Examples of updateModelBound()


Examples of com.ardor3d.extension.animation.skeletal.SkinnedMesh.updateModelBound()

                    // Manually apply our bind pose to the skin mesh.
                    skMesh.applyPose();

                    // Update the model bounding.
                    skMesh.updateModelBound();

                    // add mesh to store
                    skinDataStore.getSkins().add(skMesh);
                }
            }
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Examples of com.ardor3d.scenegraph.Line.updateModelBound()

            GeometryTool.minimizeVerts(line, EnumSet.of(MatchCondition.UVs));

            applyCurrentMaterial(line);
            mapToGroups(line);

            line.updateModelBound();

            _root.attachChild(line);
            _lineManager = null;
            _totalLines++;
        }
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Examples of com.ardor3d.scenegraph.Line.updateModelBound()

        final Line line = new Line("graphed line: " + grapher, vertexList.toArray(new Vector3[vertexList.size()]),
                null, null, null);
        // The type of line we are making is a LineStrip. You can experiment and try making this Lines, or a Line Loop.
        line.getMeshData().setIndexMode(IndexMode.LineStrip);
        // Update the model bound of our line to fit the data we've provided.
        line.updateModelBound();
        // Send back our Line.
        return line;
    }

    /**
 
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Examples of com.ardor3d.scenegraph.Mesh.updateModelBound()

            recurse.set(true);
            return clone((Node) source);
        } else if (source instanceof Mesh) {
            final Mesh result = clone((Mesh) source);
            result.setMeshData(((Mesh) source).getMeshData());
            result.updateModelBound();
            return result;
        }
        return null;
    }
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Examples of com.ardor3d.scenegraph.Mesh.updateModelBound()

            GeometryTool.minimizeVerts(mesh, groupData);

            applyCurrentMaterial(mesh);
            mapToGroups(mesh);

            mesh.updateModelBound();

            _root.attachChild(mesh);
            _meshManager = null;
            _totalMeshes++;
        }
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Examples of com.ardor3d.scenegraph.Point.updateModelBound()

            GeometryTool.minimizeVerts(points, EnumSet.noneOf(MatchCondition.class));

            applyCurrentMaterial(points);
            mapToGroups(points);

            points.updateModelBound();

            _root.attachChild(points);
            _pointManager = null;
            _totalPoints++;
        }
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Examples of com.ardor3d.scenegraph.shape.Box.updateModelBound()

        createDefaultHandle(extent);
    }

    protected void createDefaultHandle(final double extent) {
        final Box grip = new Box("grip", Vector3.ZERO, extent, extent, extent);
        grip.updateModelBound();
        _handle.attachChild(grip);

        // setup some colors, just at the corner of the primitives since we will use flat shading.
        grip.setSolidColor(ColorRGBA.WHITE);
        final FloatBuffer colors = grip.getMeshData().getColorBuffer();
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Examples of com.ardor3d.scenegraph.shape.Cylinder.updateModelBound()

                break;
            default:
                // do nothing
                break;
        }
        handle.updateModelBound();
        withHandle(handle);
        return this;
    }

    public MovePlanarWidget withPlane(final MovePlane plane) {
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Examples of com.ardor3d.scenegraph.shape.Cylinder.updateModelBound()

        // Start with cylinder base:
        final Cylinder base = new Cylinder("base", 4, 16, _width * 0.75, _length - _lengthGap);
        base.getMeshData().translatePoints(0, 0, (_lengthGap + _length) * 0.5);
        attachChild(base);
        base.updateModelBound();

        // Add the pyramid tip.
        final double tipLength = _length / 2.0;
        final Pyramid tip = new Pyramid("tip", 2 * _width, tipLength);
        tip.getMeshData().translatePoints(0, _tipGap + _length + 0.5 * tipLength, 0);
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Examples of com.ardor3d.scenegraph.shape.Dome.updateModelBound()

        return floor;
    }

    private Mesh createSky() {
        final Dome sky = new Dome("Sky", 30, 30, 10);
        sky.updateModelBound();
        // set the vertex colors to red. Same effect as setDefaultColor here, but uses more memory.
        sky.setSolidColor(ColorRGBA.RED);
        // move back from camera.
        sky.setTranslation(0, 10, -20);
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