📄 cameragamestatedefaultcamera.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.game.state;
import com.jme.scene.Node;
import com.jme.scene.state.ZBufferState;
import com.jme.system.DisplaySystem;
/**
* @author Irrisor
*/
public abstract class CameraGameStateDefaultCamera extends BasicGameState {
public CameraGameStateDefaultCamera( String name ) {
super( name );
initZBuffer();
// Update geometric and rendering information for the rootNode.
rootNode.updateGeometricState(0.0f, true);
rootNode.updateRenderState();
}
public Node getRootNode()
{
return rootNode;
}
/**
* Creates a ZBuffer to display pixels closer to the camera above
* farther ones.
*/
protected void initZBuffer() {
ZBufferState buf = DisplaySystem.getDisplaySystem().
getRenderer().createZBufferState();
buf.setEnabled(true);
buf.setFunction(ZBufferState.TestFunction.LessThanOrEqualTo);
rootNode.setRenderState(buf);
}
/**
* Overwritten to appropriately call switchTo() or switchFrom().
*
* @see GameState#setActive(boolean)
*/
public void setActive(boolean active) {
if (active) onActivate();
else onDeactivate();
super.setActive(active);
}
/**
* Calls stateUpdate(float), then updates the geometric state of the
* rootNode.
*
* @param tpf The elapsed time since last frame.
* @see GameState#update(float)
* @see CameraGameState#stateUpdate(float)
*/
public final void update(float tpf) {
stateUpdate(tpf);
super.update(tpf);
}
/**
* Calls stateRender(float), then renders the rootNode.
*
* @param tpf The elapsed time since last frame.
* @see GameState#render(float)
* @see CameraGameState#stateRender(float)
*/
public final void render(float tpf) {
stateRender(tpf);
super.render(tpf);
}
/**
* This is where derived classes are supposed to put their game logic.
* Gets called between the input.update and
* rootNode.updateGeometricState calls.
*
* <p>
* Much like the structure of <code>SimpleGame</code>.
* </p>
*
* @param tpf The time since the last frame.
*/
protected void stateUpdate(float tpf) {
}
/**
* This is where derived classes are supposed to put their render logic.
* Gets called before the rootNode gets rendered.
*
* <p>
* Much like the structure of <code>SimpleGame</code>.
* </p>
*
* @param tpf The time since the last frame.
*/
protected void stateRender(float tpf) {
}
/**
* Points the renderers camera to the one contained by this state. Derived
* classes can put special actions they want to perform when activated here.
*/
protected abstract void onActivate();
/**
* Derived classes can put special actions they want to perform when
* deactivated here.
*/
protected void onDeactivate() {
}
}
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