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-<h1><a
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-name="jme_3_-_api_feature_mapping">JME 3 - API / Feature Mapping</a></h1><div
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-class="level1"><p> This page provides a quick answer to the questions <strong>"I want my game to do <em>X</em>, where do I find that in jME 3 ??"</strong> <br/> <br/> Knowing exactly what you are looking for allows you to search more efficiently, find documentation more quickly, and ask clearer questions on the <a
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-href="http://www.jmonkeyengine.com/forum/">support forum</a>. This intermediate page assumes that you already went through the beginner tutorials. Feel free to add APIs, tutorials and javadoc links that helped you understand and use a feature!</p></div><h2><a
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-name="applications_and_scenegraph">Applications and SceneGraph</a></h2><div
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-class="level2"><div
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-class="table sectionedit1"><table
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-class="inline"><tr
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-class="row0"><th
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-class="col0">How do I…?</th><th
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-class="col1">Use this JME 3 Feature!</th><th
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-class="col2">Learn more here…</th></tr><tr
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-class="row1"><th
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-class="col0">Start with a preconfigured game</th><td
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-class="col1">com.jme3.app.SimpleApplication</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html">Hello SimpleApplication</a></td></tr><tr
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-class="row2"><th
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-class="col0">Make an object appear in the scene</th><td
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-class="col1">Attach nodes and geometries to the rootNode: rootNode.attachChild(geo); <br/> com.jme3.scene.Node, com.jme3.scene.Geometry <br/> node.setCullHint(CullHint.Never);</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/the_scene_graph.html">The Scene Graph</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html">Hello Asset</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_node.html">Hello Node</a></td></tr><tr
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-class="row3"><th
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-class="col0">Make an object disappear from the scene</th><td
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-class="col1">Detach nodes and geometries from the rootNode: rootNode.detachChild(geo); <br/> node.setCullHint(CullHint.Always);</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/the_scene_graph.html">The Scene Graph</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html">Hello Asset</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_node.html">Hello Node</a></td></tr><tr
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-class="row4"><th
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-class="col0">Use third-person view</th><td
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-class="col1">Use default camera <code>cam</code> <br/> com.jme3.renderer.Camera</td><td
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-class="col2"> ChaseCam WIP</td></tr><tr
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-class="row5"><th
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-class="col0">Use first-person view</th><td
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-class="col1">Use camera <code>flyCam</code> <br/> com.jme3.input.FlyByCamera</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html">Hello Collision</a></td></tr><tr
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-class="row6"><th
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-class="col0">Increase camera speed</th><td
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-class="col1"><code>flyCam.setMoveSpeed(50f);</code></td><td
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-class="col2"> –</td></tr><tr
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-class="row7"><th
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-class="col0">Only draw outline of the scene</th><td
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-class="col1">Use a wireframe material, e.g. for debugging.</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/debugging.html">Debugging</a></td></tr><tr
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-class="row8"><th
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-class="col0">Change the background color</th><td
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-class="col1">Call viewPort.setBackgroundColor(ColorRGBA.Blue);</td><td
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-class="col2">N/A</td></tr><tr
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-class="row9"><th
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-class="col0">Customize the applicaton class</th><td
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-class="col1">Extend com.jme3.app.SimpleApplication (or com.jme3.app.Application) and set Application Settings</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/intermediate/simpleapplication.html">SimpleApplication</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/intermediate/appsettings.html">AppSettings</a></td></tr><tr
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-class="row10"><th
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-class="col0">Disable the logger output</th><td
