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AbsoluteMouse defines a mouse object that maintains a position
within the window.AbsoluteMouse object.
AbstractCamera implments the Camera interface
implementing all non-API specific camera calculations.AbstractCamera object.
AbstractCamera object.
AbstractHeightMap provides a base implementation of height
data for terrain rendering.KeyBindingManager as trigger.add adds a keycode to a command that already exists.
add adds a list of keycodes corresponding to a
command.
add adds the values of a parameter matrix to this matrix.
add adds the values of this quaternion to those of the
parameter quaternion.
add adds a provided vector to this vector creating a
resultant vector which is returned.
add adds this vector by vec and stores the
result in result.
add adds a provided vector to this vector creating a
resultant vector which is returned.
add adds the values of a provided vector storing the
values in the supplied vector.
add adds the provided values to this vector, creating a
new vector that is then returned.
KeyBindingManager and adds an input
action to be invoked by this handler during update.
addCollision is an abstract method whose intent is the
subclass determines what to do when two Geometry object's bounding
volumes are determined to intersect.
addCollisionData places a new CollisionData
object into the results list.
setHeightMapValue adds to the value of this block's height
map at the given coords
addHeightMapValue adds to the value of this block's height
map at the given coords
add adds the values of a parameter matrix to this matrix.
add adds the values of this quaternion to those of the
parameter quaternion.
addLocal adds a provided vector to this vector internally,
and returns a handle to this vector for easy chaining of calls.
addLocal adds the provided values to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
addLocal adds a provided vector to this vector internally,
and returns a handle to this vector for easy chaining of calls.
addLocal adds the provided values to this vector
internally, and returns a handle to this vector for easy chaining of
calls.
addOccluder adds an occluder to this pass.
addPick generates an entry to be added to the list
of picked objects.
addPick adds a Geometry object to the pick list.
addShadowVolumes adds the shadow volumes for a given light
to volumeNode
addSplatTexture adds an additional splat texture to the
list of splat textures.
addTexture adds an additional texture to the list of
input textures.
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