Searched refs:bone (Results 1 - 19 of 19) sorted by relevance

/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/animations/
H A DCalculationBone.java12 * 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
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H A DBoneContext.java19 * 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'
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H A DArmatureHelper.java83 * 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
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/
H A DRagdollCollisionListener.java15 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event); argument
/external/jmonkeyengine/engine/src/core/com/jme3/scene/debug/
H A DSkeletonWire.java52 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
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H A DSkeletonPoints.java70 Bone bone = skeleton.getBone(i);
71 Vector3f bonePos = bone.getModelSpacePosition();
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
H A DFeature.java28 /** 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;
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/external/jmonkeyengine/engine/src/core/com/jme3/animation/
H A DAnimChannel.java257 * 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
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H A DBone.java42 * <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
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H A DSkeleton.java42 * <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) {
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/external/jmonkeyengine/engine/src/test/jme3test/model/anim/
H A DTestCustomAnim.java55 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
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
H A DKinematicRagdollControl.java73 * <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
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
H A DRagdollUtils.java98 * 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
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
H A DSkeletonLoader.java71 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
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H A DMeshLoader.java363 // 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);
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
H A DArmatureModifier.java40 * 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
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/
H A DTestBoneRagdoll.java256 public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) { argument
/external/chromium/net/base/
H A Deffective_tld_names.cc6504 {"6bone.pl", 0},
/external/chromium_org/net/base/registry_controlled_domains/
H A Deffective_tld_names.cc2313 char stringpool_str2079[sizeof("6bone.pl")];
8691 "6bone.pl",
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