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-class="col1">Logger.getLogger("").setLevel(Level.SEVERE); <br/> java.util.logging.*</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/logging.html">Logging</a></td></tr></table></div></div><h2><a
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-name="creation_and_manipulation_of_objects">Creation and Manipulation of Objects</a></h2><div
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-class="level2"><div
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-class="table sectionedit2"><table
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-class="inline"><tr
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-class="row0"><th
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-class="col0">How do I…?</th><th
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-class="col1">Use this JME 3 Feature!</th><th
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-class="col2">Learn more here…</th></tr><tr
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-class="row1"><th
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-class="col0">Make simple shapes like cubes, spheres</th><td
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-class="col1">com.jme3.scene.Geometry, com.jme3.scene.shape.*</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_node.html">Hello Node</a>, <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/shape.html">Shape</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/shape/TestCylinder.java">TestCylinder.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/shape/TestBox.java">TestBox.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/shape/TestSphere.java">TestSphere.java</a></td></tr><tr
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-class="row2"><th
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-class="col0">Create a 3-D model</th><td
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-class="col1">Create the model in a 3-D mesh editor (for example Blender) and export it as Ogre <acronym
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-title="Extensible Markup Language">XML</acronym> mesh.</td><td
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-class="col2"><a
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-href="http://blender.org">Download Blender</a>, <a
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-href="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro">Blender tutorial</a>, <a
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-href="http://www.ogre3d.org/wiki/index.php/Blender_Exporter">Blender-to-Ogre plugin</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/3d_models.html">3D Models</a></td></tr><tr
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-class="row3"><th
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-class="col0">Load a 3-D model</th><td
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-class="col1">Import asset as Ogre <acronym
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-title="Extensible Markup Language">XML</acronym> mesh. <br/> jMonkeyPlatform: Converting Ogre to j3o binary format speeds up model loading. <br/> AssetManager, com.jme3.scene.plugins.ogre.*, com.jme3.scene.Geometry</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html">Hello Asset</a> <br/> <a
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-href="/com/jme3/gde/core/docs/sdk/model_loader_and_viewer.html">jMonkeyPlatform j3o converter</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/TestOgreLoading.java">TestOgreLoading.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/export/TestOgreConvert.java">TestOgreConvert.java</a></td></tr><tr
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-class="row4"><th
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-class="col0">Move or turn or resize an object</th><td
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-class="col1">Use transformations: geo.setLocalTranslation(), geo.rotate(), geo.scale() <br/> geo.updateGeometricState();</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_node.html">Hello Node</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/spatial.html">Spatial</a></td></tr><tr
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-class="row5"><th
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-class="col0">Concatenate transformations (e.g. rotations around several axes in one step)</th><td
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-class="col1">com.jme3.math.Quaternion, slerp() <br/> com.jme3.math.Transform, interpolateTransforms()</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme2/rotate.html">rotate</a>, <a
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-href="/com/jme3/gde/core/docs/jme2/rotate_about_a_point.html">rotate_about_a_point</a>, <a
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-href="/com/jme3/gde/core/docs/jme2/quaternion.html">quaternion</a>, <a
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-href="/com/jme3/gde/core/docs/jme3/math_for_dummies.html">math_for_dummies</a></td></tr><tr
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-class="row6"><th
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-class="col0">Make an object move by itself</th><td
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-class="col1">Change the geo's translation in the update phase of the main loop. Or remote-control the motion using cinematics. <br/> com.jme3.scene.Geometry, setLocalTranslation(), setWalkDirection() for physical objects.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html">Hello Loop</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/update_loop.html">Update Loop</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html">Custom Controls</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/cinematics.html">Cinematics</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/material/TestBumpModel.java">TestBumpModel.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/TestOgreLoading.java">TestOgreLoading.java</a></td></tr><tr
