com.jme3.asset.BlenderKey Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of jme3-blender Show documentation
Show all versions of jme3-blender Show documentation
jMonkeyEngine is a 3D game engine for adventurous Java developers
The newest version!
/*
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.asset;
import java.io.IOException;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.material.RenderState.FaceCullMode;
/**
* Blender key. Contains path of the blender file and its loading properties.
* @author Marcin Roguski (Kaelthas)
*/
public class BlenderKey extends ModelKey {
protected static final int DEFAULT_FPS = 25;
/**
* FramesPerSecond parameter describe how many frames there are in each second. It allows to calculate the time
* between the frames.
*/
protected int fps = DEFAULT_FPS;
/**
* This variable is a bitwise flag of FeatureToLoad interface values; By default everything is being loaded.
*/
protected int featuresToLoad = FeaturesToLoad.ALL;
/** The variable that tells if content of the file (along with data unlinked to any feature on the scene) should be stored as 'user data' in the result spatial. */
protected boolean loadUnlinkedAssets;
/** The root path for all the assets. */
protected String assetRootPath;
/** This variable indicate if Y axis is UP axis. If not then Z is up. By default set to true. */
protected boolean fixUpAxis = true;
/** Generated textures resolution (PPU - Pixels Per Unit). */
protected int generatedTexturePPU = 128;
/**
* The name of world settings that the importer will use. If not set or specified name does not occur in the file
* then the first world settings in the file will be used.
*/
protected String usedWorld;
/**
* User's default material that is set for objects that have no material definition in blender. The default value is
* null. If the value is null the importer will use its own default material (gray color - like in blender).
*/
protected Material defaultMaterial;
/** Face cull mode. By default it is disabled. */
protected FaceCullMode faceCullMode = FaceCullMode.Back;
/**
* Variable describes which layers will be loaded. N-th bit set means N-th layer will be loaded.
* If set to -1 then the current layer will be loaded.
*/
protected int layersToLoad = -1;
/** A variable that toggles the object custom properties loading. */
protected boolean loadObjectProperties = true;
/**
* Maximum texture size. Might be dependant on the graphic card.
* This value is taken from org.lwjgl.opengl.GL11.GL_MAX_TEXTURE_SIZE.
*/
protected int maxTextureSize = 8192;
/** Allows to toggle generated textures loading. Disabled by default because it very often takes too much memory and needs to be used wisely. */
protected boolean loadGeneratedTextures;
/** Tells if the mipmaps will be generated by jme or not. By default generation is dependant on the blender settings. */
protected MipmapGenerationMethod mipmapGenerationMethod = MipmapGenerationMethod.GENERATE_WHEN_NEEDED;
/**
* If the sky has only generated textures applied then they will have the following size (both width and height). If 2d textures are used then the generated
* textures will get their proper size.
*/
protected int skyGeneratedTextureSize = 1000;
/** The radius of a shape that will be used while creating the generated texture for the sky. The higher it is the larger part of the texture will be seen. */
protected float skyGeneratedTextureRadius = 1;
/** The shape against which the generated texture for the sky will be created. */
protected SkyGeneratedTextureShape skyGeneratedTextureShape = SkyGeneratedTextureShape.SPHERE;
/**
* This field tells if the importer should optimise the use of textures or not. If set to true, then textures of the same mapping type will be merged together
* and textures that in the final result will never be visible - will be discarded.
*/
protected boolean optimiseTextures;
/** The method of matching animations to skeletons. The default value is: AT_LEAST_ONE_NAME_MATCH. */
protected AnimationMatchMethod animationMatchMethod = AnimationMatchMethod.AT_LEAST_ONE_NAME_MATCH;
/** The size of points that are loaded and do not belong to any edge of the mesh. */
protected float pointsSize = 1;
/** The width of edges that are loaded from the mesh and do not belong to any face. */
protected float linesWidth = 1;
/**
* Constructor used by serialization mechanisms.
