Package com.jme.bounding

Examples of com.jme.bounding.BoundingBox


     
    }

    Line l = new Line("Line Group", vertex, null, color, null);
    l.setMode(Line.CONNECTED);
    l.setModelBound(new BoundingBox());
    l.updateModelBound();
    l.setLightCombineMode(LightState.OFF);
     
      trajectoryLine.removeFromParent();
      trajectoryLine = l;   
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              BufferUtils.createFloatBuffer(normals),
              null, null,BufferUtils.createIntBuffer(indexes));
     
     
     
      mesh.setModelBound(new BoundingBox());
      mesh.updateModelBound();
     
      tankNode = new Node("TankNode");
      tankTurret = new Node("tankTurret");
        tankTurretBarrel = new Cylinder("tankTurretBarrel", 16, 16, .1f, BARREL_LENGTH );
        tankTurretBarrel.setModelBound(new BoundingBox());
        tankTurretBarrel.updateModelBound();

        tankTurretBarrel.setLocalTranslation(barrelPosition);
        tankTurret.attachChild(tankTurretBarrel);
        //tankTurret.attachChild(dome);
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        Vector3f terrainScale = new Vector3f(4, 0.1575f, 4);
        // create a terraiwblock
         tb = new TerrainBlock("Terrain", heightMap.getSize(), terrainScale,
                heightMap.getHeightMap(), new Vector3f(0, 0, 0), false);
        //tb.setLocalTranslation(new Vector3f(-20, -60, -20));
        tb.setModelBound(new BoundingBox());
        tb.updateModelBound();

        // generate a terrain texture with 2 textures
        ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
                heightMap);
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      // start.  Also, set the size, color and bounding box of the bullet.
      Box box = new Box("position"+t, new Vector3f(-.5f, -.5f, -.5f), new Vector3f(.5f, .5f, .5f));
      box.setLocalTranslation(new Vector3f(xe, Yb, ze));
      box.setLocalScale(3f);
    box.setDefaultColor(ColorRGBA.red);
    box.setModelBound(new BoundingBox());
    box.updateModelBound();
   
    // Create a node for the missle trajectory.  This makes it possible to apply
    // a light state to the bullets.  Now that I think of it, this could probably
    // be removed by applying the LightState to the rootNode... but I don't really
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    }

    Line l = new Line("Line Group", vertex, null, color, null);
    l.setMode(Line.CONNECTED);
    l.setModelBound(new BoundingBox());
    l.updateModelBound();
    l.setLightCombineMode(LightState.OFF);
     
      trajectoryLine.removeFromParent();
      trajectoryLine = l;   
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        setTextureBuffer( 0, myTextureCoordinates );
        setNormalBuffer( 0, myNormals );
        setIndexBuffer( 0, myIndices );

        // Update bounding box
        setModelBound( new BoundingBox() );
        updateModelBound();
    }
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Related Classes of com.jme.bounding.BoundingBox

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