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-class="row7"><th
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-class="col0">Manipulate the color or shininess of an object</th><td
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-class="col1">Materials, AssetManager</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_material.html">Hello Material</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/light/TestNormalMapping.java">TestNormalMapping.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/TestSphere.java">TestSphere.java</a></td></tr><tr
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-class="row8"><th
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-class="col0">Manipulate the surface of an object (wood vs stone vs metal etc)</th><td
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-class="col1 leftalign">Textures, AssetManager.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_material.html">Hello Material</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/material/TestSimpleBumps.java">TestSimpleBumps.java</a> <br/> <a
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-href="http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps">Blender: Creating Bump Maps and Normal maps</a></td></tr><tr
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-class="row9"><th
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-class="col0">Make objects cast a shadow</th><td
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-class="col1">com.jme3.shadow.BasicShadowRenderer, com.jme3.light.DirectionalLight <br/> setShadowMode()</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/light_and_shadow.html">Light and Shadow</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/jme3test/fx/TestEverything.java">TestEverything.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/jme3test/light/TestShadow.java">TestShadow.java</a></td></tr><tr
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-class="row10"><th
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-class="col0">Render transparent objects (glass, window panes, water, tree leaves)</th><td
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-class="col1">Assign a transparent texture to the Material and set material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_material.html">Hello Material</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html">Materials Overview</a></td></tr><tr
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-class="row11"><th
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-class="col0">Force or disable Backface culling</th><td
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-class="col1">com.jme3.material.RenderState.FaceCullMode: Back, Front, FrontAndBack, Off <br/> e.g. material.getAdditionalRenderState(). setFaceCullMode(FaceCullMode.FrontAndBack);</td><td
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-class="col2">N/A</td></tr><tr
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-class="row12"><th
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-class="col0">Make procedural or custom shapes</th><td
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-class="col1">com.jme3.scene.Mesh</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/advanced/custom_meshes.html">Custom Meshes</a></td></tr><tr
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-class="row13"><th
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-class="col0">Keep my models, textures, sound files in order</th><td
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-class="col1">Put all assets in subdirectories of a project directory named <code>assets</code> and use the assetManager to load them.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html">Hello Asset</a>, <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html">Asset Manager</a></td></tr><tr
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-class="row14"><th
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-class="col0">Identify Named Sub-Mesh in Model</th><td
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-class="col1">Geometry result = spatial.getName().startsWith(name);</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/advanced/spatial.html">Spatial</a></td></tr></table></div></div><h2><a
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-name="actions_interactions_physics">Actions, Interactions, Physics</a></h2><div
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-class="level2"><div
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-class="table sectionedit3"><table
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-class="inline"><tr
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-class="row0"><th
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-class="col0">How do I…?</th><th
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-class="col1">Use this JME 3 Feature!</th><th
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-class="col2">Learn more here…</th></tr><tr
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-class="row1"><th
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-class="col0">Implement the game logic and game mechanics</th><td
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-class="col1"> Use Controls to define behaviours of types of Spatials. Use Application States to implement global behaviours. Use the <code>simpleUpdate()</code> loop for the remaining tests and interactions. Use Cinematics to remote-control objects in scenes.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html">Hello Loop</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/update_loop.html">Update Loop</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html">Custom Controls</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/application_states.html">Application States</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/cinematics.html">Cinematics</a></td></tr><tr
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-class="row2"><th