*/
public BlenderKey() {
}
/**
* Constructor. Creates a key for the given file name.
* @param name
* the name (path) of a file
*/
public BlenderKey(String name) {
super(name);
}
/**
* This method returns frames per second amount. The default value is BlenderKey.DEFAULT_FPS = 25.
* @return the frames per second amount
*/
public int getFps() {
return fps;
}
/**
* This method sets frames per second amount.
* @param fps
* the frames per second amount
*/
public void setFps(int fps) {
this.fps = fps;
}
/**
* This method returns the face cull mode.
* @return the face cull mode
*/
public FaceCullMode getFaceCullMode() {
return faceCullMode;
}
/**
* This method sets the face cull mode.
* @param faceCullMode
* the face cull mode
*/
public void setFaceCullMode(FaceCullMode faceCullMode) {
this.faceCullMode = faceCullMode;
}
/**
* This method sets layers to be loaded.
* @param layersToLoad
* layers to be loaded
*/
public void setLayersToLoad(int layersToLoad) {
this.layersToLoad = layersToLoad;
}
/**
* This method returns layers to be loaded.
* @return layers to be loaded
*/
public int getLayersToLoad() {
return layersToLoad;
}
/**
* This method sets the properies loading policy.
* By default the value is true.
* @param loadObjectProperties
* true to load properties and false to suspend their loading
*/
public void setLoadObjectProperties(boolean loadObjectProperties) {
this.loadObjectProperties = loadObjectProperties;
}
/**
* @return the current properties loading properties
*/
public boolean isLoadObjectProperties() {
return loadObjectProperties;
}
/**
* The default value for this parameter is the same as defined by: org.lwjgl.opengl.GL11.GL_MAX_TEXTURE_SIZE.
* If by any means this is too large for user's hardware configuration use the 'setMaxTextureSize' method to change that.
* @return maximum texture size (width/height)
*/
public int getMaxTextureSize() {
return maxTextureSize;
}
/**
* This method sets the maximum texture size.
* @param maxTextureSize
* the maximum texture size
*/
public void setMaxTextureSize(int maxTextureSize) {
this.maxTextureSize = maxTextureSize;
}
/**
* This method sets the flag that toggles the generated textures loading.
* @param loadGeneratedTextures
* true if generated textures should be loaded and false otherwise
*/
public void setLoadGeneratedTextures(boolean loadGeneratedTextures) {
this.loadGeneratedTextures = loadGeneratedTextures;
}
/**
* @return tells if the generated textures should be loaded (false is the default value)
*/
public boolean isLoadGeneratedTextures() {
return loadGeneratedTextures;
}
/**
* Not used any more.
* This method sets the asset root path.
* @param assetRootPath
* the assets root path
*/
@Deprecated
public void setAssetRootPath(String assetRootPath) {
this.assetRootPath = assetRootPath;
}
/**
* Not used any more.
* This method returns the asset root path.
* @return the asset root path
*/
@Deprecated
public String getAssetRootPath() {
return assetRootPath;
}
/**
* This method adds features to be loaded.
* @param featuresToLoad
* bitwise flag of FeaturesToLoad interface values
*/
@Deprecated
public void includeInLoading(int featuresToLoad) {
this.featuresToLoad |= featuresToLoad;
}
/**
* This method removes features from being loaded.
* @param featuresNotToLoad
* bitwise flag of FeaturesToLoad interface values
*/
@Deprecated
public void excludeFromLoading(int featuresNotToLoad) {
featuresToLoad &= ~featuresNotToLoad;
}
@Deprecated
public boolean shouldLoad(int featureToLoad) {
return (featuresToLoad & featureToLoad) != 0;
}
/**
* This method returns bitwise value of FeaturesToLoad interface value. It describes features that will be loaded by
* the blender file loader.
