本文整理汇总了Java中com.jme3.bullet.BulletAppState.setThreadingType方法的典型用法代码示例。如果您正苦于以下问题:Java BulletAppState.setThreadingType方法的具体用法?Java BulletAppState.setThreadingType怎么用?Java BulletAppState.setThreadingType使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.jme3.bullet.BulletAppState
的用法示例。
在下文中一共展示了BulletAppState.setThreadingType方法的14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: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
prepareBullet();
prepareEffect();
createLight();
createSky();
createTerrain();
createWall();
createCharacter();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
示例2: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
bulletAppState.getPhysicsSpace().setAccuracy(1f/30f);
rootNode.attachChild(SkyFactory.createSky(assetManager, "Textures/Sky/Bright/BrightSky.dds", false));
PssmShadowRenderer pssmr = new PssmShadowRenderer(assetManager, 2048, 3);
pssmr.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
pssmr.setLambda(0.55f);
pssmr.setShadowIntensity(0.6f);
pssmr.setCompareMode(CompareMode.Hardware);
pssmr.setFilterMode(FilterMode.Bilinear);
viewPort.addProcessor(pssmr);
setupKeys();
createTerrain();
buildPlayer();
DirectionalLight dl = new DirectionalLight();
dl.setColor(new ColorRGBA(1.0f, 0.94f, 0.8f, 1f).multLocal(1.3f));
dl.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
rootNode.addLight(dl);
Vector3f lightDir2 = new Vector3f(0.70518064f, 0.5902297f, -0.39287305f);
DirectionalLight dl2 = new DirectionalLight();
dl2.setColor(new ColorRGBA(0.7f, 0.85f, 1.0f, 1f));
dl2.setDirection(lightDir2);
rootNode.addLight(dl2);
}
示例3: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
initMaterial();
initWall();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 6f, 6f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(15);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
inputManager.addMapping("gc", new KeyTrigger(KeyInput.KEY_X));
inputManager.addListener(actionListener, "gc");
rootNode.setShadowMode(ShadowMode.Off);
bsr = new BasicShadowRenderer(assetManager, 256);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
viewPort.addProcessor(bsr);
}
示例4: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
bsr = new PssmShadowRenderer(assetManager, 2048, 3);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setLambda(0.55f);
bsr.setShadowIntensity(0.6f);
bsr.setCompareMode(CompareMode.Hardware);
bsr.setFilterMode(FilterMode.Bilinear);
viewPort.addProcessor(bsr);
}
示例5: initApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
public static void initApp(SimpleApplication simpleapp) {
loadTestData(simpleapp.getAssetManager());
simpleapp.getFlyByCamera().setMoveSpeed(200f);
simpleapp.setPauseOnLostFocus(false);
BulletAppState bullet=new BulletAppState();
bullet.setThreadingType(ThreadingType.PARALLEL);
simpleapp.getStateManager().attach(bullet);
}
示例6: initEntity
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void initEntity() {
bulletAppState = new BulletAppState();
BroadphaseType bt = getBroadphaseType(broadphaseType);
if (bt != null) {
bulletAppState.setBroadphaseType(bt);
}
// ThreadingType.PARALLEL可能只有在多个PhysicsSpace时才有意义
// 注:setThreadingType必须放在attach(bulletAppState)之前
ThreadingType tt = getThreadingType(threadingType);
if (tt != null) {
bulletAppState.setThreadingType(tt);
}
LuoYing.getApp().getStateManager().attach(bulletAppState);
bulletAppState.setSpeed(speed);
if (worldMax != null) {
bulletAppState.setWorldMax(worldMax);
}
if (worldMin != null) {
bulletAppState.setWorldMin(worldMin);
}
bulletAppState.setDebugEnabled(debug);
// 注:这些设置要放在attach到stateManager之后
bulletAppState.getPhysicsSpace().setGravity(gravity);
bulletAppState.getPhysicsSpace().setAccuracy(accuracy);
bulletAppState.getPhysicsSpace().setMaxSubSteps(maxSubSteps);
bulletAppState.getPhysicsSpace().setSolverNumIterations(solverNumIterations);
}
示例7: buildBullet
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
public static BulletAppState buildBullet(SimpleApplication app,boolean debug){
BulletAppState bullet=new BulletAppState();
bullet.setThreadingType(ThreadingType.SEQUENTIAL);
bullet.setDebugEnabled(debug);
app.getStateManager().attach(bullet);
return bullet;
}
示例8: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
bsr = new PssmShadowRenderer(assetManager, 1024, 2);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setLambda(0.55f);
bsr.setShadowIntensity(0.6f);
bsr.setCompareMode(CompareMode.Hardware);
bsr.setFilterMode(FilterMode.PCF4);
viewPort.addProcessor(bsr);
}
示例9: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
timer = new NanoTimer();
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
batchNode.batch();
batchNode.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(batchNode);
bsr = new PssmShadowRenderer(assetManager, 1024, 2);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setLambda(0.55f);
bsr.setShadowIntensity(0.6f);
bsr.setCompareMode(CompareMode.Hardware);
bsr.setFilterMode(FilterMode.PCF4);
viewPort.addProcessor(bsr);
}
示例10: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
MessageUtils.registerDataClasses();
MessageUtils.registerMessages();
Serializer.registerClass(ReplayHeader.class);
Serializer.registerClass(ReplayCmdData.class);
Serializer.registerClass(ReplayData.class);
Globals.assets = getAssetManager();
Globals.app = this;
