@ -72,7 +72,7 @@ public final class Bone implements Savable {
* /
* /
private Vector3f initialPos ;
private Vector3f initialPos ;
private Quaternion initialRot ;
private Quaternion initialRot ;
private Vector3f initialScale = new Vector3f ( 1 . 0f , 1 . 0f , 1 . 0f ) ;
private Vector3f initialScale ;
/ * *
/ * *
* The inverse world bind transform .
* The inverse world bind transform .
* BONE SPACE - > MODEL SPACE
* BONE SPACE - > MODEL SPACE
@ -93,6 +93,9 @@ public final class Bone implements Savable {
private Quaternion worldRot = new Quaternion ( ) ;
private Quaternion worldRot = new Quaternion ( ) ;
private Vector3f worldScale = new Vector3f ( ) ;
private Vector3f worldScale = new Vector3f ( ) ;
// TODO: Get rid of this temp variable
private Matrix3f rotMat = new Matrix3f ( ) ;
/ * *
/ * *
* Creates a new bone with the given name .
* Creates a new bone with the given name .
*
*
@ -103,7 +106,7 @@ public final class Bone implements Savable {
initialPos = new Vector3f ( ) ;
initialPos = new Vector3f ( ) ;
initialRot = new Quaternion ( ) ;
initialRot = new Quaternion ( ) ;
initialScale = new Vector3f ( ) ;
initialScale = new Vector3f ( 1 , 1 , 1 ) ;
worldBindInversePos = new Vector3f ( ) ;
worldBindInversePos = new Vector3f ( ) ;
worldBindInverseRot = new Quaternion ( ) ;
worldBindInverseRot = new Quaternion ( ) ;
@ -321,8 +324,6 @@ public final class Bone implements Savable {
}
}
}
}
//Temp 3x3 rotation matrix for transform computation
Matrix3f rotMat = new Matrix3f ( ) ;
/ * *
/ * *
* Stores the skinning transform in the specified Matrix4f .
* Stores the skinning transform in the specified Matrix4f .
* The skinning transform applies the animation of the bone to a vertex .
* The skinning transform applies the animation of the bone to a vertex .
@ -395,7 +396,7 @@ public final class Bone implements Savable {
* Used internally after model cloning .
* Used internally after model cloning .
* @param attachNode
* @param attachNode
* /
* /
public void setAttachmentsNode ( Node attachNode ) {
void setAttachmentsNode ( Node attachNode ) {
this . attachNode = attachNode ;
this . attachNode = attachNode ;
}
}