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  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/
RagdollCollisionListener.java 7 import com.jme3.animation.Bone;
15 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event);
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
Skeleton.java 42 * <code>Skeleton</code> is a convenience class for managing a bone hierarchy.
50 private Bone[] rootBones;
51 private Bone[] boneList;
54 * Contains the skinning matrices, multiplying it by a vertex effected by a bone
60 * Creates a skeleton from a bone list.
68 public Skeleton(Bone[] boneList) {
71 List<Bone> rootBoneList = new ArrayList<Bone>();
73 Bone b = boneList[i];
78 rootBones = rootBoneList.toArray(new Bone[rootBoneList.size()])
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Bone.java 42 * <code>Bone</code> describes a bone in the bone-weight skeletal animation
43 * system. A bone contains a name and an index, as well as relevant
48 public final class Bone implements Savable {
51 private Bone parent;
52 private final ArrayList<Bone> children = new ArrayList<Bone>();
54 * If enabled, user can control bone transform with setUserTransforms.
55 * Animation transforms are not applied to this bone when enabled
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AnimChannel.java 257 * Add a single bone to be influenced by this animation channel.
264 * Add a single bone to be influenced by this animation channel.
266 public void addBone(Bone bone) {
267 int boneIndex = control.getSkeleton().getBoneIndex(bone);
276 * given bone name and going toward the root bone.
284 * given bone and going toward the root bone.
286 public void addToRootBone(Bone bone)
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SkeletonControl.java 207 // go through attachment nodes, apply them to correct bone
211 Bone originalBone = (Bone) clonedAttachNode.getUserData("AttachedBone");
214 Bone clonedBone = clone.skeleton.getBone(originalBone.getName());
227 * @param boneName the name of the bone
228 * @return the node attached to this bone
231 Bone b = skeleton.getBone(boneName);
233 throw new IllegalArgumentException("Given bone name does not exist "
342 // iterate vertices and apply skinning transform for each effecting bone
457 // iterate vertices and apply skinning transform for each effecting bone
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BoneTrack.java 49 * Bone index in the skeleton which this track effects.
68 * Creates a bone track for the given bone index
69 * @param targetBoneIndex the bone index
71 * @param translations the translation of the bone for each frame
72 * @param rotations the rotation of the bone for each frame
80 * Creates a bone track for the given bone index
81 * @param targetBoneIndex the bone index
83 * @param translations the translation of the bone for each fram
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/debug/
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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SkeletonPoints.java 35 import com.jme3.animation.Bone;
70 Bone bone = skeleton.getBone(i); local
71 Vector3f bonePos = bone.getModelSpacePosition();
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/
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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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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ArmatureHelper.java 41 import com.jme3.animation.Bone;
62 private Map<Bone, Long> bonesOMAs = new HashMap<Bone, Long>();
83 * the parent bone
85 * the list where the newly created bone will be added
94 public void buildBones(Structure boneStructure, Bone parent, List<Bone> result, Matrix4f arbt, final Map<Long, Structure> bonesPoseChannels, BlenderContext blenderContext) throws BlenderFileException {
100 * This method returns the old memory address of a bone. If the bone does
103 * @param bone
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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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  /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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TestOgreComplexAnim.java 37 import com.jme3.animation.Bone;
118 Bone b = control.getSkeleton().getBone("spinehigh");
119 Bone b2 = control.getSkeleton().getBone("uparm.left");
  /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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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
Constraint.java 4 import com.jme3.animation.Bone;
94 * This method returns the bone traces for the bone that is affected by the given constraint.
98 * the bone animation that affects the skeleton
99 * @return the bone track for the bone that is being affected by the constraint
102 if(owner instanceof Bone) {
103 int boneIndex = skeleton.getBoneIndex((Bone) owner);
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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ConstraintRotLimit.java 4 import com.jme3.animation.Bone;
161 if (this.owner.getObject() instanceof Bone) {// for bones we need to
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ArmatureModifier.java 14 import com.jme3.animation.Bone;
40 * This modifier allows to add bone animation to the object.
62 * The maxiumum amount of bone groups applied to a single vertex (max =
92 // skeleton (untill bone envelopes are supported)
108 Pointer pBone = (Pointer) poseChannel.getFieldValue("bone");
118 List<Bone> bonesList = new ArrayList<Bone>();
122 bonesList.add(0, new Bone(""));
123 Bone[] bones = bonesList.toArray(new Bone[bonesList.size()]);
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  /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/test/jme3test/bullet/
TestBoneRagdoll.java 256 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) {
  /external/skia/src/sfnt/
SkPanose.h 42 ((Bone, 8))

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