com.jme3.animation
クラス Skeleton

java.lang.Object
  上位を拡張 com.jme3.animation.Skeleton
すべての実装されたインタフェース:
Savable

public final class Skeleton
extends java.lang.Object
implements Savable

Skeleton is a convenience class for managing a bone hierarchy. Skeleton updates the world transforms to reflect the current local animated matrixes.


コンストラクタの概要
Skeleton()
          Serialization only.
Skeleton(Bone[] boneList)
          Creates a skeleton from a bone list.
Skeleton(Skeleton source)
          Special-purpose copy constructor.
 
メソッドの概要
 Matrix4f[] computeSkinningMatrices()
          Compute the skining matrices for each bone of the skeleton that would be used to transform vertices of associated meshes
 Bone getBone(int index)
          return a bone for the given index
 Bone getBone(java.lang.String name)
          returns the bone with the given name
 int getBoneCount()
          returns the number of bones of this skeleton
 int getBoneIndex(Bone bone)
          returns the bone index of the given bone
 int getBoneIndex(java.lang.String name)
          returns the bone index of the bone that has the given name
 Bone[] getRoots()
          returns the array of all root bones of this skeleton
 void read(JmeImporter im)
           
 void reset()
          Reset the skeleton to bind pose.
 void resetAndUpdate()
          Reset the skeleton to bind pose and updates the bones
 void setBindingPose()
          Saves the current skeleton state as it's binding pose.
 java.lang.String toString()
           
 void updateWorldVectors()
          Updates world transforms for all bones in this skeleton.
 void write(JmeExporter ex)
           
 
クラス java.lang.Object から継承されたメソッド
equals, getClass, hashCode, notify, notifyAll, wait, wait, wait
 

コンストラクタの詳細

Skeleton

public Skeleton(Bone[] boneList)
Creates a skeleton from a bone list. The root bones are found automatically.

Note that using this constructor will cause the bones in the list to have their bind pose recomputed based on their local transforms.

パラメータ:
boneList - The list of bones to manage by this Skeleton

Skeleton

public Skeleton(Skeleton source)
Special-purpose copy constructor.

Shallow copies bind pose data from the source skeleton, does not copy any other data.

パラメータ:
source - The source Skeleton to copy from

Skeleton

public Skeleton()
Serialization only. Do not use.

メソッドの詳細

updateWorldVectors

public void updateWorldVectors()
Updates world transforms for all bones in this skeleton. Typically called after setting local animation transforms.


setBindingPose

public void setBindingPose()
Saves the current skeleton state as it's binding pose.


reset

public final void reset()
Reset the skeleton to bind pose.


resetAndUpdate

public final void resetAndUpdate()
Reset the skeleton to bind pose and updates the bones


getRoots

public Bone[] getRoots()
returns the array of all root bones of this skeleton

戻り値:

getBone

public Bone getBone(int index)
return a bone for the given index

パラメータ:
index -
戻り値:

getBone

public Bone getBone(java.lang.String name)
returns the bone with the given name

パラメータ:
name -
戻り値:

getBoneIndex

public int getBoneIndex(Bone bone)
returns the bone index of the given bone

パラメータ:
bone -
戻り値:

getBoneIndex

public int getBoneIndex(java.lang.String name)
returns the bone index of the bone that has the given name

パラメータ:
name -
戻り値:

computeSkinningMatrices

public Matrix4f[] computeSkinningMatrices()
Compute the skining matrices for each bone of the skeleton that would be used to transform vertices of associated meshes

戻り値:

getBoneCount

public int getBoneCount()
returns the number of bones of this skeleton

戻り値:

toString

public java.lang.String toString()
オーバーライド:
クラス java.lang.Object 内の toString

read

public void read(JmeImporter im)
          throws java.io.IOException
定義:
インタフェース Savable 内の read
例外:
java.io.IOException

write

public void write(JmeExporter ex)
           throws java.io.IOException
定義:
インタフェース Savable 内の write
例外:
java.io.IOException