com.jme3.scene.Mesh.isAnimatedByBone()方法的使用及代码示例

x33g5p2x  于2022-01-25 转载在 其他  
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本文整理了Java中com.jme3.scene.Mesh.isAnimatedByBone()方法的一些代码示例,展示了Mesh.isAnimatedByBone()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.isAnimatedByBone()方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:isAnimatedByBone

Mesh.isAnimatedByBone介绍

暂无

代码示例

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

/**
 * Access the attachments node of this bone. If this bone doesn't already
 * have an attachments node, create one. Models and effects attached to the
 * attachments node will follow this bone's motions.
 *
 * @param boneIndex this bone's index in its skeleton (≥0)
 * @param targets a list of geometries animated by this bone's skeleton (not
 * null, unaffected)
 */
Node getAttachmentsNode(int boneIndex, SafeArrayList<Geometry> targets) {
  targetGeometry = null;
  /*
   * Search for a geometry animated by this particular bone.
   */
  for (Geometry geometry : targets) {
    Mesh mesh = geometry.getMesh();
    if (mesh != null && mesh.isAnimatedByBone(boneIndex)) {
      targetGeometry = geometry;
      break;
    }
  }
  if (attachNode == null) {
    attachNode = new Node(name + "_attachnode");
    attachNode.setUserData("AttachedBone", this);
    //We don't want the node to have a numBone set by a parent node so we force it to null
    attachNode.addMatParamOverride(new MatParamOverride(VarType.Int, "NumberOfBones", null));
  }
  return attachNode;
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

/**
 * Access the attachments node of this bone. If this bone doesn't already
 * have an attachments node, create one. Models and effects attached to the
 * attachments node will follow this bone's motions.
 *
 * @param boneIndex this bone's index in its skeleton (&ge;0)
 * @param targets a list of geometries animated by this bone's skeleton (not
 * null, unaffected)
 */
Node getAttachmentsNode(int boneIndex, SafeArrayList<Geometry> targets) {
  targetGeometry = null;
  /*
   * Search for a geometry animated by this particular bone.
   */
  for (Geometry geometry : targets) {
    Mesh mesh = geometry.getMesh();
    if (mesh != null && mesh.isAnimatedByBone(boneIndex)) {
      targetGeometry = geometry;
      break;
    }
  }
  if (attachNode == null) {
    attachNode = new Node(name + "_attachnode");
    attachNode.setUserData("AttachedBone", this);
    //We don't want the node to have a numBone set by a parent node so we force it to null
    attachNode.addMatParamOverride(new MatParamOverride(VarType.Int, "NumberOfBones", null));
  }
  return attachNode;
}

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