* @return features that will be loaded by the blender file loader
*/
@Deprecated
public int getFeaturesToLoad() {
return featuresToLoad;
}
/**
* This method determines if unlinked assets should be loaded.
* If not then only objects on selected layers will be loaded and their assets if required.
* If yes then all assets will be loaded even if they are on inactive layers or are not linked
* to anything.
* @return true if unlinked assets should be loaded and false otherwise
*/
public boolean isLoadUnlinkedAssets() {
return loadUnlinkedAssets;
}
/**
* This method sets if unlinked assets should be loaded.
* If not then only objects on selected layers will be loaded and their assets if required.
* If yes then all assets will be loaded even if they are on inactive layers or are not linked
* to anything.
* @param loadUnlinkedAssets
* true if unlinked assets should be loaded and false otherwise
*/
public void setLoadUnlinkedAssets(boolean loadUnlinkedAssets) {
this.loadUnlinkedAssets = loadUnlinkedAssets;
}
/**
* This method sets the fix up axis state. If set to true then Y is up axis. Otherwise the up i Z axis. By default Y
* is up axis.
* @param fixUpAxis
* the up axis state variable
*/
public void setFixUpAxis(boolean fixUpAxis) {
this.fixUpAxis = fixUpAxis;
}
/**
* This method returns the fix up axis state. If set to true then Y is up axis. Otherwise the up i Z axis. By
* default Y is up axis.
* @return the up axis state variable
*/
public boolean isFixUpAxis() {
return fixUpAxis;
}
/**
* This method sets the generated textures resolution.
* @param generatedTexturePPU
* the generated textures resolution
*/
public void setGeneratedTexturePPU(int generatedTexturePPU) {
this.generatedTexturePPU = generatedTexturePPU;
}
/**
* @return the generated textures resolution
*/
public int getGeneratedTexturePPU() {
return generatedTexturePPU;
}
/**
* @return mipmaps generation method
*/
public MipmapGenerationMethod getMipmapGenerationMethod() {
return mipmapGenerationMethod;
}
/**
* @param mipmapGenerationMethod
* mipmaps generation method
*/
public void setMipmapGenerationMethod(MipmapGenerationMethod mipmapGenerationMethod) {
this.mipmapGenerationMethod = mipmapGenerationMethod;
}
/**
* @return the size of the generated textures for the sky (used if no flat textures are applied)
*/
public int getSkyGeneratedTextureSize() {
return skyGeneratedTextureSize;
}
/**
* @param skyGeneratedTextureSize
* the size of the generated textures for the sky (used if no flat textures are applied)
*/
public void setSkyGeneratedTextureSize(int skyGeneratedTextureSize) {
if (skyGeneratedTextureSize <= 0) {
throw new IllegalArgumentException("The texture size must be a positive value (the value given as a parameter: " + skyGeneratedTextureSize + ")!");
}
this.skyGeneratedTextureSize = skyGeneratedTextureSize;
}
/**
* @return the radius of a shape that will be used while creating the generated texture for the sky, the higher it is the larger part of the texture will be seen
*/
public float getSkyGeneratedTextureRadius() {
return skyGeneratedTextureRadius;
}
/**
* @param skyGeneratedTextureRadius
* the radius of a shape that will be used while creating the generated texture for the sky, the higher it is the larger part of the texture will be seen
*/
public void setSkyGeneratedTextureRadius(float skyGeneratedTextureRadius) {
this.skyGeneratedTextureRadius = skyGeneratedTextureRadius;
}
/**
* @return the shape against which the generated texture for the sky will be created (by default it is a sphere).
*/
public SkyGeneratedTextureShape getSkyGeneratedTextureShape() {
return skyGeneratedTextureShape;
}
/**
* @param skyGeneratedTextureShape
* the shape against which the generated texture for the sky will be created
*/
public void setSkyGeneratedTextureShape(SkyGeneratedTextureShape skyGeneratedTextureShape) {
if (skyGeneratedTextureShape == null) {
throw new IllegalArgumentException("The sky generated shape type cannot be null!");
}
this.skyGeneratedTextureShape = skyGeneratedTextureShape;
}
/**
* If set to true, then textures of the same mapping type will be merged together
* and textures that in the final result will never be visible - will be discarded.
* @param optimiseTextures
* the variable that tells if the textures should be optimised or not
*/
public void setOptimiseTextures(boolean optimiseTextures) {
this.optimiseTextures = optimiseTextures;
}
/**
* @return the variable that tells if the textures should be optimised or not (by default the optimisation is disabled)
*/
public boolean isOptimiseTextures() {
return optimiseTextures;
}
/**
* Sets the way the animations will be matched with skeletons.
*
* @param animationMatchMethod
* the way the animations will be matched with skeletons
*/
public void setAnimationMatchMethod(AnimationMatchMethod animationMatchMethod) {
this.animationMatchMethod = animationMatchMethod;
}
/**
* @return the way the animations will be matched with skeletons
*/
public AnimationMatchMethod getAnimationMatchMethod() {
return animationMatchMethod;
}
/**
* @return the size of points that are loaded and do not belong to any edge of the mesh
*/
public float getPointsSize() {
return pointsSize;
}
/**
* Sets the size of points that are loaded and do not belong to any edge of the mesh.
* @param pointsSize
* The size of points that are loaded and do not belong to any edge of the mesh
*/
public void setPointsSize(float pointsSize) {
this.pointsSize = pointsSize;
}
/**
* @return the width of edges that are loaded from the mesh and do not belong to any face
*/
public float getLinesWidth() {
return linesWidth;
}
/**
* Sets the width of edges that are loaded from the mesh and do not belong to any face.
* @param linesWidth
* the width of edges that are loaded from the mesh and do not belong to any face
*/
public void setLinesWidth(float linesWidth) {
this.linesWidth = linesWidth;
}
/**
* This method sets the name of the WORLD data block that should be used during file loading. By default the name is
* not set. If no name is set or the given name does not occur in the file - the first WORLD data block will be used
* during loading (assuming any exists in the file).
* @param usedWorld
* the name of the WORLD block used during loading
*/
public void setUsedWorld(String usedWorld) {
this.usedWorld = usedWorld;
}
/**
* This method returns the name of the WORLD data block that should be used during file loading.
* @return the name of the WORLD block used during loading
*/
public String getUsedWorld() {
return usedWorld;
}
/**
* This method sets the default material for objects.
* @param defaultMaterial
* the default material
*/
public void setDefaultMaterial(Material defaultMaterial) {
this.defaultMaterial = defaultMaterial;
}
/**
* This method returns the default material.
* @return the default material
*/
public Material getDefaultMaterial() {
return defaultMaterial;
}
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule oc = e.getCapsule(this);
oc.write(fps, "fps", DEFAULT_FPS);
oc.write(featuresToLoad, "features-to-load", FeaturesToLoad.ALL);
oc.write(loadUnlinkedAssets, "load-unlinked-assets", false);
oc.write(assetRootPath, "asset-root-path", null);
oc.write(fixUpAxis, "fix-up-axis", true);
oc.write(generatedTexturePPU, "generated-texture-ppu", 128);
oc.write(usedWorld, "used-world", null);
oc.write(defaultMaterial, "default-material", null);
oc.write(faceCullMode, "face-cull-mode", FaceCullMode.Off);
oc.write(layersToLoad, "layers-to-load", -1);
oc.write(mipmapGenerationMethod, "mipmap-generation-method", MipmapGenerationMethod.GENERATE_WHEN_NEEDED);
oc.write(skyGeneratedTextureSize, "sky-generated-texture-size", 1000);
oc.write(skyGeneratedTextureRadius, "sky-generated-texture-radius", 1f);
