Package com.jme3.scene.plugins.fbx.node
Class FbxNode
java.lang.Object
com.jme3.scene.plugins.fbx.obj.FbxObject<com.jme3.scene.Spatial>
com.jme3.scene.plugins.fbx.node.FbxNode
- Direct Known Subclasses:
FbxLimbNode,FbxRootNode
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Field Summary
FieldsModifier and TypeFieldDescriptionprotected com.jme3.math.Matrix4fprotected com.jme3.math.Transformprotected final com.jme3.math.Transformprotected com.jme3.math.Transformprotected final com.jme3.math.Transformprotected List<FbxMaterial> protected FbxNodeAttributeprotected FbxNodeprotected Map<String, List<FbxAnimCurveNode>> protected com.jme3.animation.SkeletonFor FBX nodes that contain a skeleton (i.e.protected doubleFields inherited from class com.jme3.scene.plugins.fbx.obj.FbxObject
assetManager, className, id, jmeObject, name, sceneFolderName, subclassName -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptioncom.jme3.math.TransformvoidconnectObject(FbxObject object) voidconnectObjectProperty(FbxObject object, String property) static com.jme3.scene.SpatialcreateScene(FbxNode fbxNode) static voidcreateSkeletons(FbxNode fbxNode) Create jME3 Skeleton objects on the scene.voidfromElement(FbxElement element) com.jme3.animation.SkeletonIf this geometry node is deformed by a skeleton, this returns the node containing the skeleton.voidsetWorldBindPose(com.jme3.math.Matrix4f worldBindPose) com.jme3.scene.SpatialvoidupdateWorldTransforms(com.jme3.math.Transform jmeParentNodeTransform, com.jme3.math.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
protected com.jme3.animation.Skeleton skeletonFor FBX nodes that contain a skeleton (i.e. FBX limbs). -
jmeWorldNodeTransform
protected final com.jme3.math.Transform jmeWorldNodeTransform -
jmeLocalNodeTransform
protected final com.jme3.math.Transform jmeLocalNodeTransform -
jmeWorldBindPose
protected com.jme3.math.Transform jmeWorldBindPose -
jmeLocalBindPose
protected com.jme3.math.Transform jmeLocalBindPose -
cachedWorldBindPose
protected com.jme3.math.Matrix4f cachedWorldBindPose
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Constructor Details
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FbxNode
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Method Details
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computeFbxLocalTransform
public com.jme3.math.Transform computeFbxLocalTransform() -
setWorldBindPose
public void setWorldBindPose(com.jme3.math.Matrix4f worldBindPose) -
updateWorldTransforms
public void updateWorldTransforms(com.jme3.math.Transform jmeParentNodeTransform, com.jme3.math.Transform parentBindPose) -
fromElement
- Overrides:
fromElementin classFbxObject<com.jme3.scene.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
public com.jme3.scene.Spatial toJmeObject()- Specified by:
toJmeObjectin classFbxObject<com.jme3.scene.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
public com.jme3.animation.Skeleton getJmeSkeleton() -
getChildren
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connectObject
- Specified by:
connectObjectin classFbxObject<com.jme3.scene.Spatial>
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connectObjectProperty
- Specified by:
connectObjectPropertyin classFbxObject<com.jme3.scene.Spatial>
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