- <init>
Creates a new character with the given properties. Note that to avoid issues the
final height when d
- calculateNewForward
This method works similar to Camera.lookAt but where lookAt sets the priority on
the direction, this
- checkCanUnDuck
This checks if the character can go from ducked to unducked state by doing a ray
test.
- checkOnGround
This checks if the character is on the ground by doing a ray test.
- getFinalHeight
Gets the scaled height.
- getFinalRadius
Gets the scaled radius.
- getShape
Gets a new collision shape based on the current scale parameter. The created
collisionshape is a cap
- setHeightPercent
This actually sets a new collision shape to the character to change the height
of the capsule.
- setJumpForce
Set the jump force as a Vector3f. The jump force is local to the characters
coordinate system, which
- setPhysicsLocation
This is implemented from AbstractPhysicsControl and called when the spatial is
attached for example.
- updateLocalCoordinateSystem
Updates the local coordinate system from the localForward and localUp vectors,
adapts localForward,
- updateLocalViewDirection
Updates the local x/z-flattened view direction and the corresponding rotation
quaternion for the spa