oc.write(skyGeneratedTextureShape, "sky-generated-texture-shape", SkyGeneratedTextureShape.SPHERE);
oc.write(optimiseTextures, "optimise-textures", false);
oc.write(animationMatchMethod, "animation-match-method", AnimationMatchMethod.AT_LEAST_ONE_NAME_MATCH);
oc.write(pointsSize, "points-size", 1);
oc.write(linesWidth, "lines-width", 1);
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule ic = e.getCapsule(this);
fps = ic.readInt("fps", DEFAULT_FPS);
featuresToLoad = ic.readInt("features-to-load", FeaturesToLoad.ALL);
loadUnlinkedAssets = ic.readBoolean("load-unlinked-assets", false);
assetRootPath = ic.readString("asset-root-path", null);
fixUpAxis = ic.readBoolean("fix-up-axis", true);
generatedTexturePPU = ic.readInt("generated-texture-ppu", 128);
usedWorld = ic.readString("used-world", null);
defaultMaterial = (Material) ic.readSavable("default-material", null);
faceCullMode = ic.readEnum("face-cull-mode", FaceCullMode.class, FaceCullMode.Off);
layersToLoad = ic.readInt("layers-to=load", -1);
mipmapGenerationMethod = ic.readEnum("mipmap-generation-method", MipmapGenerationMethod.class, MipmapGenerationMethod.GENERATE_WHEN_NEEDED);
skyGeneratedTextureSize = ic.readInt("sky-generated-texture-size", 1000);
skyGeneratedTextureRadius = ic.readFloat("sky-generated-texture-radius", 1f);
skyGeneratedTextureShape = ic.readEnum("sky-generated-texture-shape", SkyGeneratedTextureShape.class, SkyGeneratedTextureShape.SPHERE);
optimiseTextures = ic.readBoolean("optimise-textures", false);
animationMatchMethod = ic.readEnum("animation-match-method", AnimationMatchMethod.class, AnimationMatchMethod.AT_LEAST_ONE_NAME_MATCH);
pointsSize = ic.readFloat("points-size", 1);
linesWidth = ic.readFloat("lines-width", 1);
}
@Override
public int hashCode() {
final int prime = 31;
int result = super.hashCode();
result = prime * result + (animationMatchMethod == null ? 0 : animationMatchMethod.hashCode());
result = prime * result + (assetRootPath == null ? 0 : assetRootPath.hashCode());
result = prime * result + (defaultMaterial == null ? 0 : defaultMaterial.hashCode());
result = prime * result + (faceCullMode == null ? 0 : faceCullMode.hashCode());
result = prime * result + featuresToLoad;
result = prime * result + (fixUpAxis ? 1231 : 1237);
result = prime * result + fps;
result = prime * result + generatedTexturePPU;
result = prime * result + layersToLoad;
result = prime * result + (loadGeneratedTextures ? 1231 : 1237);
result = prime * result + (loadObjectProperties ? 1231 : 1237);
result = prime * result + (loadUnlinkedAssets ? 1231 : 1237);
result = prime * result + maxTextureSize;
result = prime * result + (mipmapGenerationMethod == null ? 0 : mipmapGenerationMethod.hashCode());
result = prime * result + (optimiseTextures ? 1231 : 1237);
result = prime * result + Float.floatToIntBits(skyGeneratedTextureRadius);
result = prime * result + (skyGeneratedTextureShape == null ? 0 : skyGeneratedTextureShape.hashCode());
result = prime * result + skyGeneratedTextureSize;
result = prime * result + (usedWorld == null ? 0 : usedWorld.hashCode());
result = prime * result + (int) pointsSize;
result = prime * result + (int) linesWidth;
return result;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof BlenderKey) {
return false;
}
BlenderKey other = (BlenderKey) obj;
if (animationMatchMethod != other.animationMatchMethod) {
return false;
}
if (assetRootPath == null) {
if (other.assetRootPath != null) {
return false;
}
} else if (!assetRootPath.equals(other.assetRootPath)) {
return false;
}
if (defaultMaterial == null) {
if (other.defaultMaterial != null) {