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-class="col0">Let players interact by pressing keyboard keys</th><td
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-class="col1">com.jme3.input.KeyInput, com.jme3.input.binding.BindingListener</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_input_system.html">Hello Input</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/input_handling.html">Input Handling</a></td></tr><tr
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-class="row3"><th
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-class="col0">Let players interact by clicking, e.g. picking up objects, opening doors, shooting</th><td
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-class="col1">Intersect a Ray from the player with the Bounding Volume of the target: com.jme3.bounding.*, com.jme3.math.Ray, com.jme3.collision.CollisionResults.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_picking.html">Hello Picking</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html">Collision and Intersection</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bounding/TestRayCollision.java">TestRayCollision.java</a></td></tr><tr
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-class="row4"><th
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-class="col0">Animate objects and characters</th><td
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-class="col1">Create an animated OgreMesh model with Bones in a 3-D editor (e.g. Blender). <br/> com.jme3.animation.*</td><td
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-class="col2"> <a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html">Hello Animation</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/animation.html">Animation</a> <br/> <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/model/anim/">animation</a>, <a
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-href="http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation">Blender animation tutorial</a></td></tr><tr
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-class="row5"><th
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-class="col0">Keep players walking on floors of scenes</th><td
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-class="col1">Collision detection – raycasting or physics.</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html">Hello Collision</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/physics.html">Physics</a></td></tr><tr
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-class="row6"><th
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-class="col0">Prevent players from walking through walls in scenes</th><td
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-class="col1">Collision detection using physics and bounding volumes. <br/> com.jme3.bullet.*, CapsuleCollisionShape / CompoundCollisionShape, PhysicsCharacterNode / PhysicsNode <br/> geo.setModelBound(); geo.updateModelBound();</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html">Hello Collision</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/physics.html">Physics</a></td></tr><tr
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-class="row7"><th
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-class="col0">Let balls, cars, etc bounce off obstacles and roll on floors</th><td
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-class="col1">Use physics nodes and bounding volumes: com.jme3.bounding.*, com.jme3.bullet.collisions, com.jme3.bullet.nodes.PhysicsNode etc <br/> geo.setModelBound(); geo.updateModelBound();</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/beginner/hello_physics.html">Hello Physics</a> <br/> <a
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-href="/com/jme3/gde/core/docs/jme3/advanced/physics.html">Physics</a> <br/> <a
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|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestSimplePhysics.java">TestSimplePhysics.java</a>, <a
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-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet">more samples</a></td></tr><tr
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-class="row8"><th
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-class="col0">Steer cars, motorcycles, etc</th><td
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-class="col1">Use physics characters and vehicles: com.jme3.bullet.*, PhysicsCharacterNode, PhysicsVehicleNode</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/advanced/vehicles.html">Vehicles</a> <br/> <a
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|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestFancyCar.java">TestFancyCar.java</a>, <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestPhysicsCharacter.java">TestPhysicsCharacter.java</a> <br/> (Press HUJK keys to steer, spacebar to jump.)</td></tr><tr
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-class="row9"><th
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-class="col0">Let an object swing like a pendulum or chain links</th><td
|
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-class="col1">Use physics joints: com.jme3.bullet.joints.PhysicsHingeJoint</td><td
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-class="col2"><a
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-href="/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html">Hinges and Joints</a> <br/> <a
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|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestPhysicsHingeJoint.java">TestPhysicsHingeJoint.java</a> <br/> (Press HK keys to turn, spacebar to swing.)</td></tr></table></div></div><h2><a
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-name="gui_display">GUI Display</a></h2><div
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-class="level2"><div
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-class="table sectionedit4"><table
|
