本文整理了Java中com.jme3.scene.Mesh.prepareForAnim()
方法的一些代码示例,展示了Mesh.prepareForAnim()
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.prepareForAnim()
方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:prepareForAnim
[英]Prepares the mesh for software skinning by converting the bone index and weight buffers to heap buffers.
[中]通过将骨骼索引和权重缓冲区转换为堆缓冲区,为软件蒙皮准备网格。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void switchToSoftware() {
numberOfBonesParam.setEnabled(false);
boneMatricesParam.setEnabled(false);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(true);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void switchToSoftware() {
numberOfJointsParam.setEnabled(false);
jointMatricesParam.setEnabled(false);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(true);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void switchToHardware() {
numberOfBonesParam.setEnabled(true);
boneMatricesParam.setEnabled(true);
// Next full 10 bones (e.g. 30 on 24 bones)
int numBones = ((skeleton.getBoneCount() / 10) + 1) * 10;
numberOfBonesParam.setValue(numBones);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(false);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void switchToHardware() {
numberOfJointsParam.setEnabled(true);
jointMatricesParam.setEnabled(true);
// Next full 10 bones (e.g. 30 on 24 bones)
int numBones = ((armature.getJointCount() / 10) + 1) * 10;
numberOfJointsParam.setValue(numBones);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(false);
}
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
jmeMesh.prepareForAnim(true);
jmeMesh.generateBindPose(true);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
if (!biBuff.hasArray() || !bwBuff.hasArray()) {
mesh.prepareForAnim(true); // prepare for software animation
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
if (!biBuff.hasArray() || !bwBuff.hasArray()) {
mesh.prepareForAnim(true); // prepare for software animation
代码示例来源:origin: info.projectkyoto/mms-engine
private void switchToSoftware() {
for (Material m : materials) {
if (m.getParam("NumberOfBones") != null) {
m.clearParam("NumberOfBones");
}
}
for (Mesh mesh : targets) {
if (mesh.isAnimated()) {
mesh.prepareForAnim(true);
}
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
private void switchToHardware() {
// Next full 10 bones (e.g. 30 on 24 bones)
int numBones = ((skeleton.getBoneCount() / 10) + 1) * 10;
for (Material m : materials) {
m.setInt("NumberOfBones", numBones);
}
for (Mesh mesh : targets) {
if (mesh.isAnimated()) {
mesh.prepareForAnim(false);
}
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
private void switchToSoftware() {
numberOfBonesParam.setEnabled(false);
boneMatricesParam.setEnabled(false);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(true);
}
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
private void switchToHardware() {
numberOfBonesParam.setEnabled(true);
boneMatricesParam.setEnabled(true);
// Next full 10 bones (e.g. 30 on 24 bones)
int numBones = ((skeleton.getBoneCount() / 10) + 1) * 10;
numberOfBonesParam.setValue(numBones);
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
mesh.prepareForAnim(false);
}
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-plugins
jmeMesh.prepareForAnim(true);
jmeMesh.generateBindPose(true);
代码示例来源:origin: info.projectkyoto/mms-engine
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
if (!biBuff.hasArray() || !bwBuff.hasArray()) {
mesh.prepareForAnim(true); // prepare for software animation
代码示例来源:origin: org.jmonkeyengine/jme3-core
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
if (!biBuff.hasArray() || !bwBuff.hasArray()) {
mesh.prepareForAnim(true); // prepare for software animation
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