Uses of Class
com.badlogic.gdx.graphics.g3d.utils.BaseAnimationController.Transform
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Packages that use BaseAnimationController.Transform Package Description com.badlogic.gdx.graphics.g3d.utils -
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Uses of BaseAnimationController.Transform in com.badlogic.gdx.graphics.g3d.utils
Methods in com.badlogic.gdx.graphics.g3d.utils that return BaseAnimationController.Transform Modifier and Type Method Description BaseAnimationController.TransformBaseAnimationController.Transform. idt()BaseAnimationController.TransformBaseAnimationController.Transform. lerp(BaseAnimationController.Transform target, float alpha)BaseAnimationController.TransformBaseAnimationController.Transform. lerp(Vector3 targetT, Quaternion targetR, Vector3 targetS, float alpha)BaseAnimationController.TransformBaseAnimationController.Transform. set(BaseAnimationController.Transform other)BaseAnimationController.TransformBaseAnimationController.Transform. set(Vector3 t, Quaternion r, Vector3 s)Methods in com.badlogic.gdx.graphics.g3d.utils with parameters of type BaseAnimationController.Transform Modifier and Type Method Description BaseAnimationController.TransformBaseAnimationController.Transform. lerp(BaseAnimationController.Transform target, float alpha)BaseAnimationController.TransformBaseAnimationController.Transform. set(BaseAnimationController.Transform other)Method parameters in com.badlogic.gdx.graphics.g3d.utils with type arguments of type BaseAnimationController.Transform Modifier and Type Method Description protected static voidBaseAnimationController. applyAnimation(ObjectMap<Node,BaseAnimationController.Transform> out, Pool<BaseAnimationController.Transform> pool, float alpha, Animation animation, float time)Helper method to apply one animation to either an objectmap for blending or directly to the bones.protected static voidBaseAnimationController. applyAnimation(ObjectMap<Node,BaseAnimationController.Transform> out, Pool<BaseAnimationController.Transform> pool, float alpha, Animation animation, float time)Helper method to apply one animation to either an objectmap for blending or directly to the bones.
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