/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) { [all...] |
/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). */ [all...] |
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...] |
/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...] |
/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();
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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...] |
/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...] |
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);
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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 [all...] |
/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...] |