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

Best Java code snippets using com.jme3.animation.Skeleton.reset (Showing top 7 results out of 315)

origin: jMonkeyEngine/jmonkeyengine

/**
 * Internal use only.
 */
@Override
protected void controlUpdate(float tpf) {
  if (skeleton != null) {
    skeleton.reset(); // reset skeleton to bind pose
  }
  TempVars vars = TempVars.get();
  for (int i = 0; i < channels.size(); i++) {
    channels.get(i).update(tpf, vars);
  }
  vars.release();
  if (skeleton != null) {
    skeleton.updateWorldVectors();
  }
}
origin: jMonkeyEngine/jmonkeyengine

/**
 * Resets the node's feature to its starting transformation.
 */
private void reset() {
  if (spatial != null) {
    spatial.setLocalTransform(spatialStartTransform);
    for (SimulationNode child : children) {
      child.reset();
    }
  } else if (skeleton != null) {
    for (Entry<Bone, Transform> entry : boneStartTransforms.entrySet()) {
      Transform t = entry.getValue();
      entry.getKey().setBindTransforms(t.getTranslation(), t.getRotation(), t.getScale());
      entry.getKey().updateModelTransforms();
    }
    skeleton.reset();
  }
}
origin: org.jmonkeyengine/jme3-core

/**
 * Internal use only.
 */
@Override
protected void controlUpdate(float tpf) {
  if (skeleton != null) {
    skeleton.reset(); // reset skeleton to bind pose
  }
  TempVars vars = TempVars.get();
  for (int i = 0; i < channels.size(); i++) {
    channels.get(i).update(tpf, vars);
  }
  vars.release();
  if (skeleton != null) {
    skeleton.updateWorldVectors();
  }
}
origin: info.projectkyoto/mms-engine

/**
 * Internal use only.
 */
@Override
protected void controlUpdate(float tpf) {
  if (skeleton != null) {
    skeleton.reset(); // reset skeleton to bind pose
  }
  TempVars vars = TempVars.get();
  for (int i = 0; i < channels.size(); i++) {
    channels.get(i).update(tpf, vars);
  }
  vars.release();
  if (skeleton != null) {
    skeleton.updateWorldVectors();
  }
}
origin: org.jmonkeyengine/jme3-core

/**
 * Creates a debugger with no length data. The wires will be a connection
 * between the bones' heads only. The points will show the bones' heads only
 * and no dotted line of inter bones connection will be visible.
 *
 * @param name     the name of the debugger's node
 * @param skeleton the skeleton that will be shown
 */
public SkeletonDebugger(String name, Skeleton skeleton, boolean guessBonesOrientation) {
  super(name);
  this.skeleton = skeleton;
  skeleton.reset();
  skeleton.updateWorldVectors();
  Map<Integer, Float> boneLengths = new HashMap<Integer, Float>();
  for (Bone bone : skeleton.getRoots()) {
    computeLength(bone, boneLengths, skeleton);
  }
  bones = new SkeletonBone(skeleton, boneLengths, guessBonesOrientation);
  this.attachChild(bones);
  interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths, guessBonesOrientation);
  Geometry g = new Geometry(name + "_interwires", interBoneWires);
  g.setBatchHint(BatchHint.Never);
  this.attachChild(g);
}
origin: org.jmonkeyengine/jme3-core

this.skeleton.reset();
this.skeleton.updateWorldVectors();
this.guessBonesOrientation = guessBonesOrientation;
origin: info.projectkyoto/mms-engine

@Override
protected void controlUpdate(float tpf) {
  skeleton.reset(); // reset skeleton to bind pose
com.jme3.animationSkeletonreset

Javadoc

Reset the skeleton to bind pose.

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
  • computeSkinningMatrices
    Compute the skining matrices for each bone of the skeleton that would be used to transform vertices
  • setBindingPose
    Saves the current skeleton state as its binding pose.
  • createSkinningMatrices
  • recreateBoneStructure
  • recreateBoneStructure

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