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    Searched defs:bone (Results 1 - 10 of 10) sorted by null

  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
Feature.java 3 import com.jme3.animation.Bone;
28 /** The bone that is hold by the Feature. */
29 protected Bone bone; field in class:Feature
69 * Constructs the feature based on bone.
71 * @param bone
72 * the bone
74 * the bone evaluation space
76 * the bone old memory address
80 public Feature(Bone bone, Space space, Long oma, BlenderContext blenderContext) {
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/
BoneContext.java 7 import com.jme3.animation.Bone;
19 * This class holds the basic data that describes a bone.
24 /** The structure of the bone. */
26 /** Bone's pose channel structure. */
28 /** Bone's name. */
32 /** The bone's armature matrix. */
38 /** Created bone (available after calling 'buildBone' method). */
39 private Bone bone; field in class:BoneContext
40 /** Bone's pose transform (available after calling 'buildBone' method). */
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CalculationBone.java 3 import com.jme3.animation.Bone;
12 * The purpose of this class is to imitate bone's movement when calculating inverse kinematics.
16 private Bone bone; field in class:CalculationBone
17 /** The bone's tracks. Will be altered at the end of calculation process. */
19 /** The starting position of the bone. */
21 /** The starting rotation of the bone. */
23 /** The starting scale of the bone. */
29 public CalculationBone(Bone bone, int boneFramesCount) {
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  /external/jmonkeyengine/engine/src/test/jme3test/model/anim/
TestCustomAnim.java 35 import com.jme3.animation.Bone;
55 private Bone bone; field in class:TestCustomAnim
76 // Setup bone weight buffer
82 // Setup bone index buffer
92 bone = new Bone("root");
93 bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
94 bone.setUserControl(true);
95 skeleton = new Skeleton(new Bone[]{ bone })
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/debug/
SkeletonPoints.java 35 import com.jme3.animation.Bone;
70 Bone bone = skeleton.getBone(i); local
71 Vector3f bonePos = bone.getModelSpacePosition();
SkeletonWire.java 35 import com.jme3.animation.Bone;
52 private void countConnections(Bone bone){
53 for (Bone child : bone.getChildren()){
59 private void writeConnections(ShortBuffer indexBuf, Bone bone){
60 for (Bone child : bone.getChildren()){
62 indexBuf.put( (short) skeleton.getBoneIndex(bone) );
99 Bone bone = skeleton.getBone(i); local
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  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
SkeletonLoader.java 35 import com.jme3.animation.Bone;
65 private HashMap<Integer, Bone> indexToBone = new HashMap<Integer, Bone>();
66 private HashMap<String, Bone> nameToBone = new HashMap<String, Bone>();
71 private Bone bone; field in class:SkeletonLoader
102 String boneName = SAXUtil.parseString(attribs.getValue("bone"));
103 Bone bone = nameToBone.get(boneName) local
110 Bone bone = nameToBone.get(boneName); local
120 nameToBone.put(bone.getName(), bone); local
162 Bone bone = entry.getValue(); local
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MeshLoader.java 363 // will use bone assignments from shared mesh (?)
367 // current mesh will have bone assigns
370 // - 4 bone weights
371 // - 4 bone indices
565 byte bone = (byte) parseInt(boneIndex);
567 assert bone >= 0; local
572 // see which weights are unused for a given bone
585 indicesData.put(i, bone);
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
KinematicRagdollControl.java 35 import com.jme3.animation.Bone;
73 * <li>The shape is HullCollision shape based on the vertices associated with each bone and based on a tweakable weight threshold (see setWeightThreshold)</li>
74 * <li>If you don't want each bone to be a collision shape, you can specify what bone to use by using the addBoneName method<br>
75 * By using this method, bone that are not used to create a shape, are "merged" to their parent to create the collision shape.
130 protected Bone bone; field in class:KinematicRagdollControl.PhysicsBoneLink
166 //if the ragdoll has the control of the skeleton, we update each bone with its position in physic world space.
172 //retrieving bone position in physic world space
177 //retrieving bone rotation in physic world spac
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  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
RagdollUtils.java 7 import com.jme3.animation.Bone;
98 * Create a hull collision shape from linked vertices to this bone.
133 //retruns the list of bone indices of the given bone and its child(if they are not in the boneList)
134 public static List<Integer> getBoneIndices(Bone bone, Skeleton skeleton, Set<String> boneList) {
137 list.add(skeleton.getBoneIndex(bone));
139 list.add(skeleton.getBoneIndex(bone));
140 for (Bone chilBone : bone.getChildren())
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