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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.
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.ClothPatch is a rectangular trimesh representing a
piece of Cloth.ClothUtilsCollapseRecord
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.
ColorRGBA defines a color made from a collection of
red, green and blue values.ColorRGBA object.
ColorRGBA object.
ColorRGBA object, based on
a provided color.
CombinerHeightMap generates a new height map based on
two provided height maps.Composite defines a geometry mesh.CompositeMesh object.
CompositeMesh object.
CompositeSphere is um ...Controller provides a base class for creation of controllers
to modify nodes and render states over time.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
zero size array for the points.
Curve object.
CurveController defines a controller that moves a supplied
Spatial object along a curve.CurveController object.
CurveController object.
Cylinder provides an extension of TriMesh.calcOffset
calcThumbPos
calcThumbSize
calculateCollisions calls findCollisions to populate the
CollisionResults object then processes the collision results.
canClose
chooseTargetRecord determines which level of detail to
use.
clamp insures that all values are between 0 and 1.
clampOffset
cleanup cleans up any created objects before exiting the
application.
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 depth buffer and the back
buffer.
clearBuffers clears both the color and the depth buffer.
clearBackBuffer clears the back buffer of the renderer.
clearBackBuffer clears the OpenGL color buffer.
clearStatistics resets the vertices and triangles counter
for the statistics information.
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.
clearBuffers clears both the color and the depth buffer
for only the part of the buffer defined by the renderer width/height.
clearUniforms clears all uniform values from this state.
clearZBuffer clears the depth buffer of the renderer.
clearZBuffer clears the OpenGL depth buffer.
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 Vector2f object containing the same
data as this one.
clone creates a new Vector3f object containing the same
data as this one.
clone creates a new ColorRGBA object containing the same
data as this one.
clone creates a new Box object containing the same data as
this one.
clone creates a new BoundingSphere object containing the
same data as this one.
close shutdowns and destroys any window contexts.
close
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.
computeFromPoints creates a new BoundingBox from a given
set of points.
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.
containsEvent determines if a event defined by its name is
currently contained in the list.
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.
GameStateManager connected to the passed
rootNode.
createAlphaState retrieves the alpha state object for the
proper renderer.
createAlphaState returns a new LWJGLAlphaState object as a
regular AlphaState.
createAttributeState retrieves the attribute saving state
object for the proper renderer.
createAttributeState returns a new LWJGLAttributeState
object as a regular AttributeState.
createCamera retrieves a default camera for this renderer.
createCamera returns a default camera for use with the
LWJGL renderer.
createCanvas creates an awt canvas with the
desired settings.
createCanvas will create an AWTGLCanvas
context.
createCullState retrieves the cull state object for the
proper renderer.
createCullState returns a new LWJGLCullState object as a
regular CullState.
createDitherState retrieves the dither state object for
the proper renderer.
createDitherState returns a new LWJGLDitherState object as
a regular DitherState.
createFogState retrieves the fog state object for the
proper renderer.
createFogState returns a new LWJGLFogState object as a
regular FogState.
createFragmentProgramState returns a new
LWJGLFragmentProgramState object as a regular FragmentProgramState.
createShaderObjectsState retrieves the shader object state
object for the proper renderer.
createShaderObjectsState returns a new
LWJGLShaderObjectsState object as a regular ShaderObjectsState.
createHeadlessWindow creates a headless window with the
desired settings.
createHeadlessWindow will create a headless LWJGL display
context.
createInputSystem initializes the input devices using the
provided API string.
createLightState retrieves the light state object for the
proper renderer.
createLightState returns a new LWJGLLightState object as a
regular LightState.
createMaterialState retrieves the material state object
for the proper renderer.
createMaterialState returns a new LWJGLMaterialState
object as a regular MaterialState.
createShadeState retrieves the shade state object for the
proper renderer.
createShadeState returns a new LWJGLShadeState object as a
regular ShadeState.
createStencilState returns a new LWJGLStencilState object
as a regular StencilState.
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 retrieves the texture state object for
the proper renderer.
createTextureState returns a new LWJGLTextureState object
as a regular TextureState.
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 retrieves the wireframe state object
for the proper renderer.
createWireframeState returns a new LWJGLWireframeState
object as a regular WireframeState.
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
parameter vector v.
crossLocal calculates the cross product of this vector
with a parameter vector v.
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