本文整理了Java中com.jme3.scene.Mesh.generateBindPose()
方法的一些代码示例,展示了Mesh.generateBindPose()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Mesh.generateBindPose()
方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:generateBindPose
[英]Generates the Type#BindPosePosition, Type#BindPoseNormal, and Type#BindPoseTangentbuffers for this mesh by duplicating them based on the position and normal buffers already set on the mesh. This method does nothing if the mesh has no bone weight or index buffers.
[中]通过基于网格上已设置的位置和法线缓冲区进行复制,为该网格生成类型#BindPosePosition、类型#BindPoseNormal和类型#BindPoseTangentbuffers。如果网格没有骨骼权重或索引缓冲区,则此方法不会执行任何操作。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* @param forSoftwareAnim
* @deprecated use generateBindPose();
*/
@Deprecated
public void generateBindPose(boolean forSoftwareAnim) {
generateBindPose();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
Geometry g = geoms.get(i);
Mesh m = geoms.get(i).getMesh();
m.generateBindPose();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
jmeMesh.setMaxNumWeights(maxBonesPerVertex);
jmeMesh.prepareForAnim(true);
jmeMesh.generateBindPose(true);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void generateSkinning() {
for(FbxMesh fbxMesh : toSkin) {
if(fbxMesh.geometries == null)
continue;
Mesh firstMesh = fbxMesh.geometries.get(0).getMesh();
int maxWeightsPerVert = generateBoneData(firstMesh, fbxMesh);
for(int i = 0; i < fbxMesh.geometries.size(); ++i) {
Mesh mesh = fbxMesh.geometries.get(i).getMesh();
if(mesh != firstMesh) {
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.BoneWeight));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.BoneIndex));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.HWBoneWeight));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.HWBoneIndex));
}
mesh.setMaxNumWeights(maxWeightsPerVert);
mesh.generateBindPose(true);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mesh.generateBindPose(true);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mesh.clearBuffer(Type.BindPosePosition);
mesh.clearBuffer(Type.BindPoseTangent);
mesh.generateBindPose(true);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mesh.setBuffer(weightsHW);
mesh.setBuffer(indicesHW);
mesh.generateBindPose();
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* @param forSoftwareAnim
* @deprecated use generateBindPose();
*/
@Deprecated
public void generateBindPose(boolean forSoftwareAnim) {
generateBindPose();
}
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-plugins
m.generateBindPose(true);
代码示例来源:origin: info.projectkyoto/mms-engine
m.generateBindPose(true);
代码示例来源:origin: org.jmonkeyengine/jme3-plugins
m.generateBindPose(true);
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-plugins
mesh.generateBindPose(true);
代码示例来源:origin: org.jmonkeyengine/jme3-plugins
jmeMesh.setMaxNumWeights(maxBonesPerVertex);
jmeMesh.prepareForAnim(true);
jmeMesh.generateBindPose(true);
代码示例来源:origin: org.jmonkeyengine/jme3-plugins
public void generateSkinning() {
for(FbxMesh fbxMesh : toSkin) {
if(fbxMesh.geometries == null)
continue;
Mesh firstMesh = fbxMesh.geometries.get(0).getMesh();
int maxWeightsPerVert = generateBoneData(firstMesh, fbxMesh);
for(int i = 0; i < fbxMesh.geometries.size(); ++i) {
Mesh mesh = fbxMesh.geometries.get(i).getMesh();
if(mesh != firstMesh) {
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.BoneWeight));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.BoneIndex));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.HWBoneWeight));
mesh.setBuffer(firstMesh.getBuffer(VertexBuffer.Type.HWBoneIndex));
}
mesh.setMaxNumWeights(maxWeightsPerVert);
mesh.generateBindPose(true);
}
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
mesh.clearBuffer(Type.BindPosePosition);
mesh.clearBuffer(Type.BindPoseTangent);
mesh.generateBindPose(true);
代码示例来源:origin: tonihele/OpenKeeper
mesh.clearBuffer(Type.BindPosePosition);
mesh.clearBuffer(Type.BindPoseTangent);
mesh.generateBindPose(true);
代码示例来源:origin: org.jmonkeyengine/jme3-plugins
mesh.setBuffer(weightsHW);
mesh.setBuffer(indicesHW);
mesh.generateBindPose();
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