Package com.jme3.scene.plugins.fbx.node
Class FbxNode
- Direct Known Subclasses:
FbxLimbNode
,FbxRootNode
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Field Summary
Modifier and TypeFieldDescriptionprotected Matrix4f
protected Transform
protected final Transform
protected Transform
protected final Transform
protected List<FbxMaterial>
protected FbxNodeAttribute
protected FbxNode
protected Map<String,
List<FbxAnimCurveNode>> protected Skeleton
For FBX nodes that contain a skeleton (i.e.protected double
Fields inherited from class com.jme3.scene.plugins.fbx.obj.FbxObject
assetManager, className, id, jmeObject, name, sceneFolderName, subclassName
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
connectObject
(FbxObject object) void
connectObjectProperty
(FbxObject object, String property) static Spatial
createScene
(FbxNode fbxNode) static void
createSkeletons
(FbxNode fbxNode) Create jME3 Skeleton objects on the scene.void
fromElement
(FbxElement element) If this geometry node is deformed by a skeleton, this returns the node containing the skeleton.void
setWorldBindPose
(Matrix4f worldBindPose) void
updateWorldTransforms
(Transform jmeParentNodeTransform, Transform parentBindPose) Methods inherited from class com.jme3.scene.plugins.fbx.obj.FbxObject
getClassName, getFullClassName, getId, getJmeObject, getName, getSubclassName, isJmeObjectCreated, toString, unsupportedConnectObject, unsupportedConnectObjectProperty
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Field Details
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parent
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children
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materials
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userData
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propertyToAnimCurveMap
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nodeAttribute
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visibility
protected double visibility -
skeleton
For FBX nodes that contain a skeleton (i.e. FBX limbs). -
jmeWorldNodeTransform
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jmeLocalNodeTransform
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jmeWorldBindPose
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jmeLocalBindPose
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cachedWorldBindPose
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Constructor Details
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FbxNode
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Method Details
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computeFbxLocalTransform
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setWorldBindPose
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updateWorldTransforms
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fromElement
- Overrides:
fromElement
in classFbxObject<Spatial>
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getPreferredParent
If this geometry node is deformed by a skeleton, this returns the node containing the skeleton. In jME3, a mesh can be deformed by a skeleton only if it is a child of the node containing the skeleton. However, this is not a requirement in FBX, so we have to modify the scene graph of the loaded model to adjust for this. This happens automatically increateScene(com.jme3.scene.plugins.fbx.node.FbxNode)
.- Returns:
- The model this node would like to be a child of, or null if no preferred parent.
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toJmeObject
- Specified by:
toJmeObject
in classFbxObject<Spatial>
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createSkeletons
Create jME3 Skeleton objects on the scene. Goes through the scene graph and finds limbs that are attached to FBX nodes, then creates a Skeleton on the node based on the child limbs. Must be called prior to callingcreateScene(com.jme3.scene.plugins.fbx.node.FbxNode)
.- Parameters:
fbxNode
- The root FBX node.
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createScene
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getJmeSkeleton
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getChildren
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connectObject
- Specified by:
connectObject
in classFbxObject<Spatial>
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connectObjectProperty
- Specified by:
connectObjectProperty
in classFbxObject<Spatial>
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