apply a single animation to the modelinstance and update the it to reflect the changes . concode_field_sep ObjectMap<Node,Transform> transforms concode_elem_sep boolean applying concode_elem_sep Quaternion rotation concode_elem_sep Vector3 scale concode_elem_sep Vector3 translation concode_elem_sep Pool<Transform> transformPool concode_elem_sep ModelInstance target concode_elem_sep Transform tmpT concode_field_sep Transform set concode_elem_sep Transform set concode_elem_sep Quaternion getRotationAtTime concode_elem_sep Transform lerp concode_elem_sep Transform lerp concode_elem_sep void apply concode_elem_sep void applyNodeAnimationBlending concode_elem_sep void removeAnimation concode_elem_sep void applyNodeAnimationDirectly concode_elem_sep Vector3 getScalingAtTime concode_elem_sep void applyAnimations concode_elem_sep Transform newObject concode_elem_sep Transform idt concode_elem_sep void reset concode_elem_sep Matrix4 toMatrix4 concode_elem_sep String toString concode_elem_sep void end concode_elem_sep void begin concode_elem_sep Transform getNodeAnimationTransform concode_elem_sep int getFirstKeyframeIndexAtTime concode_elem_sep Vector3 getTranslationAtTime
void function ( final Animation arg0 , final float arg1 ) { if ( applying ) throw new GdxRuntimeException ( "srini_string" ) ; applyAnimation ( null , null , 1.f , arg0 , arg1 ) ; target . calculateTransforms ( ) ; }