/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/ |
H A D | CalculationBone.java | 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) {
argument 30 this.bone = bone;
31 this.startRotation = bone 53 CalculationBone(Bone bone, BoneTrack track) argument [all...] |
H A D | BoneContext.java | 19 * This class holds the basic data that describes a bone.
24 /** The structure of the bone. */
32 /** The bone's armature matrix. */
38 /** Created bone (available after calling 'buildBone' method). */
39 private Bone bone;
field in class:BoneContext 42 /** The bone's rest matrix. */
50 * Constructor. Creates the basic set of bone's data.
53 * the bone's structure
57 * a map of pose channels for each bone OMA
69 * Constructor. Creates the basic set of bone' [all...] |
H A D | ArmatureHelper.java | 83 * the parent bone
85 * the list where the newly created bone will be added
100 * This method returns the old memory address of a bone. If the bone does
103 * @param bone
104 * the bone whose old memory address we seek
105 * @return the old memory address of the given bone
107 public Long getBoneOMA(Bone bone) {
argument 108 Long result = bonesOMAs.get(bone);
117 * is used by a bone an [all...] |
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/ |
H A D | RagdollCollisionListener.java | 15 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event); argument
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/debug/ |
H A D | SkeletonWire.java | 52 private void countConnections(Bone bone){ argument 53 for (Bone child : bone.getChildren()){ 59 private void writeConnections(ShortBuffer indexBuf, Bone bone){ argument 60 for (Bone child : bone.getChildren()){ 62 indexBuf.put( (short) skeleton.getBoneIndex(bone) ); 72 for (Bone bone : skeleton.getRoots()) 73 countConnections(bone); 87 for (Bone bone : skeleton.getRoots()) 88 writeConnections(sib, bone); 99 Bone bone [all...] |
H A D | SkeletonPoints.java | 70 Bone bone = skeleton.getBone(i); 71 Vector3f bonePos = bone.getModelSpacePosition();
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/ |
H A D | Feature.java | 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) {
argument 82 this.bone = bone;
[all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/animation/ |
H A D | 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) { argument 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) { argument 287 addBone(bone); 306 addFromRootBone(Bone bone) argument [all...] |
H A D | 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 54 * If enabled, user can control bone transform with setUserTransforms. 55 * Animation transforms are not applied to this bone when enabled. 63 * Initial transform is the local bind transform of this bone. 92 * Creates a new bone with the given name. 94 * @param name Name to give to this bone 117 * copied. Modifying that data on the original bone will cause it to 121 * generated automatically when the bone i 313 addChild(Bone bone) argument [all...] |
H A D | Skeleton.java | 42 * <code>Skeleton</code> is a convenience class for managing a bone hierarchy. 54 * Contains the skinning matrices, multiplying it by a vertex effected by a bone 60 * Creates a skeleton from a bone list. 190 * return a bone for the given index 199 * returns the bone with the given name 213 * returns the bone index of the given bone 214 * @param bone 217 public int getBoneIndex(Bone bone) { argument 219 if (boneList[i] == bone) { [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/model/anim/ |
H A D | TestCustomAnim.java | 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 }); 97 // Assign all verticies to bone 0 with weight 1 99 // assign vertex to bone index 0 112 // Maximum number of weights per bone i [all...] |
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ |
H A D | KinematicRagdollControl.java | 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 space 180 //multiplying this rotation by the initialWorld rotation of the bone, 186 //if the bone i 373 boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) argument [all...] |
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/ |
H A D | RagdollUtils.java | 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) { argument 137 list.add(skeleton.getBoneIndex(bone)); 139 list.add(skeleton.getBoneIndex(bone)); 140 for (Bone chilBone : bone.getChildren()) { 150 * Create a hull collision shape from linked vertices to this bone. 186 * returns a list of points for the given bone 235 * Updates a bone positio 242 setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean restoreBoneControl, Set<String> boneList) argument 262 setUserControl(Bone bone, boolean bool) argument [all...] |
/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
H A D | SkeletonLoader.java | 71 private Bone bone; field in class:SkeletonLoader 102 String boneName = SAXUtil.parseString(attribs.getValue("bone")); 103 Bone bone = nameToBone.get(boneName); 104 int index = skeleton.getBoneIndex(bone); 108 String boneName = attribs.getValue("bone"); 110 Bone bone = nameToBone.get(boneName); 112 parent.addChild(bone); 113 } else if (qName.equals("bone")) { 116 // insert bone into indexed map 117 bone [all...] |
H A D | 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; 572 // see which weights are unused for a given bone 585 indicesData.put(i, bone);
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ |
H A D | ArmatureModifier.java | 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");
158 // store the animation data for each bone
159 for (Bone bone : bones) {
160 Long boneOma = armatureHelper.getBoneOMA(bone);
248 * buffer holding bone weights for every vertex in the model. The second
249 * element is a vertex buffer holding bone indices for vertices (the indices
266 * blender belong) to bone inde [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
H A D | TestBoneRagdoll.java | 256 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) { argument
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/external/chromium/net/base/ |
H A D | effective_tld_names.cc | 6504 {"6bone.pl", 0},
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/external/chromium_org/net/base/registry_controlled_domains/ |
H A D | effective_tld_names.cc | 1760 char stringpool_str1525[sizeof("6bone.pl")]; 7866 "6bone.pl", [all...] |