/** Calculates the local and world transform of this node and optionally all its children. * * @param recursive whether to calculate the local/world transforms for children. */ public void calculateTransforms (boolean recursive) { calculateLocalTransform(); calculateWorldTransform(); if (recursive) { for (Node child : children) { child.calculateTransforms(true); } } }
/** Calculates the local and world transform of this node and optionally all its children. * * @param recursive whether to calculate the local/world transforms for children. */ public void calculateTransforms (boolean recursive) { calculateLocalTransform(); calculateWorldTransform(); if (recursive) { for (Node child : children) { child.calculateTransforms(true); } } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of this node and optionally all its children. * * @param recursive whether to calculate the local/world transforms for children. */ public void calculateTransforms (boolean recursive) { calculateLocalTransform(); calculateWorldTransform(); if (recursive) { for (Node child : children) { child.calculateTransforms(true); } } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }