g3d.bindTarget(g, true, RENDERING_HINTS); // Now, just render the world. Simple as pie! g3d.render(world); } catch(Exception e) { reportException(e); } finally { // Always remember to release! g3d.releaseTarget(); } } /** * */ private void moveCamera() { // Check controls if(key[LEFT]) { camRot += 5.0f; } else if(key[RIGHT]) { camRot -= 5.0f; } // Set the orientation cam.setOrientation(camRot, 0.0f, 1.0f, 0.0f); // Calculate trigonometry for camera movement double rads = Math.toRadians(camRot); camSine = Math.sin(rads); camCosine = Math.cos(rads); if(key[UP]) { // Move forward
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