本文整理了Java中com.jme3.scene.Mesh.collideWith()
方法的一些代码示例,展示了Mesh.collideWith()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Mesh.collideWith()
方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:collideWith
[英]Handles collision detection, internal use only. User code should only use collideWith() on scene graph elements such as Spatials.
[中]处理碰撞检测,仅供内部使用。用户代码应仅在场景图形元素(如空间)上使用collideWith()。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public int collideWith(Collidable other, CollisionResults results) {
// Force bound to update
checkDoBoundUpdate();
// Update transform, and compute cached world matrix
computeWorldMatrix();
assert (refreshFlags & (RF_BOUND | RF_TRANSFORM)) == 0;
if (mesh != null) {
// NOTE: BIHTree in mesh already checks collision with the
// mesh's bound
int prevSize = results.size();
int added = mesh.collideWith(other, cachedWorldMat, worldBound, results);
int newSize = results.size();
for (int i = prevSize; i < newSize; i++) {
results.getCollisionDirect(i).setGeometry(this);
}
return added;
}
return 0;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results);
代码示例来源:origin: org.jmonkeyengine/jme3-core
public int collideWith(Collidable other, CollisionResults results) {
// Force bound to update
checkDoBoundUpdate();
// Update transform, and compute cached world matrix
computeWorldMatrix();
assert (refreshFlags & (RF_BOUND | RF_TRANSFORM)) == 0;
if (mesh != null) {
// NOTE: BIHTree in mesh already checks collision with the
// mesh's bound
int prevSize = results.size();
int added = mesh.collideWith(other, cachedWorldMat, worldBound, results);
int newSize = results.size();
for (int i = prevSize; i < newSize; i++) {
results.getCollisionDirect(i).setGeometry(this);
}
return added;
}
return 0;
}
代码示例来源:origin: info.projectkyoto/mms-engine
public int collideWith(Collidable other, CollisionResults results) {
// Force bound to update
checkDoBoundUpdate();
// Update transform, and compute cached world matrix
computeWorldMatrix();
assert (refreshFlags & (RF_BOUND | RF_TRANSFORM)) == 0;
if (mesh != null) {
// NOTE: BIHTree in mesh already checks collision with the
// mesh's bound
int prevSize = results.size();
int added = mesh.collideWith(other, cachedWorldMat, worldBound, results);
int newSize = results.size();
for (int i = prevSize; i < newSize; i++) {
results.getCollisionDirect(i).setGeometry(this);
}
return added;
}
return 0;
}
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-terrain
terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results);
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