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Skeleton.computeSkinningMatrices
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How to use
computeSkinningMatrices
method
in
com.jme3.animation.Skeleton

Best Java code snippets using com.jme3.animation.Skeleton.computeSkinningMatrices (Showing top 9 results out of 315)

origin: jMonkeyEngine/jmonkeyengine

private void controlRenderHardware() {
  offsetMatrices = skeleton.computeSkinningMatrices();
  boneMatricesParam.setValue(offsetMatrices);
}

origin: jMonkeyEngine/jmonkeyengine

private void controlRenderSoftware() {
  resetToBind(); // reset morph meshes to bind pose
  offsetMatrices = skeleton.computeSkinningMatrices();
  for (Geometry geometry : targets) {
    Mesh mesh = geometry.getMesh();
    // NOTE: This assumes code higher up has
    // already ensured this mesh is animated.
    // Otherwise a crash will happen in skin update.
    softwareSkinUpdate(mesh, offsetMatrices);
  }     
}

origin: info.projectkyoto/mms-engine

private void controlRenderHardware() {
  offsetMatrices = skeleton.computeSkinningMatrices();
  for (Material m : materials) {
    m.setParam("BoneMatrices", VarType.Matrix4Array, offsetMatrices);
  }
}
origin: org.jmonkeyengine/jme3-core

private void controlRenderHardware() {
  offsetMatrices = skeleton.computeSkinningMatrices();
  boneMatricesParam.setValue(offsetMatrices);
}

origin: info.projectkyoto/mms-engine

  public Matrix4f[] calcOffsetMatrices() {
    offsetMatrices = skeleton.computeSkinningMatrices();
    if (offsetMatrixbuffer == null) {
      offsetMatrixbuffer = BufferUtils.createFloatBuffer(offsetMatrices.length * 16);
    }
    offsetMatrixbuffer.position(0);
    for(Matrix4f m : offsetMatrices) {
      m.fillFloatBuffer(offsetMatrixbuffer, true);
    }
    return offsetMatrices;
  }
boolean setBoneMatricesFlag = true;
origin: info.projectkyoto/mms-engine

private void controlRenderSoftware() {
  resetToBind(); // reset morph meshes to bind pose
  offsetMatrices = skeleton.computeSkinningMatrices();
  for (Mesh mesh : targets) {
    // NOTE: This assumes that code higher up
    // Already ensured those targets are animated
    // otherwise a crash will happen in skin update
    softwareSkinUpdate(mesh, offsetMatrices);
  }     
}
origin: org.jmonkeyengine/jme3-core

private void controlRenderSoftware() {
  resetToBind(); // reset morph meshes to bind pose
  offsetMatrices = skeleton.computeSkinningMatrices();
  for (Geometry geometry : targets) {
    Mesh mesh = geometry.getMesh();
    // NOTE: This assumes code higher up has
    // already ensured this mesh is animated.
    // Otherwise a crash will happen in skin update.
    softwareSkinUpdate(mesh, offsetMatrices);
  }     
}

origin: info.projectkyoto/mms-engine

offsetMatrices = skeleton.computeSkinningMatrices();
origin: org.jmonkeyengine/jme3-dae

skeleton.updateWorldVectors();
skeleton.resetAndUpdate();
skeleton.computeSkinningMatrices();
com.jme3.animationSkeletoncomputeSkinningMatrices

Javadoc

Compute the skining matrices for each bone of the skeleton that would be used to transform vertices of associated meshes

Popular methods of Skeleton

  • getBoneIndex
    returns the bone index of the bone that has the given name
  • getBone
    returns the bone with the given name
  • getRoots
    returns the array of all root bones of this skeleton
  • resetAndUpdate
    Reset the skeleton to bind pose and updates the bones
  • <init>
    Creates a skeleton from a bone list. The root bones are found automatically. Note that using this c
  • getBoneCount
    returns the number of bones of this skeleton
  • updateWorldVectors
    Updates world transforms for all bones in this skeleton. Typically called after setting local animat
  • reset
    Reset the skeleton to bind pose.
  • setBindingPose
    Saves the current skeleton state as its binding pose.
  • createSkinningMatrices
  • recreateBoneStructure
  • recreateBoneStructure

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