本文整理了Java中com.jme3.scene.Mesh.isAnimated()
方法的一些代码示例,展示了Mesh.isAnimated()
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.isAnimated()
方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:isAnimated
[英]Determines if the mesh uses bone animation. A mesh uses bone animation if it has bone index / weight buffers such as Type#BoneIndex or Type#HWBoneIndex.
[中]确定网格是否使用骨骼动画。如果网格具有骨骼索引/权重缓冲区,例如类型#BoneIndex或类型#HWBoneIndex,则网格将使用骨骼动画。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* If specified the geometry has an animated mesh, add its mesh and material
* to the lists of animation targets.
*/
private void findTargets(Geometry geometry) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
targets.add(geometry);
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* If specified the geometry has an animated mesh, add its mesh and material
* to the lists of animation targets.
*/
private void findTargets(Geometry geometry) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
targets.add(geometry);
}
}
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 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 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
if(mesh.isAnimated()){
mesh.clearBuffer(Type.BindPoseNormal);
mesh.clearBuffer(Type.BindPosePosition);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
void resetToBind() {
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
Buffer bwBuff = mesh.getBuffer(Type.BoneWeight).getData();
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
void resetToBind() {
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
Buffer bwBuff = mesh.getBuffer(Type.BoneWeight).getData();
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
if(isAnimated()){
VertexBuffer hwBoneIndex = new VertexBuffer(Type.HWBoneIndex);
hwBoneIndex.setUsage(Usage.CpuOnly);
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* If specified the geometry has an animated mesh, add its mesh and material
* to the lists of animation targets.
*/
private void findTargets(Geometry geometry) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
targets.add(geometry);
}
}
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: info.projectkyoto/mms-engine
if (childSharedMesh.isAnimated()) {
if (mesh.isAnimated()) {
targets.add(mesh);
materials.add(geom.getMaterial());
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: info.projectkyoto/mms-engine
void resetToBind() {
for (Mesh mesh : targets) {
if (mesh.isAnimated()) {
Buffer bwBuff = mesh.getBuffer(Type.BoneWeight).getData();
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
代码示例来源:origin: org.jmonkeyengine/jme3-core
void resetToBind() {
for (Geometry geometry : targets) {
Mesh mesh = geometry.getMesh();
if (mesh != null && mesh.isAnimated()) {
Buffer bwBuff = mesh.getBuffer(Type.BoneWeight).getData();
Buffer biBuff = mesh.getBuffer(Type.BoneIndex).getData();
代码示例来源:origin: info.projectkyoto/mms-engine
if(isAnimated()){
VertexBuffer hwBoneIndex = new VertexBuffer(Type.HWBoneIndex);
hwBoneIndex.setUsage(Usage.CpuOnly);
代码示例来源:origin: org.jmonkeyengine/jme3-core
if(isAnimated()){
VertexBuffer hwBoneIndex = new VertexBuffer(Type.HWBoneIndex);
hwBoneIndex.setUsage(Usage.CpuOnly);
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