HomeSort by relevance Sort by last modified time
    Searched full:bones (Results 1 - 25 of 50) sorted by null

1 2

  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
ConstraintInverseKinematics.java 43 // IK solver is only attached to bones
51 // CalculationBone[] bones = this.getBonesToCalculate(skeleton, boneAnimation);
84 // CalculationBone[] bones = this.getBonesToCalculate(ownerBone, skeleton, boneAnimation);
85 // for (int i = 0; i < bones.length; ++i) {
86 // System.out.println(Arrays.toString(bones[i].track.getTranslations()));
87 // System.out.println(Arrays.toString(bones[i].track.getRotations()));
92 // int framesCount = bones[0].getBoneFramesCount();
98 // // rotating the bones
99 // for (int i = 0; i < bones.length - 1; ++i) {
100 // Vector3f pe = bones[i].getEndPoint();
    [all...]
Constraint.java 96 * the skeleton containing bones
ConstraintRotLimit.java 161 if (this.owner.getObject() instanceof Bone) {// for bones we need to
ConstraintHelper.java 106 //loading constraints connected with the object's bones
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
package.html 26 // Create an animation channel, by default assigned to all bones.<br>
36 jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which
43 placing the limit of up to 256 bones for a skeleton. The BoneWeight buffer
45 bones, even if the maximum number of bones any vertex is influenced is less or more
47 If a vertex is influenced by less than 4 bones, the indices following the last
52 or more root bones having children, thus containing all bones of the skeleton.
53 In addition to accessing the bones in the skeleton via the tree heirarchy, it
54 is also possible to access bones via index. The index for any given bone i
    [all...]
Skeleton.java 61 * The root bones are found automatically.
63 * Note that using this constructor will cause the bones in the list
66 * @param boneList The list of bones to manage by this Skeleton
143 * Updates world transforms for all bones in this skeleton.
171 * Reset the skeleton to bind pose and updates the bones
182 * returns the array of all root bones of this skeleton
256 * returns the number of bones of this skeleton
266 sb.append("Skeleton - ").append(boneList.length).append(" bones, ").append(rootBones.length).append(" roots\n");
AnimChannel.java 42 * channel may influence the entire model or specific bones of the model's
249 * Add all the bones of the model's skeleton to be
275 * Add bones to be influenced by this animation channel starting from the
283 * Add bones to be influenced by this animation channel starting from the
295 * Add bones to be influenced by this animation channel, starting
303 * Add bones to be influenced by this animation channel, starting
Bone.java 118 * be recomputed on any cloned bones.
165 * Returns all the children bones of this bone.
167 * @return All the children bones of this bone.
323 * world transform with this bones' local transform.
452 * Must update all bones in skeleton for this to work.
557 * Call setBindingPose() after all of the skeleton bones' bind transforms are set to save them.
  /packages/apps/QuickSearchBox/tests/src/com/android/quicksearchbox/
LevenshteinFormatterTest.java 220 verifyFormatSuggestion("dem bones", "dem bones dem bones",
222 new SpanFormat(4, "bones", mQueryStyle),
224 new SpanFormat(14, "bones", mSuggestedStyle)
227 verifyFormatSuggestion("dem bones", "dem dry bones dem bones",
230 new SpanFormat(8, "bones", mQueryStyle),
232 new SpanFormat(18, "bones", mSuggestedStyle
    [all...]
  /external/openssl/crypto/des/
KERBEROS 4 To use this library with Bones (kerberos without DES):
5 1) Get my modified Bones - eBones. It can be found on
  /external/liblzf/
README 21 NOTE: This package contains a very bare-bones command-line utility
  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
SkeletonLoader.java 114 assert elementStack.peek().equals("bones");
134 } else if (qName.equals("bones")) {
158 Bone[] bones = new Bone[indexToBone.size()]; local
159 // find bones without a parent and attach them to the skeleton
160 // also assign the bones to the bonelist
163 bones[entry.getKey()] = bone;
166 skeleton = new Skeleton(bones);
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/
BoneContext.java 159 * @param bones
160 * a list of bones where the newly created bone will be added
167 public Bone buildBone(List<Bone> bones, Map<Bone, Long> boneOMAs, BlenderContext blenderContext) {
170 bones.add(bone);
183 bone.addChild(child.buildBone(bones, boneOMAs, blenderContext));
ArmatureHelper.java 61 /** A map of bones and their old memory addresses. */
78 * This method builds the object's bones structure.
81 * the structure containing the bones' data
87 * a map of bones poses channels
Ipo.java 121 * bone; the diference is important because it appears that bones
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ArmatureModifier.java 68 /** The indexes of bones applied to vertices. */
123 Bone[] bones = bonesList.toArray(new Bone[bonesList.size()]); local
124 Skeleton skeleton = new Skeleton(bones);
159 for (Bone bone : bones) {
179 // setting weights for bones
190 // applying constraints to Bones
250 * of bones the vertices are assigned to).
ObjectAnimationModifier.java 29 * This constructor reads animation of the object itself (without bones) and
  /external/expat/vms/
descrip.mms 1 # Bare bones description file (Makefile) for OpenVMS
  /external/jmonkeyengine/engine/src/test/jme3test/app/
TestBareBonesApp.java 41 * Test a bare-bones application, without SimpleApplication.
  /external/chromium/base/
message_pump_win.h 124 // box or such, that window typically provides a bare bones (native?) message
125 // pump. That bare-bones message pump generally supports little more than a
127 // message. MessageLoop extends that bare-bones message pump to also service
148 // prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER.
  /external/libvorbis/
CHANGES 47 * Bare bones self test under 'make check'.
  /external/chromium/chrome/browser/ui/cocoa/
rwhvm_editcommand_helper_unittest.mm 19 // Bare bones obj-c class for testing purposes.
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
KinematicRagdollControl.java 71 * This control creates collision shapes for each bones of the skeleton when you call spatial.addControl(ragdollControl).
209 //boneList is not empty, this means some bones of the skeleton might not be associated with a collision shape.
235 //updating bones transforms
346 * Using this method you can specify which bones of the skeleton will be used to build the collision shapes.
    [all...]
  /external/webkit/Tools/android/flex-2.5.4a/MISC/Macintosh/
THINK_C_notes 49 bare-bones interface provided by the THINK C library routine "ccommand",
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
RagdollUtils.java 236 * if the child bones are not in the bone list this means, they are not associated with a physic shape.

Completed in 3543 milliseconds

1 2