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
This commit is contained in:
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@ -31,49 +31,95 @@
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*/
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package com.jme3.scene.debug;
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import java.util.Map;
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import com.jme3.animation.Skeleton;
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import com.jme3.renderer.queue.RenderQueue.Bucket;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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/**
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* The class that creates a mesh to display how bones behave.
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* If it is supplied with the bones' lengths it will show exactly how the bones look like on the scene.
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* If not then only connections between each bone heads will be shown.
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*/
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public class SkeletonDebugger extends Node {
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/** The lines of the bones or the wires between their heads. */
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private SkeletonWire wires;
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/** The heads and tails points of the bones or only heads if no length data is available. */
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private SkeletonPoints points;
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/** The dotted lines between a bone's tail and the had of its children. Not available if the length data was not provided. */
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private SkeletonInterBoneWire interBoneWires;
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private SkeletonWire wires;
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private SkeletonPoints points;
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private Skeleton skeleton;
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public SkeletonDebugger(String name, Skeleton skeleton){
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super(name);
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this.skeleton = skeleton;
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wires = new SkeletonWire(skeleton);
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points = new SkeletonPoints(skeleton);
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attachChild(new Geometry(name+"_wires", wires));
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attachChild(new Geometry(name+"_points", points));
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setQueueBucket(Bucket.Transparent);
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public SkeletonDebugger() {
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}
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public SkeletonDebugger(){
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/**
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* Creates a debugger with no length data. The wires will be a connection between the bones' heads only.
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* The points will show the bones' heads only and no dotted line of inter bones connection will be visible.
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* @param name
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* the name of the debugger's node
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* @param skeleton
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* the skeleton that will be shown
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*/
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public SkeletonDebugger(String name, Skeleton skeleton) {
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this(name, skeleton, null);
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}
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/**
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* Creates a debugger with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail),
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* the points will display both heads and tails of the bones and dotted lines between bones will be seen.
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* @param name
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* the name of the debugger's node
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* @param skeleton
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* the skeleton that will be shown
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* @param boneLengths
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* a map between the bone's index and the bone's length
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*/
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public SkeletonDebugger(String name, Skeleton skeleton, Map<Integer, Float> boneLengths) {
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super(name);
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wires = new SkeletonWire(skeleton, boneLengths);
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points = new SkeletonPoints(skeleton, boneLengths);
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this.attachChild(new Geometry(name + "_wires", wires));
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this.attachChild(new Geometry(name + "_points", points));
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if (boneLengths != null) {
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interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths);
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this.attachChild(new Geometry(name + "_interwires", interBoneWires));
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}
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this.setQueueBucket(Bucket.Transparent);
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}
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@Override
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public void updateLogicalState(float tpf){
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public void updateLogicalState(float tpf) {
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super.updateLogicalState(tpf);
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// skeleton.resetAndUpdate();
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wires.updateGeometry();
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points.updateGeometry();
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if(interBoneWires != null) {
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interBoneWires.updateGeometry();
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}
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}
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/**
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* @return the skeleton points
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*/
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public SkeletonPoints getPoints() {
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return points;
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}
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/**
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* @return the skeleton wires
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*/
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public SkeletonWire getWires() {
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return wires;
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}
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/**
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* @return the dotted line between bones (can be null)
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*/
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public SkeletonInterBoneWire getInterBoneWires() {
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return interBoneWires;
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}
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}
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127
engine/src/core/com/jme3/scene/debug/SkeletonInterBoneWire.java
Normal file
127
engine/src/core/com/jme3/scene/debug/SkeletonInterBoneWire.java
Normal file
@ -0,0 +1,127 @@
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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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@ -40,40 +40,75 @@ 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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import java.nio.FloatBuffer;
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import java.util.Map;
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/**
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* The class that displays either heads of the bones if no length data is supplied or both heads and tails otherwise.
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*/
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public class SkeletonPoints extends Mesh {
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/** The skeleton to be displayed. */
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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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private Skeleton skeleton;
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public SkeletonPoints(Skeleton skeleton){
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this.skeleton = skeleton;
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setMode(Mode.Points);
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VertexBuffer pb = new VertexBuffer(Type.Position);
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FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
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pb.setupData(Usage.Stream, 3, Format.Float, fpb);
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setBuffer(pb);
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setPointSize(7);
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updateCounts();
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/**
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* Creates a points with no length data. The points will only show the bone's heads.
