public void calculateBoneTransforms (boolean recursive) { for (final NodePart part : parts) { if (part.invBoneBindTransforms == null || part.bones == null || part.invBoneBindTransforms.size != part.bones.length) continue; final int n = part.invBoneBindTransforms.size; for (int i = 0; i < n; i++) part.bones[i].set(part.invBoneBindTransforms.keys[i].globalTransform).mul(part.invBoneBindTransforms.values[i]); } if (recursive) { for (Node child : children) { child.calculateBoneTransforms(true); } } }
public void calculateBoneTransforms (boolean recursive) { for (final NodePart part : parts) { if (part.invBoneBindTransforms == null || part.bones == null || part.invBoneBindTransforms.size != part.bones.length) continue; final int n = part.invBoneBindTransforms.size; for (int i = 0; i < n; i++) part.bones[i].set(part.invBoneBindTransforms.keys[i].globalTransform).mul(part.invBoneBindTransforms.values[i]); } if (recursive) { for (Node child : children) { child.calculateBoneTransforms(true); } } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
public void calculateBoneTransforms (boolean recursive) { for (final NodePart part : parts) { if (part.invBoneBindTransforms == null || part.bones == null || part.invBoneBindTransforms.size != part.bones.length) continue; final int n = part.invBoneBindTransforms.size; for (int i = 0; i < n; i++) part.bones[i].set(part.invBoneBindTransforms.keys[i].globalTransform).mul(part.invBoneBindTransforms.values[i]); } if (recursive) { for (Node child : children) { child.calculateBoneTransforms(true); } } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each * Node. Finally, the animation bone matrices are updated accordingly.</p> * * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale) * was modified. */ public void calculateTransforms () { final int n = nodes.size; for (int i = 0; i < n; i++) { nodes.get(i).calculateTransforms(true); } for (int i = 0; i < n; i++) { nodes.get(i).calculateBoneTransforms(true); } }