return false;
}
} else if (!defaultMaterial.equals(other.defaultMaterial)) {
return false;
}
if (faceCullMode != other.faceCullMode) {
return false;
}
if (featuresToLoad != other.featuresToLoad) {
return false;
}
if (fixUpAxis != other.fixUpAxis) {
return false;
}
if (fps != other.fps) {
return false;
}
if (generatedTexturePPU != other.generatedTexturePPU) {
return false;
}
if (layersToLoad != other.layersToLoad) {
return false;
}
if (loadGeneratedTextures != other.loadGeneratedTextures) {
return false;
}
if (loadObjectProperties != other.loadObjectProperties) {
return false;
}
if (loadUnlinkedAssets != other.loadUnlinkedAssets) {
return false;
}
if (maxTextureSize != other.maxTextureSize) {
return false;
}
if (mipmapGenerationMethod != other.mipmapGenerationMethod) {
return false;
}
if (optimiseTextures != other.optimiseTextures) {
return false;
}
if (Float.floatToIntBits(skyGeneratedTextureRadius) != Float.floatToIntBits(other.skyGeneratedTextureRadius)) {
return false;
}
if (skyGeneratedTextureShape != other.skyGeneratedTextureShape) {
return false;
}
if (skyGeneratedTextureSize != other.skyGeneratedTextureSize) {
return false;
}
if (usedWorld == null) {
if (other.usedWorld != null) {
return false;
}
} else if (!usedWorld.equals(other.usedWorld)) {
return false;
}
if (pointsSize != other.pointsSize) {
return false;
}
if (linesWidth != other.linesWidth) {
return false;
}
return true;
}
/**
* This enum tells the importer if the mipmaps for textures will be generated by jme. NEVER_GENERATE and ALWAYS_GENERATE are quite understandable GENERATE_WHEN_NEEDED is an option that checks if the texture had 'Generate mipmaps' option set in blender, mipmaps are generated only when the option is set
* @author Marcin Roguski (Kaelthas)
*/
public static enum MipmapGenerationMethod {
NEVER_GENERATE, ALWAYS_GENERATE, GENERATE_WHEN_NEEDED;
}
/**
* This interface describes the features of the scene that are to be loaded.
* @deprecated this interface is deprecated and is not used anymore; to ensure the loading models consistency
* everything must be loaded because in blender one feature might depend on another
* @author Marcin Roguski (Kaelthas)
*/
@Deprecated
public static interface FeaturesToLoad {
int SCENES = 0x0000FFFF;
int OBJECTS = 0x0000000B;
int ANIMATIONS = 0x00000004;
int MATERIALS = 0x00000003;
int TEXTURES = 0x00000001;
int CAMERAS = 0x00000020;
int LIGHTS = 0x00000010;
int WORLD = 0x00000040;
int ALL = 0xFFFFFFFF;
}
/**
* The shape againts which the sky generated texture will be created.
*
* @author Marcin Roguski (Kaelthas)
*/
public static enum SkyGeneratedTextureShape {
CUBE, SPHERE;
}
/**
* This enum describes which animations should be attached to which armature.
* Blender does not store the mapping between action and armature. That is why the importer
* will try to match those by comparing bone name of the armature with the channel names
* int the actions.
*
* @author Marcin Roguski (Kaelthas)
*/
public static enum AnimationMatchMethod {
/**
* Animation is matched with skeleton when at leas one bone name matches the name of the action channel.
* All the bones that do not have their corresponding channel in the animation will not get the proper tracks for
* this particulat animation.
* Also the channel will not be used for the animation if it does not find the proper bone name.
*/
AT_LEAST_ONE_NAME_MATCH,
/**
* Animation is matched when all action names are covered by the target names (bone names or the name of the
* animated spatial.
*/
ALL_NAMES_MATCH;
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy