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

Best Java code snippets using com.jme3.animation.Skeleton.updateWorldVectors (Showing top 16 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

@Override
public void simpleUpdate(float tpf){
  // Rotate around X axis
  Quaternion rotate = new Quaternion();
  rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
  // Combine rotation with previous
  rotation.multLocal(rotate);
  // Set new rotation into bone
  bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
  // After changing skeleton transforms, must update world data
  skeleton.updateWorldVectors();
}
origin: jMonkeyEngine/jmonkeyengine

float time = ((BoneTrack) track).getTimes()[frame];
track.setTime(time, 1, animControl, animChannel, vars);
skeleton.updateWorldVectors();
origin: jMonkeyEngine/jmonkeyengine

boolean isArmature = blenderContext.getMarkerValue(ObjectHelper.ARMATURE_NODE_MARKER, feature) != null;
if (isArmature) {
  blenderContext.getSkeleton(oma).updateWorldVectors();
  BoneContext targetBoneContext = blenderContext.getBoneByName(oma, subtargetName);
  Bone bone = targetBoneContext.getBone();
origin: jMonkeyEngine/jmonkeyengine

  skeleton.updateWorldVectors();
} else {
  switch (space) {
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-plugins

  applyPose(joints.get(i).getAsInt());
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 = skeleton;
this.skeleton.reset();
this.skeleton.updateWorldVectors();
this.guessBonesOrientation = guessBonesOrientation;
origin: info.projectkyoto/mms-engine

public void addPMDNode(PMDNode pmdNode) {
  Skeleton skeleton = pmdNode.getSkeleton();
  skeleton.updateWorldVectors();
  PMDModel pmdModel = pmdNode.getPmdModel();
  PMDRigidBody[] rigidBodyArray = new PMDRigidBody[pmdModel.getRigidBodyList().getRigidBodyArray().length];
origin: info.projectkyoto/mms-engine

newPMDNode.skeleton.updateWorldVectors();
newPMDNode.offsetMatrixbuffer = null;
newPMDNode.calcOffsetMatrices();
origin: info.projectkyoto/mms-engine

skeleton.updateWorldVectors();
origin: info.projectkyoto/mms-engine

pmdNode.getSkeleton().updateWorldVectors();
physicsControl.getWorld().resetRigidBodyPos();
physicsControl.getWorld().resetRigidBodyPos();
origin: org.jmonkeyengine/jme3-dae

skeleton.updateWorldVectors();
skeleton.resetAndUpdate();
skeleton.computeSkinningMatrices();
origin: info.projectkyoto/mms-engine

pmdNode.getSkeleton().updateWorldVectors();
ikControl.updateIKBoneRotation();
for (int i = 0; i < pmdNode.getPmdModel().getBoneList().getBoneCount(); i++) {
com.jme3.animationSkeletonupdateWorldVectors

Javadoc

Updates world transforms for all bones in this skeleton. Typically called after setting local animation transforms.

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

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