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ShadeState maintains the interpolation of color between
vertices.ShadeState object with the
default mode being smooth.
SimpleCanvasImplSimpleGame provides the simplest possible implementation
of a main game loop.SimpleHeadlessApp provides the simplest possible implementation
of a main game loop.SimpleLightNode defines a scene node that contains and maintains a
light object.LightState object.
Node defines an internal node of a scene graph.Node with a default empty
list for containing children.
Node defines an internal node of a scene graph.Node with a default empty
list for containing children.
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].Sphere is um ...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.SpringNode defines a single node in a SpringSystem.SpringNodeForce 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.SwitchModel defines an interface for selection of switch
nodes.SwitchNode defines a node that maintains a single active child
at a time.SwitchNode object.
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.
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.
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 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.
Quaternion object from the given list
of parameters.
Quaternion object to be equal to the
passed Quaternion object.
set transfers the contents of a given matrix to this
matrix.
set defines the values of the matrix based on a supplied
Quaternion.
set changes this matrix's rotational and translational components
to that represented by the given parameters
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.
setAlignment
setAlignmentType
setAlpha sets the alpha value for this material state.
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 the spot light.
setApp sets the AbstractGame controlling this handler.
setApply sets the apply mode for this texture.
setApplyFunction sets the apply function used for the fog
attributes.
setApplyOffsetX
setApplyOffsetY
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.
setB sets the second point of the rectangle.
setBackgroundColor sets the color of window.
setBackgroundColor sets the color of window.
setBackgroundColor sets the OpenGL clear color to the
color specified.
setBackgroundColor sets the OpenGL clear color to the
color specified.
setBgColor
setBlendColor sets the color to be used to tint the
texture.
setBlendColorBuffer sets the buffer that contains the
color values that are used to tint the texture.
setBlendEnabled sets whether or not blending is enabled.
setBorder
setC sets the third point of the rectangle.
setCaldera sets the level at which a peak will be
inverted.
setCamera sets this handler's camera that will define
viewing.
setCamera sets the reference to the applications camera
object.
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 camera that this node controls.
setCamera
setCameraController
setCantOwnMouse
setCenter sets the center of the bounding sphere.
setCheckPlane indentifies the value of one of the spheres
checked planes.
setCheckPlane indentifies the value of one of the spheres
checked planes.
setChild places a child at a given index.
setChild places a child at a given index.
setChild places a child at a given index.
setColor sets the RGBA values to render the font as.
setColor sets a single colorRGBA into the color array.
setColor sets the color of the fog.
setColors sets the color array of this geometry.
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.
setConstant sets the value for the constant attentuation.
setConstant sets the constant value that helps define the
plane.
setCorrection sets the image correction mode for this
texture.
setCursorVisible sets the visiblity of the hardware cursor.
setCursorVisible sets the visiblity of the hardware cursor.
setData sets the data that makes up the image.
center
and it extends in the x, y, and z directions by the given extent.
setDensity sets the density of the fog.
setDensityFunction sets the density function used for the
fog blending.
setDetailLevel sets the detail level of this patch.
setDetailTexture sets the detail texture unit's repeat
value.
setDetailTexture sets the detail texture coordinates to be
applied on top of the normal terrain texture.
setDialogBehaviour defines if and when the display properties
dialog should be shown.
setDialogBehaviour defines if and when the display properties
dialog should be shown as well as its accompanying image.
setDialogBehaviour sets how the properties dialog should
appear.
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 coming
from.
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.
setDstFunction sets the destination function for the
blending function.
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.
setFace sets which face will recieve the wireframe.
setFactors sets the distribution of heightmaps.
setFgColor
setFilename sets the file to use for the RAW data.
setFillType
setFilter sets the texture filter mode for this
texture.
setFilter sets the erosion value for the filter.
FloatBuffer.
setForceCull sets if this node should always be culled or
not.
setForceView will force the node to be rendered whether
it's in the camera frustum or not.
setFormatter sets the formatter to use for this logger.
setFps
setFps
setFps
setFps
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.
setHandler sets the Handler of the logger.
setHeight sets the height value of the image.
setHeight
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.
setHeightScale sets the scale of the height values.
setHgap
setHgap
setImage sets the image object that defines the texture.
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.
setImage sets the background image of the dialog.
setImage sets the background image of this dialog.
