public void setBindPose(GVRPose pose)
    {
        if (pose != mBindPose)
        {
            pose.sync();
            mBindPose.copy(pose);
        }
        if (mInverseBindPose == null)
        {
            mInverseBindPose = new GVRPose(this);
        }
        mInverseBindPose.inverse(mBindPose);
        mPose.copy(mBindPose);
        updateBonePose();
    }
public void setBindPose ( GVRPose pose ) { if ( pose != mBindPose ) { pose . sync ( ) ; mBindPose . copy ( pose ) ; } if ( mInverseBindPose == null ) { mInverseBindPose = new GVRPose ( this ) ; } mInverseBindPose . inverse ( mBindPose ) ; mPose . copy ( mBindPose ) ; updateBonePose ( ) ; }
Set the bind pose of the skeleton to describe the initial position and
orientation of the bones when the skinned meshes are not modified.
<p>
The <i>bind pose</i> of the skeleton defines the position and orientation of the bones before any
animations are applied. Usually it represents the pose that matches
the source vertices of the meshes driven by the skeleton.
You can restore the skeleton to it's bind pose with {@link #restoreBindPose()}
<p>
The bind pose is maintained as a {link GVRPose} object internal to the skeleton
and cannot be shared across skeletons. Setting the bind pose copies the
value of the input pose into the skeleton's bind pose. Subsequent
updates to the input pose are not reflected in the skeleton's bind pose.
@param pose {@link GVRPose} containing rotations and positions for the bind pose.
@see #setPose(GVRPose)
@see #getBindPose()
@see #restoreBindPose()
@see {@link GVRPose}