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    Searched defs:bones (Results 1 - 6 of 6) sorted by null

  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/
Renderable.java 81 * combine multiple bones into a single transformation matrix, which is used to transform the vertex to model space. In other
83 public Matrix4 bones[]; field in class:Renderable
94 bones = renderable.bones;
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/data/
ModelNodePart.java 27 public ArrayMap<String, Matrix4> bones; field in class:ModelNodePart
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/
NodePart.java 34 /** Mapping to each bone (node) and the inverse transform of the bind pose. Will be used to fill the {@link #bones} array. May
39 public Matrix4[] bones; field in class:NodePart
58 /** Convenience method to set the material, mesh, meshPartOffset, meshPartSize, primitiveType and bones members of the specified
59 * Renderable. The other member of the provided {@link Renderable} remain untouched. Note that the material, mesh and bones
66 out.bones = bones;
80 bones = null;
88 if (bones == null || bones.length != invBoneBindTransforms.size)
89 bones = new Matrix4[invBoneBindTransforms.size];
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/loader/
G3dModelLoader.java 329 JsonValue bones = material.get("bones"); local
330 if (bones != null) {
331 nodePart.bones = new ArrayMap<String, Matrix4>(true, bones.size, String.class, Matrix4.class);
333 for (JsonValue bone = bones.child; bone != null; bone = bone.next, j++) {
349 nodePart.bones.put(nodeId, transform);
377 JsonValue nodes = anim.get("bones");
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
InverseKinematicsTest.java 51 Bone[] bones; field in class:InverseKinematicsTest
64 bones = new Bone[] {new Bone("bone0", 0, 0, 0), new Bone("bone1", 0, 2, 2), new Bone("bone2", 0, 4, 2),
66 globalCoords.set(bones[0].position);
89 for (int i = 0; i < bones.length - 1; i++) {
90 renderer.line(bones[i].position.x, bones[i].position.y, bones[i + 1].position.x, bones[i + 1].position.y);
96 for (int i = 0; i < bones.length; i++) {
97 renderer.point(bones[i].position.x, bones[i].position.y, 0);
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
DefaultShader.java 63 /** The number of bones to use */
94 public final static Uniform bones = new Uniform("u_bones"); field in class:DefaultShader.Inputs
198 public static class Bones extends LocalSetter {
200 public final float bones[]; field in class:DefaultShader.Setters.Bones
202 public Bones (final int numBones) {
203 this.bones = new float[numBones * 16];
208 for (int i = 0; i < bones.length; i++) {
210 bones[i] = (renderable.bones == null || idx >= renderable.bones.length || renderable.bones[idx] == null) ? idtMatrix.val[i % 16]
213 shader.program.setUniformMatrix4fv(shader.loc(inputID), bones, 0, bones.length); local
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