📄 cameragamestate.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.renderer.Camera;
import com.jme.system.DisplaySystem;
/**
* <p>
* A typical game state that initializes a rootNode, camera and a ZBufferState.
* </p>
*
* <p>
* In update(float) we call updateGeometricState(0, true) on the rootNode,
* and in render(float) we draw it.
* </p>
*
* <p>
* stateUpdate and stateRender can be filled with custom logic. Much like in
* SimpleGame.
* </p>
*
* <p>
* The setActive method will trigger the onActivate/onDeactivate methods, giving
* derived classes an opportunity to perform special actions. E.g. start/stop
* playing menu music and such. Beware though; the onActivate method points
* the renderer to the camera contained by this state, so if you override it
* you must remember to call super.onActivate().
* </p>
*
* @author Per Thulin
*/
public class CameraGameState extends CameraGameStateDefaultCamera {
/** The camera of this game state. */
protected Camera cam;
/**
* Inits rootNode, camera and ZBufferState. Also invokes initInput().
*
* @param name The name of this GameState.
*/
public CameraGameState(String name) {
super(name);
initCamera();
}
/**
* 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 void onActivate() {
DisplaySystem.getDisplaySystem().getRenderer().setCamera(cam);
}
/**
* Gets the camera of this state.
*
* @return The camera of this state.
*/
public Camera getCamera() {
return cam;
}
/**
* Sets the camera of this state.
*/
public void setCamera(Camera cam) {
this.cam = cam;
}
/**
* Initializes a standard camera.
*/
protected void initCamera() {
DisplaySystem display = DisplaySystem.getDisplaySystem();
cam = display.getRenderer().createCamera(
display.getWidth(),
display.getHeight());
cam.setFrustumPerspective(45.0f,
(float) display.getWidth() /
(float) display.getHeight(), 1, 1000);
cam.update();
//display.getRenderer().setCamera(cam);
}
}
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