本文整理汇总了Java中com.jme3.math.FastMath.QUARTER_PI属性的典型用法代码示例。如果您正苦于以下问题:Java FastMath.QUARTER_PI属性的具体用法?Java FastMath.QUARTER_PI怎么用?Java FastMath.QUARTER_PI使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类com.jme3.math.FastMath
的用法示例。
在下文中一共展示了FastMath.QUARTER_PI属性的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: CopyOfPlayerPhysicsControl
public CopyOfPlayerPhysicsControl(TerrainLoader terrainLoader, Spawn spawn, BoundingBox boundingBox, boolean updateSpawn,
AbstractSpawnEntity entity) {
super(boundingBox.getXExtent(), boundingBox.getYExtent() * 2f, GlobalConstants.BASE_BIPED_WEIGHT);
setMaxSlope(Constants.MOB_MAX_SLOPE);
setMaxStepHeight(Constants.MOB_MAX_STEP_HEIGHT);
rigidBody.setFriction(Constants.MOB_STATIONARY_FRICTION);
tiltForward = new Quaternion(new float[] { FastMath.QUARTER_PI, 0f, 0f });
this.entity = entity;
this.terrainLoader = terrainLoader;
this.updateSpawn = updateSpawn;
this.spawn = spawn;
}
示例2: PlayerPhysicsControl
public PlayerPhysicsControl(TerrainLoader terrainLoader, Spawn spawn, BoundingBox boundingBox, boolean updateSpawn,
AbstractSpawnEntity entity) {
super(boundingBox.getXExtent(), boundingBox.getYExtent() * 2f, GlobalConstants.BASE_BIPED_WEIGHT);
// setMaxSlope(Constants.MOB_MAX_SLOPE);
// setMaxStepHeight(Constants.MOB_MAX_STEP_HEIGHT);
rigidBody.setFriction(Constants.MOB_STATIONARY_FRICTION);
tiltForward = new Quaternion(new float[] { FastMath.QUARTER_PI, 0f, 0f });
this.entity = entity;
this.terrainLoader = terrainLoader;
this.updateSpawn = updateSpawn;
this.spawn = spawn;
}
示例3: CopyOfPlayerAnimControl
public CopyOfPlayerAnimControl(IcesceneApp app, AbstractSpawnEntity entity) {
super(entity, app.getStateManager());
this.app = app;
tiltForward = new Quaternion(new float[] { FastMath.DEG_TO_RAD * 35f, 0f, 0f });
tiltBackward = new Quaternion(new float[] { -FastMath.QUARTER_PI, 0f, 0f });
}
示例4: PlayerAnimControl
public PlayerAnimControl(EntityContext app, Biped entity) {
this.context = app;
this.entity = entity;
tiltForward = new Quaternion(new float[] { FastMath.DEG_TO_RAD * 35f, 0f, 0f });
tiltBackward = new Quaternion(new float[] { -FastMath.QUARTER_PI, 0f, 0f });
}