Changed the way the walkDirection is computed in HelloCollision to avoid instatiating vector3f on each update. Also updated the wiki to reflect the change
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10714 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -64,6 +64,11 @@ public class HelloCollision extends SimpleApplication
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private CharacterControl player;
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private Vector3f walkDirection = new Vector3f();
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private boolean left = false, right = false, up = false, down = false;
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//Temporary vectors used on each frame.
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//They here to avoid instanciating new vectors on each frame
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private Vector3f camDir = new Vector3f();
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private Vector3f camLeft = new Vector3f();
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public static void main(String[] args) {
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HelloCollision app = new HelloCollision();
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@ -164,15 +169,23 @@ public class HelloCollision extends SimpleApplication
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* We also make sure here that the camera moves with player.
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*/
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@Override
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public void simpleUpdate(float tpf) {
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Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
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Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
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walkDirection.set(0, 0, 0);
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if (left) { walkDirection.addLocal(camLeft); }
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if (right) { walkDirection.addLocal(camLeft.negate()); }
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if (up) { walkDirection.addLocal(camDir); }
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if (down) { walkDirection.addLocal(camDir.negate()); }
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player.setWalkDirection(walkDirection);
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cam.setLocation(player.getPhysicsLocation());
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}
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public void simpleUpdate(float tpf) {
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camDir.set(cam.getDirection()).multLocal(0.6f);
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camLeft.set(cam.getLeft()).multLocal(0.4f);
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walkDirection.set(0, 0, 0);
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if (left) {
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walkDirection.addLocal(camLeft);
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}
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if (right) {
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walkDirection.addLocal(camLeft.negate());
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}
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if (up) {
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walkDirection.addLocal(camDir);
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}
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if (down) {
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walkDirection.addLocal(camDir.negate());
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}
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player.setWalkDirection(walkDirection);
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cam.setLocation(player.getPhysicsLocation());
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}
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}
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