Class Avatar
raft.kilavuz.util.jpct
java.lang.Object
  com.threed.jpct.Object3D
      raft.kilavuz.util.jpct.Avatar
All Implemented Interfaces:

public class Avatar
extends Object3D
a simple avatar to ease testing and prototyping. Avatar has a couple of predefined animation sequences (see ANIMATE_XXX constants). it can synchronize animation cycles by properly switching between sequences and completing half cycles when left idle.

Field Summary
static short
ANIMATE_FALLDOWN
animate falling down.
static short
ANIMATE_FORWARD
animate forward step.
static short
ANIMATE_JUMP_FALL
animate jump fall (fall part of jump).
static short
ANIMATE_JUMP_UP
animate jump up (rise part of jump).
static short
ANIMATE_NONE
no animation.
static short
ANIMATE_STRAFE_LEFT
animate strafe left.
static short
ANIMATE_STRAFE_RIGHT
animate strafe right.
static short
ANIMATE_TURN_LEFT
animate turn left step.
static short
ANIMATE_TURN_RIGHT
animate turn right step.
Fields inherited from class com.threed.jpct.Object3D
BILLBOARDING_DISABLED, BILLBOARDING_ENABLED, BLENDING_DISABLED, BLENDING_ENABLED, BUMPMAPPING_DISABLED, BUMPMAPPING_ENABLED, COLLISION_CHECK_NONE, COLLISION_CHECK_OTHERS, COLLISION_CHECK_SELF, COLLISION_DETECTION_NOT_OPTIMIZED, COLLISION_DETECTION_OPTIMIZED, COLLISION_NONE, CULLING_DISABLED, CULLING_ENABLED, ELLIPSOID_ALIGNED, ELLIPSOID_TRANSFORMED, ENVMAP_CAMERASPACE, ENVMAP_DISABLED, ENVMAP_ENABLED, ENVMAP_WORLDSPACE, ENVMAP_XY, ENVMAP_XZ, ENVMAP_YZ, FILTERING_DISABLED, FILTERING_ENABLED, FINALIZE_DEFAULT, FINALIZE_PRESORTX, FINALIZE_PRESORTY, FINALIZE_PRESORTZ, LIGHTING_ALL_ENABLED, LIGHTING_NO_LIGHTS, MOUSE_SELECTABLE, MOUSE_UNSELECTABLE, NO_OBJECT, OBJ_INVISIBLE, OBJ_VISIBLE, RAY_MISSES_BOX, SECTOR_AUTODETECT, SECTOR_PRECALCULATED, SHADING_FAKED_FLAT, SHADING_GOURAUD, SPECULAR_DISABLED, SPECULAR_ENABLED, TRANSPARENCY_MODE_ADD, TRANSPARENCY_MODE_DEFAULT, UNKNOWN_OBJECTSIZE
Constructor Summary
Avatar()
creates a new Avatar.
Method Summary
void
frameCompleted(float seconds)
completes animation cycles.
getRotationMatrix()
returns the rotation matrix
void
setRotationMatrix(Matrix matrix)
sets the rotation matrix.
void
step(short animation, float seconds)
steps this avatar for given animation.
Methods inherited from class com.threed.jpct.Object3D
addChild, addCollisionListener, addParent, addTriangle, addTriangle, addTriangle, addTriangle, addTriangle, addTriangle, align, align, animate, animate, build, calcBoundingBox, calcCenter, calcMinDistance, calcMinDistance, calcNormals, calcTextureWrap, calcTextureWrapSpherical, checkForCollision, checkForCollisionEllipsoid, checkForCollisionSpherical, clearAdditionalColor, clearAnimation, clearObject, cloneObject, createDummyObj, createTriangleStrips, createTriangleStrips, cullingIsInverted, decoupleMesh, disableCollisionListeners, disableLazyTransformations, disableVertexSharing, ellipsoidIntersectsAABB, enableCollisionListeners, enableLazyTransformations, getAdditionalColor, getAnimationSequence, getBlending, getCenter, getCollisionListeners, getCulling, getEllipsoidMode, getEnvmapMode, getID, getLighting, getMesh, getName, getNextID, getOcTree, getOrigin, getOriginMatrix, getParents, getPolygonManager, getRotationPivot, getScale, getTransformedCenter, getTranslation, getTranslationMatrix, getTransparency, getTransparencyMode, getUserObject, getVisibility, getWorldTransformation, getXAxis, getYAxis, getZAxis, hasChild, hasParent, invert, invertCulling, isBumpmapped, isEnvmapped, isSelectable, mergeObjects, rayIntersectsAABB, rayIntersectsAABB, rebuild, recreateTextureCoords, removeChild, removeCollisionListener, removeMultiTexturing, removeParent, reorderSectors, resetCollisionStatus, resetNextID, rotateAxis, rotateMesh, rotateX, rotateY, rotateZ, scale, setAdditionalColor, setAllTextures, setAllTextures, setAnimationSequence, setAsMultiSectored, setBaseTexture, setBillboarding, setBlending, setBoundingBox, setBumpmapped, setBumpmapTexture, setCenter, setCollisionMode, setCollisionOptimization, setCulling, setEllipsoidMode, setEnvmapDirection, setEnvmapMode, setEnvmapped, setFiltering, setLighting, setMesh, setName, setNextID, setOcTree, setOrigin, setRotationPivot, setScale, setSector, setSectorDetectionMode, setSelectable, setShadingMode, setSortOffset, setSpecularLighting, setTexture, setTexture, setTranslationMatrix, setTransparency, setTransparencyMode, setUserObject, setVisibility, sphereIntersectsAABB, translate, translate, translateMesh, wasTargetOfLastCollision, wasVisible
Field Detail
ANIMATE_NONE
public static final short ANIMATE_NONE
no animation. same as Paths.ANIMATE_NONE included here for completeness

