本文整理匯總了Java中com.jme3.math.FastMath.QUARTER_PI屬性的典型用法代碼示例。如果您正苦於以下問題:Java FastMath.QUARTER_PI屬性的具體用法?Java FastMath.QUARTER_PI怎麽用?Java FastMath.QUARTER_PI使用的例子?那麽, 這裏精選的屬性代碼示例或許可以為您提供幫助。您也可以進一步了解該屬性所在類com.jme3.math.FastMath
的用法示例。
在下文中一共展示了FastMath.QUARTER_PI屬性的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
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 });
}