world = new World();
game = new ServerGame();
physics = new BulletAppState();
physics.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
flyCam.setEnabled(false);
int port = Settings.get().General().getPort();
if (port <= 0 || port > 65535) {
System.out.println("Port must be between 0 and 65535");
System.exit(1);
}
try {
server = new UdpServer("Arkhados", 42, new MyUdpKernel(port));
server.start();
} catch (IOException ex) {
System.exit(1);
}
receiver = new DefaultReceiver();
server.addMessageListener(receiver, OneTrueMessage.class);
sender = new RecordingServerSender(server);
AbstractBuff.setSender(sender);
receiver.registerCommandHandler(sender);
listenerManager = new ServerNetListener(this, server);
sync = new Sync(this);
ServerInput input = ServerInput.get();
receiver.registerCommandHandler(listenerManager);
receiver.registerCommandHandler(input);
receiver.registerCommandHandler(sync);
stateManager.attach(sender);
stateManager.attach(receiver);
stateManager.attach(sync);
stateManager.attach(world);
stateManager.attach(game);
stateManager.attach(physics);
sender.setWorld(world);
// Accuracy should be > 45 or projectiles might "disappear" before
// exploding. This is because of FogOfWar
physics.getPhysicsSpace().setAccuracy(1f
/ Settings.get().General().getPhysicsTicksPerSecond());
}
示例11: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
File replayDir = new File("replays");
if (!replayDir.exists()) {
replayDir.mkdir();
}
threadPoolExecutor = new ScheduledThreadPoolExecutor(4);
Globals.assets = getAssetManager();
Globals.app = this;
setDisplayStatView(false);
ClientSettings.initialize(this);
ClientSettings.setAppSettings(settings);
inputSettings = new InputSettings(inputManager);
BulletAppState bulletState = new BulletAppState();
bulletState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
inputManager.setCursorVisible(true);
hud = new ClientHud(cam, guiNode, guiFont);
ClientFog fog = new ClientFog();
stateManager.attach(fog);
stateManager.attach(hud);
stateManager.attach(bulletState);
bulletState.getPhysicsSpace().setAccuracy(1f / 30f);
startNifty();
MusicManager musicManager = new MusicManager(this, getInputManager());
musicManager.setMusicCategory("Menu");
musicManager.setPlaying(true);
stateManager.attach(musicManager);
MessageUtils.registerDataClasses();
MessageUtils.registerMessages();
Serializer.registerClass(ReplayHeader.class);
Serializer.registerClass(ReplayCmdData.class);
Serializer.registerClass(ReplayData.class);
}
示例12: Scene
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
public Scene(AppStateManager stateManager, SimpleApplication app) {
this.app = (Game) app;
this.assetManager = this.app.getAssetManager();
this.inputManager = this.app.getInputManager();
this.cam = this.app.getCamera();
//build the physic world
bullet = new BulletAppState();
bullet.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bullet);
// bullet.getPhysicsSpace().enableDebug(assetManager);
init();
setUpLight();
setUpRock();
setUpMainChar();
setUpCammera();
setUpSound();
}
示例13: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
assetManager.registerLocator("assets/",FileLocator.class);
executor = new ScheduledThreadPoolExecutor(3);
gameplayManager = new GameplayManager(this);
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
gameplayManager.setupKeys();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// ne pas lancer avant le moteur physique
worldFactory = new WorldFactory(this);
stateManager.attach(worldFactory);
flyCam.setEnabled(true);
flyCam.setMoveSpeed(500);
buildWorld();
Vector3f vect = new Vector3f();
vect.x = -3200;//-50;//-3000;
vect.y = 10;
vect.z = 100;
cam.setLocation(vect);
cam.setFrustumFar(100000);
MainPlayer hero = new MainPlayer(this, "Hero", new Vector3f(vect));
hero.createMesh();
buildPlayer();
//Ambient Light
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(0.7f));
rootNode.addLight(al);
DirectionalLight s = new DirectionalLight();
sunNode = new Node("sunNode");
sun = new Node("sun");
rootNode.attachChild(sunNode);
sunNode.attachChild(sun);
//sunNode.setLocalTranslation(0f, 1.0f, 1.0f);
sun.setLocalTranslation(1.0f, 0f, 0f);
rootNode.addLight(s);
DirectionalLightControl lc = new DirectionalLightControl(s);
sun.addControl(lc);
sunControl = new SunControl(0.01f);
sunNode.addControl(sunControl);
planetRenderState = new PlanetRenderState(3000f, s);
stateManager.attach(planetRenderState);
}
示例14: simpleInitApp
import com.jme3.bullet.BulletAppState; //导入方法依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
List<BatchedGeometry> bgs = batch.batch(geoms);
for (BatchedGeometry bg : bgs) {
RigidBodyControl rb = new RigidBodyControl(1.5f);
rb.setCollisionShape(new BoxCollisionShape(new Vector3f(brick.getXExtent(), brick.getYExtent(), brick.getZExtent())));
rb.setFriction(1.6f);
bg.addControl(rb);
this.getPhysicsSpace().add(bg);
}
batch.setMaterial(mat);
batch.setShadowMode(ShadowMode.CastAndReceive);
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
bsr = new PssmShadowRenderer(assetManager, 1024, 2);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setLambda(0.50f);
bsr.setShadowIntensity(0.6f);
bsr.setCompareMode(CompareMode.Hardware);
bsr.setFilterMode(FilterMode.PCF4);
viewPort.addProcessor(bsr);
flyCam.setMoveSpeed(50);
rootNode.attachChild(batch);
}