/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);
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/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()]) [all...] |
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 [all...] |
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) [all...] |
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 [all...] |
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 [all...] |
/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 [all...] |
SkeletonPoints.java | 35 import com.jme3.animation.Bone; 70 Bone bone = skeleton.getBone(i); local 71 Vector3f bonePos = bone.getModelSpacePosition();
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/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) { [all...] |
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). */ [all...] |
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
[all...] |
/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 [all...] |
/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 }) [all...] |
TestOgreComplexAnim.java | 37 import com.jme3.animation.Bone; 118 Bone b = control.getSkeleton().getBone("spinehigh"); 119 Bone b2 = control.getSkeleton().getBone("uparm.left");
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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()) [all...] |
/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);
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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) { [all...] |
ConstraintRotLimit.java | 4 import com.jme3.animation.Bone;
161 if (this.owner.getObject() instanceof Bone) {// for bones we need to
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/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()]); [all...] |
/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 [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
TestBoneRagdoll.java | 256 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) {
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/external/chromium_org/third_party/skia/src/sfnt/ |
SkPanose.h | 42 ((Bone, 8))
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/external/skia/src/sfnt/ |
SkPanose.h | 42 ((Bone, 8))
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