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Matrix4f | getOffsetMatrix () |
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void | setOffsetMatrix (Matrix4f offsetMatrix) |
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void | setOffsetMatrix (float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) |
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| ARNode () |
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| ARNode (String name) |
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void | remove () |
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void | removeAllChildren () |
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void | addChild (ARNode child) |
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ARNode | getParent () |
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void | setParent (ARNode parent) |
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List< ARNode > | getChildren () |
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ARNode | getWorld () |
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Vector3f | getPosition () |
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void | setPosition (Vector3f position) |
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void | setPosition (float x, float y, float z) |
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void | translateBy (float x, float y, float z) |
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void | scaleBy (float x, float y, float z) |
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Vector3f | getScale () |
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void | setScale (Vector3f scale) |
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void | setScale (float x, float y, float z) |
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void | scaleByUniform (float scale) |
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Quaternion | getOrientation () |
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void | setOrientation (Quaternion orientation) |
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void | setOrientation (float x, float y, float z, float w) |
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void | rotateByQuaternion (Quaternion quaternion) |
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void | rotateByDegrees (float angle, float x, float y, float z) |
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Matrix4f | getFullTransform () |
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Vector3f | getFullScale () |
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Quaternion | getFullOrientation () |
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Matrix4f | getLocalTransform () |
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Matrix4f | getWorldTransform () |
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void | render () |
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boolean | getVisible () |
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void | setVisible (boolean visible) |
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Quaternion | getWorldOrientation () |
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Vector3f | getWorldScale () |
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Vector3f | getWorldPosition () |
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Vector3f | getFullPosition () |
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String | getName () |
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void | setName (String name) |
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void | preRender () |
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void | postRender () |
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ARNode | findChildByName (String name) |
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void | addChildren (List< ARNode > children) |
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void | translateByVector (Vector3f translation) |
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void | scaleByVector (Vector3f scale) |
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void | rotateByRadians (float angle, float x, float y, float z) |
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An ARBoneNode is a type of ARNode that represents a bone in a model's mesh. They are structures that describe how certain parts of a mesh deform with the animation of a scene node. The node describes part of the current pose of the skeleton. These are imported automatically by the Model Importer and are used for skeletal animations.