|
||||||||||
| PREV NEXT | FRAMES NO FRAMES | |||||||||
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.
ActionTriggers 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.
AWTKeyInputAWTMouseInputBaseGame.BaseSimpleGameBasicGameState 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.
BitmapFont objects.BitmapHeader defines header information about a bitmap (BMP) image
file format.BitmapText represents a block of characters.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.CatmullRomCurveCatmullRomCurve object.
CatmullRomCurve object.
ChaseCamera will smoothly follow a set scene element, allowing for
rotation about and zoom on that element.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.ClothUtilsColladaNode 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.
ColorMaskStateColorMipMapGeneratorColorRGBA defines a color made from a collection of
red, green and blue values.ColorRGBA constructor instantiates a new
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
infinitely far away (something similar to the sun).DirectionalLight object.
DiscreteLodNodedisplayBackBuffer 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.FaceFadeInOut 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.
BitmapCharacterFPSGameState is a simple extension of TextGameState to display the
frames per second.FragmentProgramStatesetEnvParameter 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 GameStates
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
GeometryBatchInstanceGeometryInstance 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
attenuation.
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.ImposterNodeImprovedNoise
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 as 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 ActionTriggers.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.JMECanvasImplementorJDesktopPane 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.
JOGLClipStateJOGLColorMaskStatejavax.media.opengl.GLContext, avoiding unnecessary communications
with the graphics hardware for settings which won't change.JOGLCullStateJOGLFogState 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.
JOGLStencilStateStippleStateJOGLTextureState 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.
BitmapFont defined by the two provided URLs
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.
BitmapFont
#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.
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 convenience 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.
LWJGLCanvasLWJGLClipStateLWJGLColorMaskStateLWJGLCullStateLWJGLDisplaySystem 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.
LWJGLStencilStateStippleStateLWJGLCanvasLWJGLTextureState 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
(q).
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.ParticleControllerParticleDepositionHeightMap 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 ImageIcons
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 meshProjectedTextureUtilpropagateBoundToRoot 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.
RGBAChooserPanelRing 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.
Rectangle
mouseButtonForRequired in
order to rotate the node.
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 attenuation.
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 visibility 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 attenuation.
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 quaternion 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.
buttonPressRequired is
set to true).
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 process 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.
BitmapText
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.
BitmapText
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.SimpleCanvasImplBaseSimpleGame 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.
SimpleParticleForceFactorySimplePassGamestencilBits = 1;SimpleCanvasImplBaseSimpleGame.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 equidistant
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.StandardGamestart begins the game.
StippleState maintains a ByteBuffer containing the stipple mask
which is applied by glPolygonStipple(mask).StippleStateStippleStateRectangle.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
EdgeRule 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.
InputHandlers.InputHandlers.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.ThirdPersonBackwardActionThirdPersonBackwardAction
object.
ThirdPersonForwardActionThirdPersonForwardAction object.
ThirdPersonHandler defines an InputHandler that sets input to
be controlled similar to games such as Zelda Windwaker and Mario 64, etc.ThirdPersonLeftActionThirdPersonLeftAction object.
MouseLook object.
ThirdPersonRightActionThirdPersonRightAction object.
ThirdPersonLeftActionThirdPersonLeftAction object.
ThirdPersonRightActionThirdPersonRightAction 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.
TrailMeshtransform 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.
BitmapText and merges the multiple characters,
represented by FontQuads into one TriMesh
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.
BitmapText and restricts it to a rectangle,
given in StringBlock.textBox
BitmapText and restricts it to a rectangle,
given in StringBlock.textBox
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.
|
||||||||||
| PREV NEXT | FRAMES NO FRAMES | |||||||||