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java.lang.Objectespresso3d.engine.base.E3DEngineItem
espresso3d.engine.renderer.base.E3DRenderable
espresso3d.engine.renderer.base.E3DTexturedRenderable
espresso3d.engine.world.sector.base.E3DPortalEnabledTexturedRenderableItem
espresso3d.engine.world.sector.particle.E3DSprite
espresso3d.engine.world.sector.particle.E3DBillboardSprite
| Constructor Summary | |
E3DBillboardSprite(E3DEngine engine,
E3DVector3F position,
double size,
int glTextureID)
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E3DBillboardSprite(E3DEngine engine,
E3DVector3F position,
E3DVector3F forward,
E3DVector3F up,
double size,
int glTextureID)
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| Method Summary | |
boolean |
isLockX()
True if the sprite is locked in the X axis (the forward vec won't move in this direction if locked) |
boolean |
isLockY()
True if the sprite is locked in the Y axis (the forward vec won't move in this direction if locked) |
boolean |
isLockZ()
True if the sprite is locked in the Z axis (the forward vec won't move in this direction if locked) |
abstract void |
onCollisionActor(E3DCollision collision)
This is called when another actor collides with this object |
abstract void |
onCollisionSprite(E3DCollision collision)
This is called when a sprite collides with this object |
void |
setLockX(boolean lockX)
Set if the sprite should be locked on the X axis (the forward vec won't move in this direction if locked) |
void |
setLockY(boolean lockY)
Set if the sprite should be locked on the Y axis (the forward vec won't move in this direction if locked) |
void |
setLockZ(boolean lockZ)
Set if the sprite should be locked on the Z axis (the forward vec won't move in this direction if locked) |
void |
update(E3DActor lookAtActor)
Calling this makes the billboarding sprite face lookAtActor |
| Methods inherited from class espresso3d.engine.world.sector.particle.E3DSprite |
getBoundingObject, getForward, getPosition, getQuad, getSize, getTriangleList, getUniqueVertexList, getUp, renderAtPosition, rotate, scale, setPosition, setQuad, translate |
| Methods inherited from class espresso3d.engine.world.sector.base.E3DPortalEnabledTexturedRenderableItem |
checkSectorChangeDuringMovement, getSector, setSector |
| Methods inherited from class espresso3d.engine.renderer.base.E3DTexturedRenderable |
getGlTextureID, getTextureName, setGlTextureID, setTextureName |
| Methods inherited from class espresso3d.engine.renderer.base.E3DRenderable |
render |
| Methods inherited from class espresso3d.engine.base.E3DEngineItem |
getEngine, setEngine |
| Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Methods inherited from interface espresso3d.engine.collision.base.E3DCollisionDetectableObject |
getEngine, getSector, isCollideable |
| Constructor Detail |
public E3DBillboardSprite(E3DEngine engine,
E3DVector3F position,
E3DVector3F forward,
E3DVector3F up,
double size,
int glTextureID)
public E3DBillboardSprite(E3DEngine engine,
E3DVector3F position,
double size,
int glTextureID)
| Method Detail |
public void update(E3DActor lookAtActor)
lookAtActor - The actor the billboard will turn to facepublic boolean isLockX()
public void setLockX(boolean lockX)
lockX - public boolean isLockY()
public void setLockY(boolean lockY)
lockY - public boolean isLockZ()
public void setLockZ(boolean lockZ)
lockZ - public abstract void onCollisionActor(E3DCollision collision)
E3DCollisionDetectableObject
onCollisionActor in interface E3DCollisionDetectableObjectonCollisionActor in class E3DSpritepublic abstract void onCollisionSprite(E3DCollision collision)
E3DCollisionDetectableObject
onCollisionSprite in interface E3DCollisionDetectableObjectonCollisionSprite in class E3DSprite
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