com.microcrowd.loader.java3d.max3ds.chunks
Class RotationChunk

java.lang.Object
  extended by com.microcrowd.loader.java3d.max3ds.chunks.Chunk
      extended by com.microcrowd.loader.java3d.max3ds.chunks.RotationChunk

public class RotationChunk
extends Chunk

Extracts the rotation information from the 3ds file. Rotations occur about a pivot at a position within a local coordinate system. The rotation information is provided to the KeyFramerInfoChunk which then converts it to a global coordinate system and applies animation information. KeyFramerInfoChunk for more information about using animations from a 3ds file


Field Summary
static java.lang.String ROTATION_TAG
          String that will be used as a data object in the transform that the RotationInterpolator will be a child of so it may be look up later.
 
Constructor Summary
RotationChunk()
           
 
Method Summary
 Quat4f getQuaternion(Vector3f axis, float angle)
          This converts a 3ds angle and axis to a quaternion rotation.
 void loadData(ChunkChopper chopper)
          Loads the quaternion for a rotation of a shape and notifies mesh info chunk.
 
Methods inherited from class com.microcrowd.loader.java3d.max3ds.chunks.Chunk
addSubChunk, getDescription, getName, getSubChunk, initialize, setDescription, setName, toString
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 

Field Detail

ROTATION_TAG

public static java.lang.String ROTATION_TAG
String that will be used as a data object in the transform that the RotationInterpolator will be a child of so it may be look up later.

Constructor Detail

RotationChunk

public RotationChunk()
Method Detail

loadData

public void loadData(ChunkChopper chopper)
Loads the quaternion for a rotation of a shape and notifies mesh info chunk.

Overrides:
loadData in class Chunk
Parameters:
chopper - the ChunkChopper containing the state of the parser.

getQuaternion

public Quat4f getQuaternion(Vector3f axis,
                            float angle)
This converts a 3ds angle and axis to a quaternion rotation. Successive rotations are relative to the first so each rotation must be made absolute by multiplying it with its predecessor



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