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-a2c5-0572b91ccdcaexperimental
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.scene.debug; |
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import java.nio.FloatBuffer; |
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import java.util.Map; |
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import com.jme3.animation.Bone; |
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import com.jme3.animation.Skeleton; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer; |
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import com.jme3.scene.VertexBuffer.Format; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.scene.VertexBuffer.Usage; |
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import com.jme3.util.BufferUtils; |
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/** |
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* A class that displays a dotted line between a bone tail and its childrens' heads. |
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* |
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* @author Marcin Roguski (Kaelthas) |
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*/ |
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public class SkeletonInterBoneWire extends Mesh { |
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private static final int POINT_AMOUNT = 10; |
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/** The amount of connections between bones. */ |
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private int connectionsAmount; |
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/** The skeleton that will be showed. */ |
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private Skeleton skeleton; |
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/** The map between the bone index and its length. */ |
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private Map<Integer, Float> boneLengths; |
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/** |
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* Creates buffers for points. Each line has POINT_AMOUNT of points. |
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* @param skeleton |
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* the skeleton that will be showed |
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* @param boneLengths |
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* the lengths of the bones |
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*/ |
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public SkeletonInterBoneWire(Skeleton skeleton, Map<Integer, Float> boneLengths) { |
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this.skeleton = skeleton; |
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for (Bone bone : skeleton.getRoots()) { |
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this.countConnections(bone); |
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} |
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this.setMode(Mode.Points); |
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this.setPointSize(1); |
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this.boneLengths = boneLengths; |
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VertexBuffer pb = new VertexBuffer(Type.Position); |
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FloatBuffer fpb = BufferUtils.createFloatBuffer(POINT_AMOUNT * connectionsAmount * 3); |
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pb.setupData(Usage.Stream, 3, Format.Float, fpb); |
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this.setBuffer(pb); |
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this.updateCounts(); |
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} |
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/** |
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* The method updates the geometry according to the poitions of the bones. |
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*/ |
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public void updateGeometry() { |
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VertexBuffer vb = this.getBuffer(Type.Position); |
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FloatBuffer posBuf = this.getFloatBuffer(Type.Position); |
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posBuf.clear(); |
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for (int i = 0; i < skeleton.getBoneCount(); ++i) { |
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Bone bone = skeleton.getBone(i); |
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Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i)))); |
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for (Bone child : bone.getChildren()) { |
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Vector3f childHead = child.getModelSpacePosition(); |
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Vector3f v = childHead.subtract(parentTail); |
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float pointDelta = v.length() / POINT_AMOUNT; |
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v.normalizeLocal().multLocal(pointDelta); |
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Vector3f pointPosition = parentTail.clone(); |
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for (int j = 0; j < POINT_AMOUNT; ++j) { |
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posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ()); |
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pointPosition.addLocal(v); |
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} |
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} |
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} |
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posBuf.flip(); |
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vb.updateData(posBuf); |
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this.updateBound(); |
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} |
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/** |
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* Th method couns the connections between bones. |
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* @param bone |
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* the bone where counting starts |
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*/ |
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private void countConnections(Bone bone) { |
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for (Bone child : bone.getChildren()) { |
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++connectionsAmount; |
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this.countConnections(child); |
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} |
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} |
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} |
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