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|
-class="inline"><tr
|
|
|
-class="row0"><th
|
|
|
-class="col0">How do I…?</th><th
|
|
|
-class="col1">Use this JME 3 Feature!</th><th
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|
-class="col2">Learn more here…</th></tr><tr
|
|
|
-class="row1"><th
|
|
|
-class="col0">Get rid of default debug display (fps, stats etc) in SimpleApplication</th><td
|
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|
-class="col1"> app.setDisplayFps(false); <br/> app.setDisplayStatView(false);</td><td
|
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|
-class="col2"> N/A</td></tr><tr
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|
-class="row2"><th
|
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|
-class="col0">Display text (score, health), flat mini-maps or status icons</th><td
|
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|
-class="col1">Attach a picture to the orthogonal <code>guiNode</code> to create a heads-up display (<a
|
|
|
-href="http://en.wikipedia.org/wiki/HUD_%28video_gaming%29">HUD</a>). <br/> com.jme3.font.*, com.jme3.ui.Picture. guiNode.attachChild()</td><td
|
|
|
-class="col2"> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/hud.html">HUD</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/gui/TestOrtho.java">TestOrtho.java</a>, <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/gui/TestBitmapFont.java">TestBitmapFont.java</a></td></tr><tr
|
|
|
-class="row3"><th
|
|
|
-class="col0">Display buttons to let the player switch between the game/settings/score screens</th><td
|
|
|
-class="col1">Nifty <acronym
|
|
|
-title="Graphical User Interface">GUI</acronym></td><td
|
|
|
-class="col2"><a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html">Nifty GUI</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/niftygui/TestNiftyGui.java">TestNiftyGui.java</a></td></tr></table></div></div><h2><a
|
|
|
-name="environment_effectssound_landscape">Environment Effects: Sound, Landscape</a></h2><div
|
|
|
-class="level2"><div
|
|
|
-class="table sectionedit5"><table
|
|
|
-class="inline"><tr
|
|
|
-class="row0"><th
|
|
|
-class="col0">How do I…?</th><th
|
|
|
-class="col1">Use this JME 3 Feature!</th><th
|
|
|
-class="col2">Learn more here…</th></tr><tr
|
|
|
-class="row1"><th
|
|
|
-class="col0">Play sounds and noises</th><td
|
|
|
-class="col1 leftalign">AudioRenderer, Listener, and AudioNode from com.jme3.audio.*</td><td
|
|
|
-class="col2"><a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html">Hello Audio</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/audio.html">Audio</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/audio">audio</a></td></tr><tr
|
|
|
-class="row2"><th
|
|
|
-class="col0">Simulate fire, flames, smoke, explosions, swarms, dust, magic spells</th><td
|
|
|
-class="col1">Use particle emitters: <br/> com.jme3.effect.EmitterSphereShape, <br/> com.jme3.effect.ParticleEmitter</td><td
|
|
|
-class="col2"><a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/beginner/hello_effects.html">Hello Effects</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html">Particle Emitters</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/bloom_and_glow.html">Bloom and Glow</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html">Effects Overview</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/fx/TestExplosionEffect.java">TestExplosionEffect.java</a>, <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/fx/TestParticleEmitter.java">TestParticleEmitter.java</a></td></tr><tr
|
|
|
-class="row3"><th
|
|
|
-class="col0">Simulate water, waves, reflections</th><td
|
|
|
-class="col1">com.jme3.water.*</td><td
|
|
|
-class="col2"> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/water.html">Water</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/post-processor_water.html">Post-Processor Water</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/water/TestSceneWater.java">TestSceneWater.java</a></td></tr><tr
|
|
|
-class="row4"><th
|
|
|
-class="col0">Generate a terrain</th><td
|
|
|
-class="col1">com.jme3.terrain.*</td><td
|
|
|
-class="col2"><a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/beginner/hello_terrain.html">Hello Terrain</a> <br/> <a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/terrain.html">Terrain</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/terrain/TestTerrain.java">TestTerrain.java</a></td></tr><tr
|
|
|
-class="row5"><th
|
|
|
-class="col0">Simulate a sky</th><td
|
|
|
-class="col1"><pre>rootNode.attachChild(SkyFactory.createSky( assetManager,
|
|
|
- "Textures/Sky/Bright/BrightSky.dds", false));
|
|
|
-skyGeo.setQueueBucket(Bucket.Sky) </pre></td><td
|
|
|
-class="col2"><a
|
|
|
-href="/com/jme3/gde/core/docs/jme3/advanced/sky.html">Sky</a> <br/> <a
|
|
|
-href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/texture/TestCubeMap.java">TestCubeMap.java</a></td></tr></table></div></div><h2><a
|
|
|
-name="back-end_properties">Back-End Properties</a></h2><div
|
|
|
-class="level2"><div
|
|
|
-class="table sectionedit6"><table
|
|
|
-class="inline"><tr
|
|
|
-class="row0"><th
|
|
|
-class="col0">How do I…?</th><th
|
|
|
-class="col1">Use this JME 3 Feature!</th><th
|
|
|
-class="col2">Learn more here…</th></tr><tr
|
|
|
-class="row1"><th
|
|
|
-class="col0">Check graphic card capabilities</th><td
|
|
|
-class="col1">com.jme3.renderer.Caps <br/> Collection<Caps> caps = renderer.getCaps(); <br/> Logger.getLogger(HelloJME3.class.getName()).log(Level.INFO, "Caps: {0}" + caps.toString());</td><td
|
|
|
-class="col2"> N/A</td></tr><tr
|
|
|
-class="row2"><th
|
|
|
-class="col0">Optimize the heck out of the scenegraph</th><td
|
|
|
-class="col1">jme3tools.optimize.GeometryBatchFactory <br/> GeometryBatchFactory.optimize(rootNode);</td><td
|
|
|
-class="col2"> N/A</td></tr></table></div></div>
|
|
|
-<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:intermediate:api_feature_mapping?do=export_xhtmlbody">view online version</a></em></p>
|