Here is the list of available shortcuts, A few of these I just added and will be available in svn, and I will continue to update them as I go along. The shortcut is on the left, and anything after the comma will be replaced with it. With the “new” commands, the name will be highlighted, and you can change them straight after. This helps with naming conflicts, and the cursor will be placed in appropriate places if further input is required.
[java]newqua, Quaternion quat = new Quaternion();
scs, sphereCollisionShape
newpmat, Material particleMat = new Material (assetManager, “Common/MatDefs/Misc/Particle.j3md”);
newvec3, Vector3f vec3 = new Vector3f(1f, 1f, 1f);
newtest, public class ${TYPE default=“ClassName”} extends SimpleApplication {
public static void main (String[] args) {
new ${TYPE}().start();
}
@Override
public void simpleInitApp () {
}
}
newvec2, Vector2f vec2 = new Vector2f(1f, 1f);
no, node
newchar, CharacterControl charControl = new CharacterControl (cShape, 0.1f);
Rbc, RigidBodyControl
gc, ghostControl
ge, geometry
bu, bulletAppState
sph, sphere
Ccs, CapsuleCollisionShape
gui, guiNode
Co, Control
newccs, CapsuleCollisionShape capCShape = new CapsuleCollisionShape (1f, 3f, 1);
newme, Mesh mesh = new Mesh ();
Inp, InputManager
physt, PhysicsTickListener
Qua, Quaternion
newcol, ColorRGBA color = new ColorRGBA (0.5f, 0.5f, 0.5f, 1f);
newbcs, BoxCollisionShape boxCShape = new BoxCollisionShape (1, 1, 1);
inp, inputManager
ColM, “ColorMap”
Dir, DirectionalLight
sp, spatial
sta, stateManager
newray, Ray ray = new Ray(cam.getLocation(), cam.getDirection());
physc, PhysicsCollisionListener
se, settings
si, simpleApplication
Me, Mesh
co, control
newumat, Material unshadedMat = new Material (assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
newtmat, Material terrainMat = new Material (assetManager, “Common/MatDefs/Terrain/Terrain.j3md”);
newsph, Sphere sphere} = new Sphere(10, 10, 1);
ColR, CollisionResults
Shi, “Shininess”
ro, rootNode
roach, rootNode.attachChild();
newgc, GhostControl ghostControl = new GhostControl ();
vi, viewport
Si, SimpleApplication
newac, ActionListener actionListener = new ActionListener() {
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("") && !keyPressed) {
}
}
};
newge, Geometry geometry = new Geometry (“name”, );
newam, AmbientLight ambientLight = new AmbientLight ();
newan, AnalogListener actionListener = new AnalogListener() {
public void onAnalog(String name, float value, float tpf) {
if ("") {
}
}
};
newno, Node node = new Node (“nodeName”);
newdir, DirectionalLight dirLight = new DirectionalLight (new Vector3f (1, 1, 1);
Sph, Sphere
Sp, Spatial
Vec3, Vector3f
Vec2, Vector2f
Ni, Nifty
Ab, AbstractAppState
Ac, ActionListener
Am, AmbientLight
An, AnalogListener
me, mesh
DiffM, “DiffuseMap”
rbc, rigidBodyControl
Scs, SphereCollisionShape
Ge, Geometry
AnimL, AnimEventListener
newbi, BitmapText bitmapText = new BitmapText (guiFont, false);
app, AppSettings
Gc, GhostControl
Mcs, MeshCollisionShape
Tan, TangentBinormalGenerator
newcolr, CollisionResults results = new CollisionResults ();
Bu, BulletAppState
newlmat, Material lightMat = new Material (assetManager, “Common/MatDefs/Lighting/Lighting.j3md”);
Bcs, BoxCollisionShape
newscs, SphereCollisionShape sphereCShape = new SphereCollisionShape (1);
No, Node
newbox, Box box = new Box (Vector3f.ZERO, new Vector3f());
newrb, RigidBodyControl rbControl = new RigidBodyControl ();
newmcs, MeshCollisionShape meshCShape = new MeshCollisionShape ();
Bi, BitmapText
Col, ColorRGBA
AnimCo, AnimControl
an, analogListener
ac, actionListener
bcs, boxCollisionShape
Sta, StateManager
Cha, CharacterControl
ni, nifty
AnimCh, AnimChannel[/java]