JME3中级手册一API特征映射2

创建和操作物体
How do I…? Use this JME 3 Feature! Learn more here…
制作简单形状像立方体,球体 com.jme3.scene.Geometry, com.jme3.scene.shape.* Hello NodeShape 
TestCylinder.javaTestBox.java,TestSphere.java
创建3D模型 Create the model in a 3-D mesh editor (for example Blender) and export it as Ogre XMLmesh. Download BlenderBlender tutorial,Blender-to-Ogre plugin 
3D Models
加载3D模型 Import asset as Ogre XML mesh. 
jMonkeyPlatform: Converting Ogre to j3o binary format speeds up model loading. 
AssetManager, com.jme3.scene.plugins.ogre.*, com.jme3.scene.Geometry
Hello Asset 
jMonkeyPlatform j3o converter 
TestOgreLoading.java,TestOgreConvert.java
移动旋转和调整物体 Use transformations: geo.setLocalTranslation(), geo.rotate(), geo.scale() 
geo.updateGeometricState();
Hello Node 
Spatial
Concatenate transformations (e.g. rotations around several axes in one step)(联合转换) com.jme3.math.Quaternion, slerp() 
com.jme3.math.Transform, interpolateTransforms()
rotaterotate_about_a_pointquaternion,math_for_dummies
制作物体自身移动 Change the geo's translation in the update phase of the main loop. Or remote-control the motion using cinematics. 
com.jme3.scene.Geometry, setLocalTranslation(), setWalkDirection() for physical objects.
Hello Loop 
Update Loop 
Custom Controls 
Cinematics 
TestBumpModel.java,TestOgreLoading.java
操作物体的颜色或光泽 Materials, AssetManager Hello Material 
Materials Overview 
TestNormalMapping.javaTestSphere.java
操作物体材质 Textures, AssetManager. Hello Material 
Materials Overview 
TestSimpleBumps.java 
Blender: Creating Bump Maps and Normal maps
给物体制作阴影 com.jme3.shadow.BasicShadowRenderer, com.jme3.light.DirectionalLight 
setShadowMode()
Light and Shadow 
TestEverything.javaTestShadow.java
渲染透明物体(杯子,窗户玻璃,水,树叶) Assign a transparent texture to the Material and set material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); Hello Material 
Materials Overview
强制或关闭背面剔除 com.jme3.material.RenderState.FaceCullMode: Back, Front, FrontAndBack, Off 
e.g. material.getAdditionalRenderState(). setFaceCullMode(FaceCullMode.FrontAndBack);
N/A
制作程序或自定义形状 com.jme3.scene.Mesh Custom Meshes
保持模型纹理声音文件调用 Put all assets in subdirectories of a project directory named assets and use the assetManager to load them. Hello AssetAsset Manager
在模型中的子对象的标识名称 Geometry result = spatial.getName().startsWith(name); Spatial

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