public class SkeletonDebugger extends Node
Spatial.BatchHint, Spatial.CullHint, Spatial.DFSMode
batchHint, controls, cullHint, frustrumIntersects, key, localLights, localOverrides, localTransform, name, parent, queueBucket, queueDistance, refreshFlags, RF_BOUND, RF_CHILD_LIGHTLIST, RF_LIGHTLIST, RF_MATPARAM_OVERRIDE, RF_TRANSFORM, shadowMode, userData, worldBound, worldLights, worldOverrides, worldTransform
Constructor and Description |
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SkeletonDebugger() |
SkeletonDebugger(java.lang.String name,
Skeleton skeleton)
Creates a debugger with no length data.
|
SkeletonDebugger(java.lang.String name,
Skeleton skeleton,
java.util.Map<java.lang.Integer,java.lang.Float> boneLengths)
Creates a debugger with bone lengths data.
|
Modifier and Type | Method and Description |
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void |
cloneFields(Cloner cloner,
java.lang.Object original)
Called internally by com.jme3.util.clone.Cloner.
|
SkeletonInterBoneWire |
getInterBoneWires() |
SkeletonPoints |
getPoints() |
SkeletonWire |
getWires() |
void |
updateLogicalState(float tpf)
updateLogicalState calls the update() method
for all controls attached to this Spatial. |
attachChild, attachChildAt, breadthFirstTraversal, clone, collideWith, deepClone, depthFirstTraversal, descendantMatches, descendantMatches, descendantMatches, detachAllChildren, detachChild, detachChildAt, detachChildNamed, getChild, getChild, getChildIndex, getChildren, getQuantity, getTriangleCount, getVertexCount, hasChild, oldDeepClone, read, setLightListRefresh, setLodLevel, setMaterial, setMatParamOverrideRefresh, setModelBound, setParent, setTransformRefresh, swapChildren, updateGeometricState, updateModelBound, updateWorldBound, write
addControl, addControlAt, addLight, addMatParamOverride, breadthFirstTraversal, center, checkCulling, clearMatParamOverrides, clone, depthFirstTraversal, forceRefresh, getBatchHint, getControl, getControl, getCullHint, getKey, getLastFrustumIntersection, getLocalBatchHint, getLocalCullHint, getLocalLightList, getLocalMatParamOverrides, getLocalQueueBucket, getLocalRotation, getLocalScale, getLocalShadowMode, getLocalToWorldMatrix, getLocalTransform, getLocalTranslation, getName, getNumControls, getParent, getQueueBucket, getShadowMode, getUserData, getUserDataKeys, getWorldBound, getWorldLightList, getWorldMatParamOverrides, getWorldRotation, getWorldScale, getWorldTransform, getWorldTranslation, hasAncestor, jmeClone, localToWorld, lookAt, matches, move, move, oldClone, removeControl, removeControl, removeFromParent, removeLight, removeMatParamOverride, rotate, rotate, rotateUpTo, runControlRender, scale, scale, setBatchHint, setBoundRefresh, setCullHint, setKey, setLastFrustumIntersection, setLocalRotation, setLocalRotation, setLocalScale, setLocalScale, setLocalScale, setLocalTransform, setLocalTranslation, setLocalTranslation, setName, setQueueBucket, setRequiresUpdates, setShadowMode, setUserData, toString, updateMatParamOverrides, updateWorldLightList, updateWorldTransforms, worldToLocal
public SkeletonDebugger()
public SkeletonDebugger(java.lang.String name, Skeleton skeleton)
name
- the name of the debugger's nodeskeleton
- the skeleton that will be shownpublic SkeletonDebugger(java.lang.String name, Skeleton skeleton, java.util.Map<java.lang.Integer,java.lang.Float> boneLengths)
name
- the name of the debugger's nodeskeleton
- the skeleton that will be shownboneLengths
- a map between the bone's index and the bone's lengthpublic void updateLogicalState(float tpf)
Spatial
updateLogicalState
calls the update()
method
for all controls attached to this Spatial.updateLogicalState
in class Node
tpf
- Time per frame.Spatial.addControl(com.jme3.scene.control.Control)
public SkeletonPoints getPoints()
public SkeletonWire getWires()
public SkeletonInterBoneWire getInterBoneWires()
public void cloneFields(Cloner cloner, java.lang.Object original)
Node
cloneFields
in interface JmeCloneable
cloneFields
in class Node
cloner
- The cloner that is performing the cloning operation. The
cloneFields method can call back into the cloner to make
clones of its subordinate fields.original
- The original object from which this object was cloned.
This is provided for the very rare case that this object needs
to refer to its original for some reason. In general, all of
the relevant values should have been transferred during the
shallow clone, and this object need only clone what it wants.