MinieLibrary/src/main/java/com/jme3/bullet/animation/DacLinks.java
/**
     * Calculate the physics transform to match the specified skeleton bone.
     *
     * @param bone the skeleton bone to match (not null, unaffected)
     * @param localOffset the location of the body's center (in the bone's local
     * coordinates, not null, unaffected)
     * @param storeResult storage for the result (modified if not null)
     * @return the calculated physics transform (either storeResult or a new
     * transform, not null)
     */
Calculate the physics transform to match the specified skeleton bone.
@param bone the skeleton bone to match (not null, unaffected)
@param localOffset the location of the body's center (in the bone's local
coordinates, not null, unaffected)
@param storeResult storage for the result (modified if not null)
@return the calculated physics transform (either storeResult or a new
transform, not null)
Calculate the physics transform to match the specified skeleton bone . @param bone the skeleton bone to match ( not null unaffected ) @param localOffset the location of the body ' s center ( in the bone ' s local coordinates not null unaffected ) @param storeResult storage for the result ( modified if not null ) @return the calculated physics transform ( either storeResult or a new transform not null )
Transform physicsTransform(Bone bone, Vector3f localOffset,
            Transform storeResult) {
        Transform result
                = (storeResult == null) ? new Transform() : storeResult;
        /*
         * Start with the body's transform in the bone's local coordinates.
         */
        result.setTranslation(localOffset);
        result.setRotation(rotateIdentity);
        result.setScale(1f);
        /*
         * Convert to mesh coordinates.
         */
        Transform localToMesh = MySkeleton.copyMeshTransform(bone, null);
        result.combineWithParent(localToMesh);
        /*
         * Convert to world (physics-space) coordinates.
         */
        Transform meshToWorld = meshTransform(null);
        result.combineWithParent(meshToWorld);
        return result;
    }
Transform physicsTransform ( Bone bone , Vector3f localOffset , Transform storeResult ) { Transform result = ( storeResult == null ) ? new Transform ( ) : storeResult ; /*
         * Start with the body's transform in the bone's local coordinates.
         */ result . setTranslation ( localOffset ) ; result . setRotation ( rotateIdentity ) ; result . setScale ( 1f ) ; /*
         * Convert to mesh coordinates.
         */ Transform localToMesh = MySkeleton . copyMeshTransform ( bone , null ) ; result . combineWithParent ( localToMesh ) ; /*
         * Convert to world (physics-space) coordinates.
         */ Transform meshToWorld = meshTransform ( null ) ; result . combineWithParent ( meshToWorld ) ; return result ; }
Calculate the physics transform to match the specified skeleton bone.
Calculate the physics transform to match the specified skeleton bone .