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* @param skeleton
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* the skeleton that will be shown
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*/
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public SkeletonPoints(Skeleton skeleton) {
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this(skeleton, null);
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}
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public void updateGeometry(){
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VertexBuffer vb = getBuffer(Type.Position);
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FloatBuffer posBuf = 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 bonePos = bone.getModelSpacePosition();
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/**
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* Creates a points with bone lengths data. If the data is supplied then the points will show both head and tail of each bone.
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* @param skeleton
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* the skeleton that will be shown
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* @param boneLengths
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* a map between the bone's index and the bone's length
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*/
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public SkeletonPoints(Skeleton skeleton, Map<Integer, Float> boneLengths) {
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this.skeleton = skeleton;
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this.setMode(Mode.Points);
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int pointsCount = skeleton.getBoneCount();
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posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
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if (boneLengths != null) {
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this.boneLengths = boneLengths;
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pointsCount *= 2;
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}
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VertexBuffer pb = new VertexBuffer(Type.Position);
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FloatBuffer fpb = BufferUtils.createFloatBuffer(pointsCount * 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.setPointSize(7);
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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 head = bone.getModelSpacePosition();
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posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
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if (boneLengths != null) {
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Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
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posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
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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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updateBound();
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this.updateBound();
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}
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}
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@ -31,6 +31,10 @@
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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.nio.ShortBuffer;
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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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@ -40,69 +44,123 @@ 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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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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/**
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* The class that displays either wires between the bones' heads if no length data is supplied and
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* full bones' shapes otherwise.
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*/
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public class SkeletonWire extends Mesh {
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/** The number of bones' connections. Used in non-length mode. */
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private int numConnections;
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/** The skeleton to be displayed. */
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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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private int numConnections = 0;
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private Skeleton skeleton;
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private void countConnections(Bone bone){
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for (Bone child : bone.getChildren()){
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numConnections ++;
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countConnections(child);
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}
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/**
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* Creates a wire with no length data. The wires will be a connection between the bones' heads only.
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* @param skeleton
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* the skeleton that will be shown
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*/
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public SkeletonWire(Skeleton skeleton) {
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this(skeleton, null);
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}
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private void writeConnections(ShortBuffer indexBuf, Bone bone){
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for (Bone child : bone.getChildren()){
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// write myself
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indexBuf.put( (short) skeleton.getBoneIndex(bone) );
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// write the child
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indexBuf.put( (short) skeleton.getBoneIndex(child) );
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writeConnections(indexBuf, child);
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}
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}
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public SkeletonWire(Skeleton skeleton){
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/**
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* Creates a wire with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail).
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* @param skeleton
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* the skeleton that will be shown
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* @param boneLengths
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* a map between the bone's index and the bone's length
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*/
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public SkeletonWire(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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countConnections(bone);
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setMode(Mode.Lines);
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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.Lines);
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int lineVerticesCount = skeleton.getBoneCount();
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if (boneLengths != null) {
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this.boneLengths = boneLengths;
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lineVerticesCount *= 2;
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}
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VertexBuffer pb = new VertexBuffer(Type.Position);
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FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
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FloatBuffer fpb = BufferUtils.createFloatBuffer(lineVerticesCount * 3);
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pb.setupData(Usage.Stream, 3, Format.Float, fpb);
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setBuffer(pb);
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this.setBuffer(pb);
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VertexBuffer ib = new VertexBuffer(Type.Index);
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ShortBuffer sib = BufferUtils.createShortBuffer(numConnections * 2);
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ShortBuffer sib = BufferUtils.createShortBuffer(boneLengths != null ? lineVerticesCount : numConnections * 2);
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ib.setupData(Usage.Static, 2, Format.UnsignedShort, sib);
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setBuffer(ib);
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this.setBuffer(ib);
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for (Bone bone : skeleton.getRoots())
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writeConnections(sib, bone);
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if (boneLengths != null) {
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for (int i = 0; i < lineVerticesCount; ++i) {
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sib.put((short) i);
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}
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} else {
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for (Bone bone : skeleton.getRoots()) {
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this.writeConnections(sib, bone);
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}
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}
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sib.flip();
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updateCounts();
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this.updateCounts();
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}
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public void updateGeometry(){
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VertexBuffer vb = getBuffer(Type.Position);
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FloatBuffer posBuf = getFloatBuffer(Type.Position);
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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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for (int i = 0; i < skeleton.getBoneCount(); ++i) {
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Bone bone = skeleton.getBone(i);
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Vector3f bonePos = bone.getModelSpacePosition();
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Vector3f head = bone.getModelSpacePosition();
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user