Package org.jdesktop.mtgame

Examples of org.jdesktop.mtgame.JMECollisionSystem


        ClientContextJME.addCollisionSystem(
                lm, "Physics", jBulletCollisionSystem);
        ClientContextJME.addPhysicsSystem(lm, "Physics", jBulletPhysicsSystem);

        // Register default collision system for this session
        JMECollisionSystem jmeCollisionSystem =
                (JMECollisionSystem) collisionManager.loadCollisionSystem(
                JMECollisionSystem.class);
        ClientContextJME.addCollisionSystem(lm, "Default", jmeCollisionSystem);

        // set the initial position, which will bne sent with the initial
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    /**
     * Make this entity pickable by adding a collision component to it.
     */
    protected void makeEntityPickable(Entity entity, Node node) {
        JMECollisionSystem collisionSystem = (JMECollisionSystem)
                ClientContextJME.getWorldManager().getCollisionManager().
                loadCollisionSystem(JMECollisionSystem.class);

        CollisionComponent cc = collisionSystem.createCollisionComponent(node);
        cc.setCollidable(false)// Not collidable
        entity.addComponent(CollisionComponent.class, cc);
    }
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    protected AvatarImiJME getRenderer() {
        return renderer;
    }

    private void setupEntity(Entity e, Node geometry) {
        JMECollisionSystem collisionSystem = (JMECollisionSystem) ClientContextJME.getWorldManager().
                getCollisionManager().loadCollisionSystem(JMECollisionSystem.class);
        CollisionComponent cc = collisionSystem.createCollisionComponent(geometry);
        cc.setCollidable(false);
        cc.setPickable(true);
        e.addComponent(CollisionComponent.class, cc);

        getRenderer().getEntity().addEntity(e);
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        RenderComponent rc = rm.createRenderComponent(this);
        rc.setAttachPoint(attachNode);
        e.addComponent(RenderComponent.class, rc);

        JMECollisionSystem collisionSystem = (JMECollisionSystem) ClientContextJME.getWorldManager().
                getCollisionManager().loadCollisionSystem(JMECollisionSystem.class);
        CollisionComponent cc = collisionSystem.createCollisionComponent(rc.getSceneRoot());
        cc.setCollidable(false);
        cc.setPickable(true);
        e.addComponent(CollisionComponent.class, cc);
    }
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        logger.info("Using position of view cell " + viewPosition);
        logger.info("Using look-at vector of view cell " + lookAt);

        // Use the "Default" collision system
        JMECollisionSystem system = (JMECollisionSystem)
                ClientContextJME.getCollisionSystem(session, "Default");

        // Project a vector away from the avatar and see the distance to the
        // closest collidable. We want to make sure that the Cell is in front
        // of this collidable by a small (0.1f) amount.
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    /**
     * Make an entity pickable by attaching a collision component. Entity must already have
     * a render component and a scene root node.
     */
    public static void entityMakePickable (Entity entity) {
        JMECollisionSystem collisionSystem = (JMECollisionSystem) ClientContextJME.getWorldManager().
            getCollisionManager().loadCollisionSystem(JMECollisionSystem.class);
        RenderComponent rc = (RenderComponent) entity.getComponent(RenderComponent.class);
        CollisionComponent cc = collisionSystem.createCollisionComponent(rc.getSceneRoot());
        entity.addComponent(CollisionComponent.class, cc);
        cc.setCollidable(true);
        cc.setInheritCollidable(true);
    }
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