ANIMATE_FORWARD
public static final short ANIMATE_FORWARD
animate forward step. same as Paths.ANIMATE_FORWARD included here for completeness

ANIMATE_TURN_LEFT
public static final short ANIMATE_TURN_LEFT
animate turn left step. same as Paths.ANIMATE_TURN_LEFT included here for completeness

ANIMATE_TURN_RIGHT
public static final short ANIMATE_TURN_RIGHT
animate turn right step. same as Paths.ANIMATE_TURN_RIGHT included here for completeness

ANIMATE_FALLDOWN
public static final short ANIMATE_FALLDOWN
animate falling down. same as Paths.ANIMATE_FALLDOWN included here for completeness

ANIMATE_JUMP_UP
public static final short ANIMATE_JUMP_UP
animate jump up (rise part of jump).

ANIMATE_JUMP_FALL
public static final short ANIMATE_JUMP_FALL
animate jump fall (fall part of jump).

ANIMATE_STRAFE_LEFT
public static final short ANIMATE_STRAFE_LEFT
animate strafe left.

ANIMATE_STRAFE_RIGHT
public static final short ANIMATE_STRAFE_RIGHT
animate strafe right.
Constructor Detail
Avatar
public Avatar()
       throws IOException
creates a new Avatar. animation information is loaded from resources and hence the IOException this constructor declares
Throws:
Method Detail
step
public void step(short animation,
                 float seconds)
steps this avatar for given animation. if animation is not one of ANIMATE_XXX constants this method does nothing this method should be called with the animation field of PathPosition
Parameters:
animation - animation for step.
See Also:

frameCompleted
public void frameCompleted(float seconds)
completes animation cycles. call this method at the and of each frame.

getRotationMatrix
public Matrix getRotationMatrix()
returns the rotation matrix
Overrides:

setRotationMatrix
public void setRotationMatrix(Matrix matrix)
sets the rotation matrix. for changing direction, do not manupulate the rotation matrix but set is as a whole with this method
Overrides:
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