com.ardor3d.scenegraph.Node.getChildren()方法的使用及代码示例

x33g5p2x  于2022-01-25 转载在 其他  
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本文整理了Java中com.ardor3d.scenegraph.Node.getChildren()方法的一些代码示例,展示了Node.getChildren()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Node.getChildren()方法的具体详情如下:
包路径:com.ardor3d.scenegraph.Node
类名称:Node
方法名:getChildren

Node.getChildren介绍

[英]Returns all children to this node.
[中]将所有子节点返回到此节点。

代码示例

代码示例来源:origin: Renanse/Ardor3D

node.getChildren().forEach(child -> {
  final String material = processSpatialMaterial(child, replaceExisting);
  if (material != null) {
node.getChildren().forEach(child -> {
  final String material = kidMaterials.get(child);
  if (!mostUsed.equals(material)) {

代码示例来源:origin: com.ardor3d/ardor3d-core

private static Spatial makeCopy(final Spatial source, final Spatial parent, final CopyLogic logic) {
  final AtomicBoolean recurse = new AtomicBoolean();
  final Spatial result = logic.copy(source, recurse);
  if (recurse.get() && source instanceof Node && result instanceof Node
      && ((Node) source).getNumberOfChildren() > 0) {
    for (final Spatial child : ((Node) source).getChildren()) {
      final Spatial copy = makeCopy(child, result, logic);
      if (copy != null) {
        ((Node) result).attachChild(copy);
      }
    }
  }
  return result;
}

代码示例来源:origin: com.ardor3d/ardor3d-core

@Override
public Node makeInstanced() {
  // get copy of basic spatial info
  final Node node = (Node) super.makeInstanced();
  // add copy of children
  for (final Spatial child : getChildren()) {
    final Spatial copy = child.makeInstanced();
    node.attachChild(copy);
  }
  return node;
}

代码示例来源:origin: Renanse/Ardor3D

private static Spatial makeCopy(final Spatial source, final Spatial parent, final CopyLogic logic) {
  final AtomicBoolean recurse = new AtomicBoolean();
  final Spatial result = logic.copy(source, recurse);
  if (recurse.get() && source instanceof Node && result instanceof Node
      && ((Node) source).getNumberOfChildren() > 0) {
    for (final Spatial child : ((Node) source).getChildren()) {
      final Spatial copy = makeCopy(child, result, logic);
      if (copy != null) {
        ((Node) result).attachChild(copy);
      }
    }
  }
  return result;
}

代码示例来源:origin: com.ardor3d/ardor3d-core

@Override
public Node makeCopy(final boolean shareGeometricData) {
  // get copy of basic spatial info
  final Node node = (Node) super.makeCopy(shareGeometricData);
  // add copy of children
  for (final Spatial child : getChildren()) {
    final Spatial copy = child.makeCopy(shareGeometricData);
    node.attachChild(copy);
  }
  // return
  return node;
}

代码示例来源:origin: Renanse/Ardor3D

@Override
public Node makeInstanced() {
  // get copy of basic spatial info
  final Node node = (Node) super.makeInstanced();
  // add copy of children
  for (final Spatial child : getChildren()) {
    final Spatial copy = child.makeInstanced();
    node.attachChild(copy);
  }
  return node;
}

代码示例来源:origin: Renanse/Ardor3D

@Override
public Node makeCopy(final boolean shareGeometricData) {
  // get copy of basic spatial info
  final Node node = (Node) super.makeCopy(shareGeometricData);
  // add copy of children
  for (final Spatial child : getChildren()) {
    final Spatial copy = child.makeCopy(shareGeometricData);
    node.attachChild(copy);
  }
  // return
  return node;
}

代码示例来源:origin: com.ardor3d/ardor3d-core

/**
 * creates a new collision tree for the provided spatial. If the spatial is a node, it recursively calls
 * generateCollisionTree for each child. If it is a Mesh, a call to generateCollisionTree is made for each mesh. If
 * this tree(s) is to be protected, i.e. not deleted by the CollisionTreeController, set protect to true.
 * 
 * @param type
 *            the type of collision tree to generate.
 * @param object
 *            the Spatial to generate tree(s) for.
 * @param protect
 *            true to keep these trees from being removed, false otherwise.
 */
public void generateCollisionTree(final CollisionTree.Type type, final Spatial object, final boolean protect) {
  if (object instanceof Mesh) {
    generateCollisionTree(type, (Mesh) object, protect);
  }
  if (object instanceof Node) {
    if (((Node) object).getNumberOfChildren() > 0) {
      for (final Spatial sp : ((Node) object).getChildren()) {
        generateCollisionTree(type, sp, protect);
      }
    }
  }
}

代码示例来源:origin: Renanse/Ardor3D

/**
 * creates a new collision tree for the provided spatial. If the spatial is a node, it recursively calls
 * generateCollisionTree for each child. If it is a Mesh, a call to generateCollisionTree is made for each mesh. If
 * this tree(s) is to be protected, i.e. not deleted by the CollisionTreeController, set protect to true.
 * 
 * @param type
 *            the type of collision tree to generate.
 * @param object
 *            the Spatial to generate tree(s) for.
 * @param protect
 *            true to keep these trees from being removed, false otherwise.
 */
public void generateCollisionTree(final CollisionTree.Type type, final Spatial object, final boolean protect) {
  if (object instanceof Mesh) {
    generateCollisionTree(type, (Mesh) object, protect);
  }
  if (object instanceof Node) {
    if (((Node) object).getNumberOfChildren() > 0) {
      for (final Spatial sp : ((Node) object).getChildren()) {
        generateCollisionTree(type, sp, protect);
      }
    }
  }
}

代码示例来源:origin: Renanse/Ardor3D

for (final Spatial spat : meshNode.getChildren()) {
  if (spat instanceof Mesh && ((Mesh) spat).getMeshData().getVertexCount() > 0) {
    final Mesh sourceMesh = (Mesh) spat;

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