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  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
MeshAnimationLoader.java 53 // public static void loadMeshAnimations(Node animationsNode, List<Pose> poseList, OgreMesh sharedgeom, List<OgreMesh> submeshes, Map<String, Animation> animations){
71 //// Map<TriMesh, List<Pose>> trimeshPoses = new HashMap<TriMesh, List<Pose>>();
74 //// for (Pose p : poses){
75 //// List<Pose> poseList = trimeshPoses.get(p.getTarget());
77 //// poseList = new ArrayList<Pose>();
84 //// for (Map.Entry<TriMesh, List<Pose>> poseEntry: trimeshPoses){
89 // public static MeshAnimation loadMeshAnimation(Node animationNode, List<Pose> poseList, OgreMesh sharedgeom, List<OgreMesh> submeshes){
111 // if (XMLUtil.getAttribute(trackNode, "type").equals("pose")){
128 // public static List<Pose> loadPoses(Node posesNode, OgreMesh sharedgeom, List<OgreMesh> submeshes)
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  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
Pose.java 42 * A pose is a list of offsets that say where a mesh vertices should be for this pose.
44 public final class Pose implements Savable, Cloneable {
55 public Pose(String name, int targetMeshIndex, Vector3f[] offsets, int[] indices){
68 * Applies the offsets of this pose to the vertex buffer given by the blend factor.
71 * @param vertbuf Vertex buffer to apply this pose to
95 public Pose clone() {
97 Pose result = (Pose) super.clone();
Bone.java 114 * Only copies the name and bind pose from the original.
116 * WARNING: Local bind pose and world inverse bind pose transforms shallow
228 * Returns the inverse world bind pose position.
230 * The bind pose transform of the bone is its "default"
233 * @return the inverse world bind pose position.
240 * Returns the inverse world bind pose rotation.
242 * The bind pose transform of the bone is its "default"
245 * @return the inverse world bind pose rotation.
252 * Returns the inverse world bind pose scale
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PoseTrack.java 44 * A single track of pose animation associated with a certain mesh.
55 Pose[] poses;
58 public PoseFrame(Pose[] poses, float[] weights) {
73 result.poses = new Pose[this.poses.length];
92 poses = (Pose[]) in.readSavableArray("poses", null);
107 Pose pose = frame.poses[i]; local
110 pose.apply(poseWeight, (FloatBuffer) pb.getData());
package.html 62 The bones additionally have a bind pose transformation, which describes
63 the transformations for bones when no animated pose is applied to the skeleton.
64 All bones <em>must</em> have a bind pose transformation before they can be
65 animated. To set the bind pose for the skeleton, set the local (relative
Skeleton.java 64 * to have their bind pose recomputed based on their local transforms.
92 * Shallow copies bind pose data from the source skeleton, does not
153 * Saves the current skeleton state as it's binding pose.
162 * Reset the skeleton to bind pose.
171 * Reset the skeleton to bind pose and updates the bones
SkeletonControl.java 132 resetToBind(); // reset morph meshes to bind pose
305 // NOTE: This code assumes the vertex buffer is in bind pose
408 // NOTE: This code assumes the vertex buffer is in bind pose
AnimControl.java 61 * 2) Morph/Pose animation
325 skeleton.reset(); // reset skeleton to bind pose
  /cts/tests/tests/media/src/android/media/cts/
FaceDetector_FaceTest.java 66 face.pose(FaceDetector.Face.EULER_X);
67 face.pose(FaceDetector.Face.EULER_Y);
68 face.pose(FaceDetector.Face.EULER_Z);
72 face.pose(ErrorEuler);
  /external/llvm/lib/TableGen/
TableGenBackend.cpp 39 size_t PosE;
44 PosE = Pos + ((MAX_LINE_LEN > (Desc.size() - PSLen)) ?
47 printLine(OS, Prefix + Desc.slice(Pos, PosE), ' ', Suffix);
48 Pos = PosE;
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/
BoneContext.java 26 /** Bone's pose channel structure. */
40 /** Bone's pose transform (available after calling 'buildBone' method). */
57 * a map of pose channels for each bone OMA
78 * a map of pose channels for each bone OMA
130 * This method computes the pose transform for the bone.
174 Matrix4f pose = this.restMatrix.clone(); local
177 Vector3f poseLocation = pose.toTranslationVector();
178 Quaternion rotation = pose.toRotationQuat();
179 Vector3f scale = objectHelper.getScale(pose);
192 * @return bone's pose transformation
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  /external/ceres-solver/docs/
reference-overview.tex 9 Where $f_i(\cdot)$ is a cost function that depends on the parameter blocks $\left[x_{i_1}, \hdots , x_{i_k}\right]$ and $\rho_i$ is a loss function. In most optimization problems small groups of scalars occur together. For example the three components of a translation vector and the four components of the quaternion that define the pose of a camera. We refer to such a group of small scalars as a Parameter Block. Of course a parameter block can just have a single parameter.
faq.tex 14 Most non-linear solvers we are aware of, define the problem and residuals in terms of scalars and it is possible to do this with Ceres also. However, it is our experience that in most problems small groups of scalars occur together. For example the three components of a translation vector and the four components of the quaternion that define the pose of a camera. Same is true for residuals, where it is common to have small vectors of residuals rather than just scalars. There are a number of advantages of using blocks. It saves on indexing information, which for large problems can be substantial. Blocks translate into contiguous storage in memory which is more cache friendly and last but not the least, it allows us to use SIMD/SSE based BLAS routines to significantly speed up various matrix operations.
  /frameworks/base/media/java/android/media/
FaceDetector.java 69 * Returns the face's pose. That is, the rotations around either
77 public float pose(int euler) { method in class:FaceDetector.Face
  /external/ceres-solver/examples/
bal_problem.h 61 // Perturb the camera pose and the geometry with random normal
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ArmatureModifier.java 103 Structure pose = ((Pointer) armatureObject.getFieldValue("pose")).fetchData(blenderContext.getInputStream()).get(0); local
104 List<Structure> chanbase = ((Structure) pose.getFieldValue("chanbase")).evaluateListBase(blenderContext);
  /external/compiler-rt/lib/
extendsfdf2.c 26 // are available on the target platform; this may pose a problem when trying
truncdfsf2.c 27 // are available on the target platform; this may pose a problem when trying
  /external/jmonkeyengine/engine/src/test/jme3test/model/anim/
TestCustomAnim.java 88 // Create bind pose buffers
  /external/llvm/docs/
Lexicon.rst 70 derived pointers pose an additional hazard that they may be invalidated at
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Geometry.java 475 * animated mesh, (bind pose is set) then the positions
501 * animated mesh, (bind pose is set) then the positions
  /external/clang/www/
get_involved.html 67 (particularly language extensions) pose a long-term maintenance burden
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
ConstraintHelper.java 107 Pointer pPose = (Pointer) objectStructure.getFieldValue("pose");
  /external/quake/quake/src/QW/client/
gl_rmain.c 469 int pose, numposes; local
478 pose = paliashdr->frames[frame].firstpose;
484 pose += (int)(cl.time / interval) % numposes;
487 GL_DrawAliasFrame (paliashdr, pose);
  /external/opencv/cv/src/
cvposit.cpp 160 /* Compute new SOP (scaled orthograthic projection) image from pose */

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