HomeSort by relevance Sort by last modified time
    Searched full:bone (Results 1 - 25 of 60) sorted by null

1 2 3

  /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...]
Ipo.java 36 /** Each ipo contains one bone track. */
106 * This method calculates the value of the curves as a bone track between
121 * bone; the diference is important because it appears that bones
124 * @return bone track for the specified bone
197 // QUATERNION ROTATION (used with bone animation), dunno
  /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/
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...]
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...]
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...]
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...]
package.html 36 jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which
37 it is influenced and 4 weights that describe how much the bone influences the
48 valid bone should be 0 and the weights following the last valid bone should be 0.0.
51 The {@link com.jme3.animation.Skeleton} class describes a bone heirarchy with one
54 is also possible to access bones via index. The index for any given bone is
55 arbitrary and does not depend on the bone's location in the tree hierarchy.
59 Every bone has a local and model space transformation. The local space
67 {@link com.jme3.animation.Bone#setBindTransforms(com.jme3.math.Vector3f, com.jme3.math.Quaternion) }.
73 having a transformation. For bone animations, every track is assigned to a bone
    [all...]
SpatialTrack.java 50 * the translation of the bone for each frame
52 * the rotation of the bone for each frame
54 * the scale of the bone for each frame
140 * the translation of the bone for each frame
142 * the rotation of the bone for each frame
144 * the scale of the bone for each frame
  /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();
  /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...]
ConstraintInverseKinematics.java 44 // Bone ownerBone = (Bone) blenderContext.getLoadedFeature(ownerOMA, LoadedFeatureDataType.LOADED_FEATURE);
50 //prepare a list of all parents of this bone
56 // if (targetObject instanceof Bone) {
57 // pt = ((Bone) targetObject).getModelSpacePosition();
67 // "Unknown target object type! Should be Node, Bone or Skeleton and there is: "
71 //fetching the owner's bone track
115 // for (CalculationBone bone : bones) {
116 // bone.applyCalculatedTracks();
132 * @param bone
    [all...]
BlenderTrack.java 17 * This class holds either the bone track or spatial track. Is made to improve
25 /** The bone track. */
29 * Constructs the object using spatial track (bone track is null).
39 * Constructs the object using bone track (spatial track is null).
49 * @return the stored track (either bone or spatial)
96 * Set the translations, rotations and scales for this bone track
101 * the translation of the bone for each frame
103 * the rotation of the bone for each frame
105 * the scale of the bone for each frame
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);
  /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/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/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...]
  /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...]
  /developers/build/prebuilts/gradle/ActivitySceneTransitionBasic/Application/src/main/res/values/
strings.xml 30 Pork chop porchetta ground round tri-tip tail t-bone.\n\n
32 sirloin meatloaf ribeye, bresaola cow chicken t-bone frankfurter andouille strip steak jerky
40 brisket. Filet mignon shankle t-bone bacon. Turducken capicola turkey porchetta kielbasa
  /developers/samples/android/ui/activityscenetransition/ActivitySceneTransitionBasic/Application/src/main/res/values/
strings.xml 30 Pork chop porchetta ground round tri-tip tail t-bone.\n\n
32 sirloin meatloaf ribeye, bresaola cow chicken t-bone frankfurter andouille strip steak jerky
40 brisket. Filet mignon shankle t-bone bacon. Turducken capicola turkey porchetta kielbasa
  /development/samples/browseable/ActivitySceneTransitionBasic/res/values/
strings.xml 30 Pork chop porchetta ground round tri-tip tail t-bone.\n\n
32 sirloin meatloaf ribeye, bresaola cow chicken t-bone frankfurter andouille strip steak jerky
40 brisket. Filet mignon shankle t-bone bacon. Turducken capicola turkey porchetta kielbasa

Completed in 1286 milliseconds

1 2 3