Feature: improved bone debugger shape if provided with bone lengths (if no lengths data is available then the view looks as usual).

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10876 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
Kae..pl 11 years ago
parent 7987f5edf0
commit 61c3d27942
  1. 84
      engine/src/core/com/jme3/scene/debug/SkeletonDebugger.java
  2. 127
      engine/src/core/com/jme3/scene/debug/SkeletonInterBoneWire.java
  3. 63
      engine/src/core/com/jme3/scene/debug/SkeletonPoints.java
  4. 134
      engine/src/core/com/jme3/scene/debug/SkeletonWire.java

@ -31,49 +31,95 @@
*/
package com.jme3.scene.debug;
import java.util.Map;
import com.jme3.animation.Skeleton;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
/**
* The class that creates a mesh to display how bones behave.
* If it is supplied with the bones' lengths it will show exactly how the bones look like on the scene.
* If not then only connections between each bone heads will be shown.
*/
public class SkeletonDebugger extends Node {
/** The lines of the bones or the wires between their heads. */
private SkeletonWire wires;
/** The heads and tails points of the bones or only heads if no length data is available. */
private SkeletonPoints points;
/** The dotted lines between a bone's tail and the had of its children. Not available if the length data was not provided. */
private SkeletonInterBoneWire interBoneWires;
private SkeletonWire wires;
private SkeletonPoints points;
private Skeleton skeleton;
public SkeletonDebugger() {
}
public SkeletonDebugger(String name, Skeleton skeleton){
super(name);
/**
* Creates a debugger with no length data. The wires will be a connection between the bones' heads only.
* The points will show the bones' heads only and no dotted line of inter bones connection will be visible.
* @param name
* the name of the debugger's node
* @param skeleton
* the skeleton that will be shown
*/
public SkeletonDebugger(String name, Skeleton skeleton) {
this(name, skeleton, null);
}
this.skeleton = skeleton;
wires = new SkeletonWire(skeleton);
points = new SkeletonPoints(skeleton);
/**
* Creates a debugger with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail),
* the points will display both heads and tails of the bones and dotted lines between bones will be seen.
* @param name
* the name of the debugger's node
* @param skeleton
* the skeleton that will be shown
* @param boneLengths
* a map between the bone's index and the bone's length
*/
public SkeletonDebugger(String name, Skeleton skeleton, Map<Integer, Float> boneLengths) {
super(name);
attachChild(new Geometry(name+"_wires", wires));
attachChild(new Geometry(name+"_points", points));
wires = new SkeletonWire(skeleton, boneLengths);
points = new SkeletonPoints(skeleton, boneLengths);
setQueueBucket(Bucket.Transparent);
}
this.attachChild(new Geometry(name + "_wires", wires));
this.attachChild(new Geometry(name + "_points", points));
if (boneLengths != null) {
interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths);
this.attachChild(new Geometry(name + "_interwires", interBoneWires));
}
public SkeletonDebugger(){
this.setQueueBucket(Bucket.Transparent);
}
@Override
public void updateLogicalState(float tpf){
public void updateLogicalState(float tpf) {
super.updateLogicalState(tpf);
// skeleton.resetAndUpdate();
wires.updateGeometry();
points.updateGeometry();
if(interBoneWires != null) {
interBoneWires.updateGeometry();
}
}
/**
* @return the skeleton points
*/
public SkeletonPoints getPoints() {
return points;
}
/**
* @return the skeleton wires
*/
public SkeletonWire getWires() {
return wires;
}
}
/**
* @return the dotted line between bones (can be null)
*/
public SkeletonInterBoneWire getInterBoneWires() {
return interBoneWires;
}
}

