRenderer.render(ArrayList<? extends Spatial> spats, ArrayList<Texture> texs)
           
 void LWJGLTextureRenderer.render(ArrayList<? extends Spatial> toDraw, ArrayList<Texture> texs, boolean doClear)
           
 void LWJGLPbufferTextureRenderer.render(ArrayList<? extends Spatial> spats, ArrayList<Texture> texs, boolean doClear)
           
 

Uses of Spatial in com.jme.renderer.pass
 

Methods in com.jme.renderer.pass that return Spatial
 Spatial Pass.get(int index)
           
 

Methods in com.jme.renderer.pass with parameters of type Spatial
 void Pass.add(Spatial toAdd)
           
 void ShadowedRenderPass.addOccluder(Spatial toAdd)
          addOccluder adds an occluder to this pass.
 void DirectionalShadowMapPass.addOccluder(Spatial occluder)
          Add a spatial that will occlude light and hence cast a shadow
 boolean Pass.contains(Spatial s)
           
 boolean ShadowedRenderPass.containsOccluder(Spatial s)
          containsOccluder
 boolean Pass.remove(Spatial toRemove)
           
 boolean ShadowedRenderPass.removeOccluder(Spatial toRemove)
          removeOccluder
 

Uses of Spatial in com.jme.scene
 

Subclasses of Spatial in com.jme.scene
 class BezierMesh
          BezierMesh is defined by a collection of BezierPatch objects that define a 4x4 patch of control anchors.
 class BillboardNode
          BillboardNode defines a node that always orients towards the camera.
 class CameraNode
          CameraNode defines a node that contains a camera object.
 class ConnectionPoint
           
 class Geometry
          Geometry defines a leaf node of the scene graph.
 class ImposterNode
          ImposterNode
 class Line
          Line subclasses geometry and defines a collection of lines.
 class Node
          Node defines an internal node of a scene graph.
 class PassNode
          PassNode 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 SwitchNode
          SwitchNode defines a node that maintains a single active child at a time.
 class Text
          Text allows text to be displayed on the screen.
 class TriMesh
          TriMesh defines a geometry mesh.
 

Methods in com.jme.scene that return Spatial
 Spatial Node.detachChildAt(int index)
          detachChildAt removes a child at a given index.
 Spatial Node.getChild(int i)
          getChild returns a child at a given index.
 Spatial Node.getChild(String name)
          getChild returns the first child found with exactly the given name (case sensitive.)
 

Methods in com.jme.scene that return types with arguments of type Spatial
 List<Spatial> Node.getChildren()
          Returns all children to this node.
 Class<? extends Spatial> Spatial.getClassTag()
           
 

Methods in com.jme.scene with parameters of type Spatial
 int Node.attachChild(Spatial child)
          attachChild attaches a child to this node.
 int ImposterNode.attachChild(Spatial child)
          attachChild attaches a child to this node.
 int SwitchNode.attachChild(Spatial child)
          Attaches a child to this SwitchNode.
 int Node.attachChildAt(Spatial child, int index)
          attachChildAt attaches a child to this node at an index.
 int SwitchNode.attachChildAt(Spatial child, int index)
          Attaches a child to this SwitchNode at a specified index.
 void UserDataManager.bind(Spatial key, Spatial original)
           
 void Spatial.calculateCollisions(Spatial scene, CollisionResults results)
          calculateCollisions calls findCollisions to populate the CollisionResults object then processes the collision results.
 int Node.detachChild(Spatial child)
          detachChild removes a given child from the node's list.
 void Node.findCollisions(Spatial scene, CollisionResults results)
           
 void Text.findCollisions(Spatial scene, CollisionResults results)
           
abstract  void Spatial.findCollisions(Spatial scene, CollisionResults results)
          checks this spatial against a second spatial, any collisions are stored in the results object.
 void TriMesh.findCollisions(Spatial scene, CollisionResults results)
          determines if this TriMesh has made contact with the give scene.
 void Line.findCollisions(Spatial scene, CollisionResults results)
           
 void Point.findCollisions(Spatial scene, CollisionResults results)
           
 void SwitchNode.findCollisions(Spatial scene, CollisionResults results)
          collisions are checked for the currently active child.
 void QuadMesh.findCollisions(Spatial scene, CollisionResults results)
           
 HashMap<String,Savable> UserDataManager.getAllData(Spatial key)
           
 int Node.getChildIndex(Spatial sp)
           
 Savable UserDataManager.getUserData(Spatial spatial, String key)
          Retrieves a user data object(Savable) using a Spatial key and a finegrained key
 boolean Node.hasChild(Spatial spat)
          determines if the provided Spatial is contained in the children list of this node.
 boolean Node.hasCollision(Spatial scene, boolean checkTriangles)
           
 boolean Text.hasCollision(Spatial scene, boolean checkTriangles)
           
abstract  boolean Spatial.hasCollision(Spatial scene, boolean checkTriangles)
          Checks this spatial against a second spatial for collisions.
 boolean TriMesh.hasCollision(Spatial scene, boolean checkTriangles)
          determines if a collision between this trimesh and a given spatial occurs if it has true is returned, otherwise false is returned.
 boolean Line.hasCollision(Spatial scene, boolean checkTriangles)
          Always return false for lines.
 boolean Point.hasCollision(Spatial scene, boolean checkTriangles)
           
 boolean SwitchNode.hasCollision(Spatial scene, boolean checkTriangles)
          collisions are checked for the currently active child.
 boolean QuadMesh.hasCollision(Spatial scene, boolean checkTriangles)
           
 Savable UserDataManager.removeUserData(Spatial spatial, String key)
          Removed a user data object(Savable) from the map using a Spatial key and a finegrained key
 void UserDataManager.setAllData(Spatial key, HashMap<String,Savable> data)
           
 void UserDataManager.setUserData(Spatial spatial, String key, Savable data)
          Maps a Spatial and a key to user data(a Savable)
 

Uses of Spatial in com.jme.scene.lod
 

Subclasses of Spatial in com.jme.scene.lod
 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 DiscreteLodNode
          DiscreteLodNode
 

Uses of Spatial in com.jme.scene.shadow
 

Subclasses of Spatial in com.jme.scene.shadow
 class ShadowVolume
          ShadowVolume Represents the shadow volume mesh for a light and an occluder model
 

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