/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/ |
ConstraintInverseKinematics.java | 43 // IK solver is only attached to bones
51 // CalculationBone[] bones = this.getBonesToCalculate(skeleton, boneAnimation);
84 // CalculationBone[] bones = this.getBonesToCalculate(ownerBone, skeleton, boneAnimation);
85 // for (int i = 0; i < bones.length; ++i) {
86 // System.out.println(Arrays.toString(bones[i].track.getTranslations()));
87 // System.out.println(Arrays.toString(bones[i].track.getRotations()));
92 // int framesCount = bones[0].getBoneFramesCount();
98 // // rotating the bones
99 // for (int i = 0; i < bones.length - 1; ++i) {
100 // Vector3f pe = bones[i].getEndPoint(); [all...] |
Constraint.java | 96 * the skeleton containing bones
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ConstraintRotLimit.java | 161 if (this.owner.getObject() instanceof Bone) {// for bones we need to
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ConstraintHelper.java | 106 //loading constraints connected with the object's bones
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/external/jmonkeyengine/engine/src/core/com/jme3/animation/ |
package.html | 26 // Create an animation channel, by default assigned to all bones.<br> 36 jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which 43 placing the limit of up to 256 bones for a skeleton. The BoneWeight buffer 45 bones, even if the maximum number of bones any vertex is influenced is less or more 47 If a vertex is influenced by less than 4 bones, the indices following the last 52 or more root bones having children, thus containing all bones of the skeleton. 53 In addition to accessing the bones in the skeleton via the tree heirarchy, it 54 is also possible to access bones via index. The index for any given bone i [all...] |
Skeleton.java | 61 * The root bones are found automatically. 63 * Note that using this constructor will cause the bones in the list 66 * @param boneList The list of bones to manage by this Skeleton 143 * Updates world transforms for all bones in this skeleton. 171 * Reset the skeleton to bind pose and updates the bones 182 * returns the array of all root bones of this skeleton 256 * returns the number of bones of this skeleton 266 sb.append("Skeleton - ").append(boneList.length).append(" bones, ").append(rootBones.length).append(" roots\n");
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AnimChannel.java | 42 * channel may influence the entire model or specific bones of the model's 249 * Add all the bones of the model's skeleton to be 275 * Add bones to be influenced by this animation channel starting from the 283 * Add bones to be influenced by this animation channel starting from the 295 * Add bones to be influenced by this animation channel, starting 303 * Add bones to be influenced by this animation channel, starting
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Bone.java | 118 * be recomputed on any cloned bones. 165 * Returns all the children bones of this bone. 167 * @return All the children bones of this bone. 323 * world transform with this bones' local transform. 452 * Must update all bones in skeleton for this to work. 557 * Call setBindingPose() after all of the skeleton bones' bind transforms are set to save them.
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AnimControl.java | 178 * Create a new animation channel, by default assigned to all bones
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/packages/apps/QuickSearchBox/tests/src/com/android/quicksearchbox/ |
LevenshteinFormatterTest.java | 220 verifyFormatSuggestion("dem bones", "dem bones dem bones", 222 new SpanFormat(4, "bones", mQueryStyle), 224 new SpanFormat(14, "bones", mSuggestedStyle) 227 verifyFormatSuggestion("dem bones", "dem dry bones dem bones", 230 new SpanFormat(8, "bones", mQueryStyle), 232 new SpanFormat(18, "bones", mSuggestedStyle [all...] |
/external/liblzf/ |
README | 21 NOTE: This package contains a very bare-bones command-line utility
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
SkeletonLoader.java | 114 assert elementStack.peek().equals("bones"); 134 } else if (qName.equals("bones")) { 158 Bone[] bones = new Bone[indexToBone.size()]; local 159 // find bones without a parent and attach them to the skeleton 160 // also assign the bones to the bonelist 163 bones[entry.getKey()] = bone; 166 skeleton = new Skeleton(bones);
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/ |
BoneContext.java | 159 * @param bones
160 * a list of bones where the newly created bone will be added
167 public Bone buildBone(List<Bone> bones, Map<Bone, Long> boneOMAs, BlenderContext blenderContext) {
170 bones.add(bone);
183 bone.addChild(child.buildBone(bones, boneOMAs, blenderContext));
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ArmatureHelper.java | 61 /** A map of bones and their old memory addresses. */
78 * This method builds the object's bones structure.
81 * the structure containing the bones' data
87 * a map of bones poses channels
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Ipo.java | 121 * bone; the diference is important because it appears that bones
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ |
ArmatureModifier.java | 68 /** The indexes of bones applied to vertices. */
123 Bone[] bones = bonesList.toArray(new Bone[bonesList.size()]);
local 124 Skeleton skeleton = new Skeleton(bones);
159 for (Bone bone : bones) {
179 // setting weights for bones
190 // applying constraints to Bones
250 * of bones the vertices are assigned to).
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ObjectAnimationModifier.java | 29 * This constructor reads animation of the object itself (without bones) and
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/external/jmonkeyengine/engine/src/test/jme3test/app/ |
TestBareBonesApp.java | 41 * Test a bare-bones application, without SimpleApplication.
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/external/libvorbis/ |
CHANGES | 47 * Bare bones self test under 'make check'.
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/external/v8/test/mjsunit/es6/ |
generators-iteration.js | 220 arguments[2] = "I'll grind his bones"; 225 ["Be he live", "or be he dead", "I'll grind his bones", "to make my bread", 228 ["Be he live", "or be he dead", "I'll grind his bones", "to make my bread", 238 arguments[2] = "I'll grind his bones";
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/external/v8/test/mjsunit/ |
regexp-results-cache.js | 33 The good is oft interred with their bones; \
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ |
KinematicRagdollControl.java | 71 * This control creates collision shapes for each bones of the skeleton when you call spatial.addControl(ragdollControl). 209 //boneList is not empty, this means some bones of the skeleton might not be associated with a collision shape. 235 //updating bones transforms 346 * Using this method you can specify which bones of the skeleton will be used to build the collision shapes. [all...] |
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/ |
RagdollUtils.java | 236 * if the child bones are not in the bone list this means, they are not associated with a physic shape.
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/ndk/docs/Programmers_Guide/html/ |
md_2__samples_sample--hellojni.html | 57 <div class="textblock"><p>This sample provides a bare-bones look at a minimal
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/external/ceres-solver/examples/ |
bundle_adjuster.cc | 34 // For a simpler bare bones example of doing bundle adjustment with
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