@ -0,0 +1,127 @@
/*
* Copyright (c) 2009-2012 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.scene.debug;
import java.nio.FloatBuffer;
import java.util.Map;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.util.BufferUtils;
/**
* A class that displays a dotted line between a bone tail and its childrens' heads.
*
* @author Marcin Roguski (Kaelthas)
*/
public class SkeletonInterBoneWire extends Mesh {
private static final int POINT_AMOUNT = 10;
/** The amount of connections between bones. */
private int connectionsAmount;
/** The skeleton that will be showed. */
private Skeleton skeleton;
/** The map between the bone index and its length. */
private Map<Integer, Float> boneLengths;
/**
* Creates buffers for points. Each line has POINT_AMOUNT of points.
* @param skeleton
* the skeleton that will be showed
* @param boneLengths
* the lengths of the bones
*/
public SkeletonInterBoneWire(Skeleton skeleton, Map<Integer, Float> boneLengths) {
this.skeleton = skeleton;
for (Bone bone : skeleton.getRoots()) {
this.countConnections(bone);
}
this.setMode(Mode.Points);
this.setPointSize(1);
this.boneLengths = boneLengths;
VertexBuffer pb = new VertexBuffer(Type.Position);
FloatBuffer fpb = BufferUtils.createFloatBuffer(POINT_AMOUNT * connectionsAmount * 3);
pb.setupData(Usage.Stream, 3, Format.Float, fpb);
this.setBuffer(pb);
this.updateCounts();
}
/**
* The method updates the geometry according to the poitions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);
FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
posBuf.clear();
for (int i = 0; i < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i);
Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
for (Bone child : bone.getChildren()) {
Vector3f childHead = child.getModelSpacePosition();
Vector3f v = childHead.subtract(parentTail);
float pointDelta = v.length() / POINT_AMOUNT;
v.normalizeLocal().multLocal(pointDelta);
Vector3f pointPosition = parentTail.clone();
for (int j = 0; j < POINT_AMOUNT; ++j) {
posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ());
pointPosition.addLocal(v);
}
}
}
posBuf.flip();
vb.updateData(posBuf);
this.updateBound();
}
/**
* Th method couns the connections between bones.
* @param bone
* the bone where counting starts
*/
private void countConnections(Bone bone) {
for (Bone child : bone.getChildren()) {
++connectionsAmount;
this.countConnections(child);
}
}
}

@ -40,40 +40,75 @@ import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.util.Map;
/**
* The class that displays either heads of the bones if no length data is supplied or both heads and tails otherwise.
*/
public class SkeletonPoints extends Mesh {
/** The skeleton to be displayed. */
private Skeleton skeleton;
/** The map between the bone index and its length. */
private Map<Integer, Float> boneLengths;
private Skeleton skeleton;
/**
* Creates a points with no length data. The points will only show the bone's heads.
* @param skeleton
* the skeleton that will be shown
*/
public SkeletonPoints(Skeleton skeleton) {
this(skeleton, null);
}
public SkeletonPoints(Skeleton skeleton){
/**
* Creates a points with bone lengths data. If the data is supplied then the points will show both head and tail of each bone.
* @param skeleton
* the skeleton that will be shown
* @param boneLengths
* a map between the bone's index and the bone's length
*/
public SkeletonPoints(Skeleton skeleton, Map<Integer, Float> boneLengths) {
this.skeleton = skeleton;
this.setMode(Mode.Points);
int pointsCount = skeleton.getBoneCount();
setMode(Mode.Points);
if (boneLengths != null) {
this.boneLengths = boneLengths;
pointsCount *= 2;
}
VertexBuffer pb = new VertexBuffer(Type.Position);
FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
FloatBuffer fpb = BufferUtils.createFloatBuffer(pointsCount * 3);
pb.setupData(Usage.Stream, 3, Format.Float, fpb);
setBuffer(pb);
this.setBuffer(pb);
setPointSize(7);
this.setPointSize(7);
this.updateCounts();
updateCounts();
}
public void updateGeometry(){
VertexBuffer vb = getBuffer(Type.Position);
FloatBuffer posBuf = getFloatBuffer(Type.Position);
/**
* The method updates the geometry according to the poitions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);
FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
posBuf.clear();
for (int i = 0; i < skeleton.getBoneCount(); i++){
for (int i = 0; i < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i);
Vector3f bonePos = bone.getModelSpacePosition();
Vector3f head = bone.getModelSpacePosition();
posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
if (boneLengths != null) {
Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
}
}
posBuf.flip();
vb.updateData(posBuf);
updateBound();
this.updateBound();
}
}