IntBuffer.
setIndices sets the index array for this
TriMesh.
setInputHandler
setInputHandler
setInsets
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.
setKey sets the key associated with this action.
setKey sets the key associated with this action.
setKeyInput sets the class that will determine if a
particular key is pressed or not.
shape at
time seconds.
setLastWidgetUnderMouse
setLastWidgetUnderMouse
setLastWidgetUnderMouse
setLeft sets the left axis of this camera.
setLeft sets the left axis of the camera.
setLevel sets the filtering level to be used for this
logger.
setLight sets the light of this node.
setLineWidth sets the width of lines the wireframe
is drawn in.
setLinear sets the value for the linear attentuation.
setLocalRotation sets the local rotation of this node.
setLocalRotation sets the local rotation of this node,
using a quaterion 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.
setLocation
setLocation
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.
setMaskU0
setMaskU1
setMaskV0
setMaskV1
setMaxDelta sets the maximum height value for the fault
line varience.
setMaxParticles sets the maximum number of particles
for a single jump.
setMaximum
setMinDelta sets the minimum height value for the
fault line varience.
setMinParticles sets the minimum number of particles
for a single jump.
setMinimum
setMipmapState sets the mipmap state for this texture.
setMode sets the mode of the combiner.
setModelBound sets the bounding object for this geometry.
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.
setMouse sets the mouse used to check for movement.
setMouse sets the mouse used to check for movement.
setMouseInput sets the input device for the mouse.
setMouseOwner
setNormal sets the normal of the plane.
setNormal sets a single normal into the normal array.
FloatBuffer.
setNormals sets this geometry's normals to a new array of
normal values.
setOffset sets the index of the file data.
setOrientationPrecision sets a precision value for the
spatials orientation.
setOrientationType
setOrigin sets the origin of the line.
setOrigin sets the origin of the ray.
setOrtho sets the display system to be in orthographic
mode.
setOrthoCenter sets the display system to be in
orthographic mode.
setOwner
setParameter sets a parameter for this fragment program.
setParameter sets a parameter for this vertex program.
setParent sets the parent of this node.
setParent sets the parent of this node.
setParent sets the parent of this node.
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.
setPreferredSize
setPreferredSize
setQuadratic sets the value for the quadratic attenuation.
setRadius sets the radius of this bounding sphere.
getRedrawRate())
setReference sets the reference value that incoming
alpha values are compared to.
setRenderState sets a render state for this node.
setRenderState sets a render state for this node.
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.
indexInST to rotate by
rot at time time.
setRotationQuaternion builds a rotation from a
Quaternion.
setRotationQuaternion builds a rotation from a
Quaternion.
setRoughness sets the new roughness value of the
heightmap.
indexInST to scale by
scale at time time.
setShade sets the current shading state.
setShininess sets the shininess of the material.
setSize sets the size of the terrain where the area is
size x size.
setSize
setSize
setSize
setSolidColor sets the color array of this geometry to a
single color.
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 sets the speed modifier of this action.
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.
setSrcFunction sets the source function for the blending
function.
setStart sets the start distance, or where fog begins
to be applied.
setSteps sets the number of steps that make up the curve.
setTarget defines the node (and it's children) that is
affected by this light.
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.
setTexture sets a single texture coordinate into the
texture array.
setTexture sets a single texture coordinate into the
texture array.
setTexture sets a single texture to the first
texture unit.
setTexture sets the texture object to be used by the
state.
FloatBuffer.
setTextureCoord sets a single coord into the texture
array.
setTextureCoords
setTextureCoords
setTextureId sets the texture id for this
texture.
setTextures sets this geometry's texture array to a new
array.
setTextures sets the texture coordinates of a given
texture unit.
setThumb
setThumbPos
updateWorldData(float)
Normally this is set to 1.
setTitle sets the window title of the created window.
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
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
setType sets the image format for this image.
setU0
setU1
setUp sets the up axis of this camera.
setUp sets the up axis of the camera.
setUpVector sets the locking vector for the spatials up
vector.
setV0
setV1
setVSyncEnabled attempts to enable or disable monitor
vertical synchronization.
setValue
setVertex sets a single vertex into the vertex array.
FloatBuffer.
setVertices sets the vertices of this geometry.
setVgap
setVgap
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
setViewRectangle
setViewRectangle
setVisible
setWidget
setWidgetParent
setWidgetRenderer
setWidgetRenderer
setWidgetRenderer
setWidgetUnderMouse
setWidgetUnderMouse
setWidgetUnderMouse
setWidth sets the width value of the image.
setWidth
setWorldBound sets the world bound for this node level.
setWrap sets the wrap mode of this texture.
setWrap
setWritable sets the depth mask writable or not.
setX
setXSize
setY
setYSize
setZOrder
setupTexture generates a new Texture object for use with
TextureRenderer.
setupTexture retrieves the color used for the window
background.
setupTexture generates a new Texture object for use with
TextureRenderer.
setupTexture generates a new Texture object for use with
TextureRenderer.
skipRate
seconds
slerp sets this quaternion's value as an interpolation
between two other quaternions.
start begins the game.
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 creating a new vector object.
subtract
subtract subtracts the provided values from this vector,
creating a new vector that is then returned.
subtractLocal subtracts a provided vector to 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.
GameState, meaning that we detatch the active
states node and attaches the new ones instead.
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