Java Code Examples for com.jme3.scene.Node#setName()
The following examples show how to use
com.jme3.scene.Node#setName() .
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Example 1
Source File: TestCcd.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.setDebugEnabled(true); bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); bulletCollisionShape = new SphereCollisionShape(0.1f); setupKeys(); mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); mat.setColor("Color", ColorRGBA.Green); mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); mat2.getAdditionalRenderState().setWireframe(true); mat2.setColor("Color", ColorRGBA.Red); // An obstacle mesh, does not move (mass=0) Node node2 = new Node(); node2.setName("mesh"); node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f)); node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(4, 4, 0.1f)), 0)); rootNode.attachChild(node2); getPhysicsSpace().add(node2); // The floor, does not move (mass=0) Node node3 = new Node(); node3.setLocalTranslation(new Vector3f(0f, -6, 0f)); node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0)); rootNode.attachChild(node3); getPhysicsSpace().add(node3); }
Example 2
Source File: TestGhostObject.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.setDebugEnabled(true); // Mesh to be shared across several boxes. Box boxGeom = new Box(1f, 1f, 1f); // CollisionShape to be shared across several boxes. CollisionShape shape = new BoxCollisionShape(new Vector3f(1, 1, 1)); Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1); physicsBox.setName("box0"); physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); rootNode.attachChild(physicsBox); getPhysicsSpace().add(physicsBox); Node physicsBox1 = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1); physicsBox1.setName("box1"); physicsBox1.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0, 40, 0)); rootNode.attachChild(physicsBox1); getPhysicsSpace().add(physicsBox1); Node physicsBox2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); physicsBox2.setName("box0"); physicsBox2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.5f, 80, -.8f)); rootNode.attachChild(physicsBox2); getPhysicsSpace().add(physicsBox2); // the floor, does not move (mass=0) Node node = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(100, 1, 100)), 0); node.setName("floor"); node.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); rootNode.attachChild(node); getPhysicsSpace().add(node); initGhostObject(); }
Example 3
Source File: TestSaveGame.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { //node that is used to store player data Node myPlayer = new Node(); myPlayer.setName("PlayerNode"); myPlayer.setUserData("name", "Mario"); myPlayer.setUserData("health", 100.0f); myPlayer.setUserData("points", 0); //the actual model would be attached to this node Spatial model = assetManager.loadModel("Models/Oto/Oto.mesh.xml"); myPlayer.attachChild(model); //before saving the game, the model should be detached so it's not saved along with the node myPlayer.detachAllChildren(); SaveGame.saveGame("mycompany/mygame", "savegame_001", myPlayer); //later the game is loaded again Node player = (Node) SaveGame.loadGame("mycompany/mygame", "savegame_001"); player.attachChild(model); rootNode.attachChild(player); //and the data is available System.out.println("Name: " + player.getUserData("name")); System.out.println("Health: " + player.getUserData("health")); System.out.println("Points: " + player.getUserData("points")); AmbientLight al = new AmbientLight(); rootNode.addLight(al); //note you can also implement your own classes that implement the Savable interface. }
Example 4
Source File: FbxLoader.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
private Spatial constructSceneGraph() { // Acquire the implicit root object. FbxNode fbxRoot = (FbxNode) objectMap.get(FbxId.ROOT); // Convert it into a jME3 scene Node jmeRoot = (Node) FbxNode.createScene(fbxRoot); // Fix the name (will probably be set to something like "-node") jmeRoot.setName(sceneName + "-scene"); return jmeRoot; }
Example 5
Source File: TestCcd.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); bulletCollisionShape = new SphereCollisionShape(0.1f); setupKeys(); mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); mat.setColor("Color", ColorRGBA.Green); mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); mat2.getAdditionalRenderState().setWireframe(true); mat2.setColor("Color", ColorRGBA.Red); // An obstacle mesh, does not move (mass=0) Node node2 = new Node(); node2.setName("mesh"); node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f)); node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(Vector3f.ZERO, 4, 4, 0.1f)), 0)); rootNode.attachChild(node2); getPhysicsSpace().add(node2); // The floor, does not move (mass=0) Node node3 = new Node(); node3.setLocalTranslation(new Vector3f(0f, -6, 0f)); node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0)); rootNode.attachChild(node3); getPhysicsSpace().add(node3); }
Example 6
Source File: TestGhostObject.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // Mesh to be shared across several boxes. Box boxGeom = new Box(Vector3f.ZERO, 1f, 1f, 1f); // CollisionShape to be shared across several boxes. CollisionShape shape = new BoxCollisionShape(new Vector3f(1, 1, 1)); Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1); physicsBox.setName("box0"); physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); rootNode.attachChild(physicsBox); getPhysicsSpace().add(physicsBox); Node physicsBox1 = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1); physicsBox1.setName("box1"); physicsBox1.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0, 40, 0)); rootNode.attachChild(physicsBox1); getPhysicsSpace().add(physicsBox1); Node physicsBox2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); physicsBox2.setName("box0"); physicsBox2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.5f, 80, -.8f)); rootNode.attachChild(physicsBox2); getPhysicsSpace().add(physicsBox2); // the floor, does not move (mass=0) Node node = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(100, 1, 100)), 0); node.setName("floor"); node.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); rootNode.attachChild(node); getPhysicsSpace().add(node); initGhostObject(); }
Example 7
Source File: TestSaveGame.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public void simpleInitApp() { //node that is used to store player data Node myPlayer = new Node(); myPlayer.setName("PlayerNode"); myPlayer.setUserData("name", "Mario"); myPlayer.setUserData("health", 100.0f); myPlayer.setUserData("points", 0); //the actual model would be attached to this node Spatial model = (Spatial) assetManager.loadModel("Models/Oto/Oto.mesh.xml"); myPlayer.attachChild(model); //before saving the game, the model should be detached so its not saved along with the node myPlayer.detachAllChildren(); SaveGame.saveGame("mycompany/mygame", "savegame_001", myPlayer); //later the game is loaded again Node player = (Node) SaveGame.loadGame("mycompany/mygame", "savegame_001"); player.attachChild(model); rootNode.attachChild(player); //and the data is available System.out.println("Name: " + player.getUserData("name")); System.out.println("Health: " + player.getUserData("health")); System.out.println("Points: " + player.getUserData("points")); AmbientLight al = new AmbientLight(); rootNode.addLight(al); //note you can also implement your own classes that implement the Savable interface. }