@ -31,6 +31,10 @@
*/
package com.jme3.scene.debug;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.Map;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.math.Vector3f;
@ -40,69 +44,123 @@ import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
/**
* The class that displays either wires between the bones' heads if no length data is supplied and
* full bones' shapes otherwise.
*/
public class SkeletonWire extends Mesh {
/** The number of bones' connections. Used in non-length mode. */
private int numConnections;
/** The skeleton to be displayed. */
private Skeleton skeleton;
/** The map between the bone index and its length. */
private Map<Integer, Float> boneLengths;
private int numConnections = 0;
private Skeleton skeleton;
private void countConnections(Bone bone){
for (Bone child : bone.getChildren()){
numConnections ++;
countConnections(child);
}
/**
* Creates a wire with no length data. The wires will be a connection between the bones' heads only.
* @param skeleton
* the skeleton that will be shown
*/
public SkeletonWire(Skeleton skeleton) {
this(skeleton, null);
}
private void writeConnections(ShortBuffer indexBuf, Bone bone){
for (Bone child : bone.getChildren()){
// write myself
indexBuf.put( (short) skeleton.getBoneIndex(bone) );
// write the child
indexBuf.put( (short) skeleton.getBoneIndex(child) );
/**
* Creates a wire with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail).
* @param skeleton
* the skeleton that will be shown
* @param boneLengths
* a map between the bone's index and the bone's length
*/
public SkeletonWire(Skeleton skeleton, Map<Integer, Float> boneLengths) {
this.skeleton = skeleton;
writeConnections(indexBuf, child);
for (Bone bone : skeleton.getRoots()) {
this.countConnections(bone);
}
}
public SkeletonWire(Skeleton skeleton){
this.skeleton = skeleton;
for (Bone bone : skeleton.getRoots())
countConnections(bone);
setMode(Mode.Lines);
this.setMode(Mode.Lines);
int lineVerticesCount = skeleton.getBoneCount();
if (boneLengths != null) {
this.boneLengths = boneLengths;
lineVerticesCount *= 2;
}
VertexBuffer pb = new VertexBuffer(Type.Position);
FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
FloatBuffer fpb = BufferUtils.createFloatBuffer(lineVerticesCount * 3);
pb.setupData(Usage.Stream, 3, Format.Float, fpb);
setBuffer(pb);
this.setBuffer(pb);
VertexBuffer ib = new VertexBuffer(Type.Index);
ShortBuffer sib = BufferUtils.createShortBuffer(numConnections * 2);
ShortBuffer sib = BufferUtils.createShortBuffer(boneLengths != null ? lineVerticesCount : numConnections * 2);
ib.setupData(Usage.Static, 2, Format.UnsignedShort, sib);
setBuffer(ib);
this.setBuffer(ib);
for (Bone bone : skeleton.getRoots())
writeConnections(sib, bone);
if (boneLengths != null) {
for (int i = 0; i < lineVerticesCount; ++i) {
sib.put((short) i);
}
} else {
for (Bone bone : skeleton.getRoots()) {
this.writeConnections(sib, bone);
}
}
sib.flip();
updateCounts();
this.updateCounts();
}
public void updateGeometry(){
VertexBuffer vb = getBuffer(Type.Position);
FloatBuffer posBuf = getFloatBuffer(Type.Position);
/**
* The method updates the geometry according to the poitions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);
FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
posBuf.clear();
for (int i = 0; i < skeleton.getBoneCount(); i++){
for (int i = 0; i < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i);
Vector3f bonePos = bone.getModelSpacePosition();
Vector3f head = bone.getModelSpacePosition();
posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
if (boneLengths != null) {
Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
}
}
posBuf.flip();
vb.updateData(posBuf);
updateBound();
this.updateBound();
}
/**
* Th method couns the connections between bones.
* @param bone
* the bone where counting starts
*/
private void countConnections(Bone bone) {
for (Bone child : bone.getChildren()) {
numConnections++;
this.countConnections(child);
}
}
/**
* The method writes the indexes for the connection vertices. Used in non-length mode.
* @param indexBuf
* the index buffer
* @param bone
* the bone
*/
private void writeConnections(ShortBuffer indexBuf, Bone bone) {
for (Bone child : bone.getChildren()) {
// write myself
indexBuf.put((short) skeleton.getBoneIndex(bone));
// write the child
indexBuf.put((short) skeleton.getBoneIndex(child));
this.writeConnections(indexBuf, child);
}
}
}

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