Package com.jme.scene

Examples of com.jme.scene.Node.attachChild()


        subNode[4] = new Node("pyramids");
        triMesh[4] = new Pyramid("pyramid", 10, 10);
        triMesh[4].setModelBound(new BoundingBox());

        for (int i = 0; i < subNode.length; i++) {
            node.attachChild(subNode[i]);
           
        }
        List<Vector3f> linesPoint = new ArrayList<Vector3f>(count);
        float halfBoxSize = boxSize * 0.5f;
        for (int i = 0; i < count; i++) {
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        }
        Geometry regularGrid = new Line("regularLine", regularVertices.toArray(new Vector3f[] {}), null, null, null);
        regularGrid.getDefaultColor().set(new ColorRGBA(1, 1, 1, 0.05f));
        regularGrid.setModelBound(new BoundingBox());
        regularGrid.updateModelBound();
        lines.attachChild(regularGrid);
        Geometry markerGrid = new Line("markerLine", markerVertices.toArray(new Vector3f[] {}), null, null, null);
        markerGrid.getDefaultColor().set(new ColorRGBA(1, 1, 1, 0.1f));
        markerGrid.setModelBound(new BoundingBox());
        markerGrid.updateModelBound();
        lines.attachChild(markerGrid);
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        lines.attachChild(regularGrid);
        Geometry markerGrid = new Line("markerLine", markerVertices.toArray(new Vector3f[] {}), null, null, null);
        markerGrid.getDefaultColor().set(new ColorRGBA(1, 1, 1, 0.1f));
        markerGrid.setModelBound(new BoundingBox());
        markerGrid.updateModelBound();
        lines.attachChild(markerGrid);
        if (rotation != null) lines.getLocalRotation().fromAngles(rotation.x, rotation.y, rotation.z);

        Node axis = new Node("axis");
        this.attachChild(axis);
        Vector3f xAxis = new Vector3f(size + (marker * spacing), 0, 0); // red
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        lx.updateModelBound();
        ly.setModelBound(new BoundingBox());
        ly.updateModelBound();
        lz.setModelBound(new BoundingBox());
        lz.updateModelBound();
        axis.attachChild(lx);
        axis.attachChild(ly);
        axis.attachChild(lz);

        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();
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        ly.setModelBound(new BoundingBox());
        ly.updateModelBound();
        lz.setModelBound(new BoundingBox());
        lz.updateModelBound();
        axis.attachChild(lx);
        axis.attachChild(ly);
        axis.attachChild(lz);

        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();

        this.setTextureCombineMode(TextureCombineMode.Off);
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        ly.updateModelBound();
        lz.setModelBound(new BoundingBox());
        lz.updateModelBound();
        axis.attachChild(lx);
        axis.attachChild(ly);
        axis.attachChild(lz);

        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();

        this.setTextureCombineMode(TextureCombineMode.Off);
        this.setRenderState(ts);
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        // Attach the name tag to the new avatar and add the avatar entity to
        // the cell renderer root entity and turn on input.
        Node externalRoot = avatarCharacter.getJScene().getExternalKidsRoot();
        if (nameTagNode!=null) {
            externalRoot.attachChild(nameTagNode);
            externalRoot.setModelBound(new BoundingSphere());
            externalRoot.updateModelBound();
            externalRoot.updateGeometricState(0, true);
        }
        rootEntity.addEntity(avatarCharacter);
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    // Create a node for the missle trajectory.  This makes it possible to apply
    // a light state to the bullets.  Now that I think of it, this could probably
    // be removed by applying the LightState to the rootNode... but I don't really
    // know... too tired to try.
    Node missleTrajectory2 = new Node("missleTrajectory");
      missleTrajectory2.attachChild(box);
     
      // Don't know what this is doing really.... see comments below
        LightState ls = display.getRenderer().createLightState();
        ls.setEnabled(false);
        missleTrajectory2.setRenderState(ls);
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    // Create a node for the missle trajectory.  This makes it possible to apply
    // a light state to the bullets.  Now that I think of it, this could probably
    // be removed by applying the LightState to the getRootNode()... but I don't really
    // know... too tired to try.
    Node missleTrajectory2 = new Node("missleTrajectory");
      missleTrajectory2.attachChild(box);
     
      // Don't know what this is doing really.... see comments below
        LightState ls = getRenderer().createLightState();
        ls.setEnabled(false);
        missleTrajectory2.setRenderState(ls);
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