Uses of Class
com.jme.animation.Bone

Packages that use Bone
com.jme.animation   
com.jme.scene   
com.jmex.model.collada   
 

Uses of Bone in com.jme.animation
 

Fields in com.jme.animation declared as Bone
 Bone BoneInfluence.bone
           
protected  Bone SkinNode.skeleton
           
 

Methods in com.jme.animation that return Bone
 Bone BoneTransform.getBone()
          returns the bone that this BoneTransform is responsible for updating.
 Bone HardpointCollection.getHardpoint(int index)
           
 Bone HardpointCollection.getHardpoint(java.lang.String name)
           
 Bone Bone.getRootSkeleton()
           
 Bone SkinNode.getSkeleton()
           
 Bone BoneAnimation.getSourceBone()
           
 Bone[] HardpointCollection.toArray()
           
 

Methods in com.jme.animation with parameters of type Bone
 void SkinNode.addBoneInfluence(int geomIndex, int vert, Bone bone, float weight)
          addBoneInfluence defines how a vertex will be affected by a bone.
 ConnectionPoint SkinNode.addConnectionPoint(java.lang.String name, Bone b)
           
 void HardpointCollection.addHardpoint(Bone hardpoint)
           
 void HardpointCollection.addHardpoints(Bone[] newHardpoints)
           
 void BoneInfluence.assignBone(Bone b)
           
 boolean BoneAnimation.assignSkeleton(Bone b)
          Assigns this animation to a provided skeleton.
 void Bone.copyBindings(Bone newBone)
          copyBindings sets the bone's bone matrix of an incoming skeleton (or subskeleton) to that of the matching bone of this skeleton.
 boolean BoneTransform.findBone(Bone b)
           
 void HardpointCollection.removeHardpoint(Bone hardpoint)
           
 void BoneTransform.setBone(Bone b)
          defines the bone that the controller will be affecting.
 void BoneTransform.setCurrentFrame(int frame, Bone source, Spatial destination, float diffModifier, AnimationProperties props)
           
 void BoneTransform.setCurrentFrame(int frame, float blend, Bone source, Spatial destination, float diffModifier, AnimationProperties props)
          setCurrentFrame will set the current frame from the bone.
 void AnimationController.setSkeleton(Bone b)
           
 void SkinNode.setSkeleton(Bone b)
           
 void BoneAnimation.setSourceBone(Bone sourceBone)
           
 

Method parameters in com.jme.animation with type arguments of type Bone
 void HardpointCollection.addHardpoints(java.util.ArrayList<Bone> newHardpoints)
           
 

Constructors in com.jme.animation with parameters of type Bone
BoneAnimation(java.lang.String name, Bone bone, int numKeyframes)
          Creates a new, linear-interpolating BoneAnimation with a name, the bone it will control and the number of keyframes it will have.
BoneInfluence(Bone boneIndex, float weight)
           
BoneTransform(Bone bone, int frames)
          Constructor defines the bone that will be transformed as well as how many transform keyframes that exist.
BoneTransform(Bone bone, Matrix4f[] transforms)
          Constructor defines the bone and the list of transforms to use.
 

Uses of Bone in com.jme.scene
 

Constructors in com.jme.scene with parameters of type Bone
ConnectionPoint(java.lang.String name, Bone target)
           
 

Uses of Bone in com.jmex.model.collada
 

Methods in com.jmex.model.collada that return Bone
static Bone ColladaImporter.getSkeleton(java.lang.String id)