espresso3d.engine.logo.actors
Class E3DLowResLogoActor
java.lang.Object
espresso3d.engine.base.E3DEngineItem
espresso3d.engine.renderer.base.E3DRenderable
espresso3d.engine.world.sector.base.E3DPortalEnabledRenderable
espresso3d.engine.world.sector.actor.E3DActor
espresso3d.engine.logo.actors.E3DLowResLogoActor
- All Implemented Interfaces:
- E3DCollisionDetectableObject, E3DLightableObject, E3DPortalEnabledItem
- public final class E3DLowResLogoActor
- extends E3DActor
- Author:
- Curt
A low res version of the espresso3d logo actor
|
Method Summary |
boolean |
isCollideable()
Override and return true if this actor is something other actors/objects can collide with. |
void |
onCollisionActor(E3DCollision collision)
This gets called when an actor collides with this actor (collider or collidee. |
void |
onCollisionSprite(E3DCollision collision)
This gets called when a particle collides with this actor |
E3DActor |
onGetClone()
This method must be overriden to return a clone of the actor. |
| Methods inherited from class espresso3d.engine.world.sector.actor.E3DActor |
addSound3DToAssociatedList, addTriangle, getActorID, getAssociatedSound3DList, getBoundingObject, getMesh, getOrientation, getSkeleton, getTextureSortedTriangleMap, getTriangleList, getUniqueVertexPositionList, getWorld, isDebugBoundingObjectDisplayed, isDebugSkeletonDisplayed, isLit, isModelDisplayed, isNeedingLightRecalc, loadActor, moveForward, removeSound3DFromAssociatedList, render, rotate, rotate, scale, setActorID, setBoundingObject, setDebugBoundingObjectDisplayed, setDebugSkeletonDisplayed, setLit, setModelDisplayed, setNeedingLightRecalc, setPosition, setRenderMode, setSkeleton, setWorld, translate, update |
| Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
E3DLowResLogoActor
public E3DLowResLogoActor(E3DEngine engine,
E3DWorld world,
boolean lit)
onCollisionActor
public void onCollisionActor(E3DCollision collision)
- Description copied from class:
E3DActor
- This gets called when an actor collides with this actor (collider or collidee. We don't know what to do with a collision here, but anything extending this should
- Specified by:
onCollisionActor in interface E3DCollisionDetectableObject- Specified by:
onCollisionActor in class E3DActor
onCollisionSprite
public void onCollisionSprite(E3DCollision collision)
- Description copied from class:
E3DActor
- This gets called when a particle collides with this actor
- Specified by:
onCollisionSprite in interface E3DCollisionDetectableObject- Specified by:
onCollisionSprite in class E3DActor
onGetClone
public E3DActor onGetClone()
throws java.lang.Exception
- Description copied from class:
E3DActor
- This method must be overriden to return a clone of the actor.
This normally gets called when a specific actor in the preloadedActorMap of the world is specified in a world's map that is getting loaded
What it wants is a clone of the preloaded actor returned (CLONE, not ref to the same object!). This is exposed
to you so you can modify the actor if necessary when cloning it.
- Specified by:
onGetClone in class E3DActor
- Throws:
java.lang.Exception
isCollideable
public boolean isCollideable()
- Description copied from class:
E3DActor
- Override and return true if this actor is something other actors/objects can collide with.
If false, it will be ignore for other actor/object's collision detection
- Specified by:
isCollideable in interface E3DCollisionDetectableObject- Specified by:
isCollideable in class E3DActor