Refactoring: removing unused code.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10427 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -7,11 +7,9 @@ import java.util.Map;
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import com.jme3.animation.Bone;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Transform;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.plugins.blender.BlenderContext;
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import com.jme3.scene.plugins.blender.exceptions.BlenderFileException;
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import com.jme3.scene.plugins.blender.file.DynamicArray;
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import com.jme3.scene.plugins.blender.file.Structure;
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import com.jme3.scene.plugins.blender.objects.ObjectHelper;
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@ -25,8 +23,6 @@ public class BoneContext {
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private Long armatureObjectOMA;
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/** The structure of the bone. */
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private Structure boneStructure;
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/** Bone's pose channel structure. */
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private Structure poseChannel;
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/** Bone's name. */
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private String boneName;
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/** This variable indicates if the Y axis should be the UP axis. */
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@ -39,8 +35,6 @@ public class BoneContext {
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private List<BoneContext> children = new ArrayList<BoneContext>();
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/** Created bone (available after calling 'buildBone' method). */
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private Bone bone;
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/** Bone's pose transform (available after calling 'buildBone' method). */
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private Transform poseTransform = new Transform();
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/** The bone's rest matrix. */
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private Matrix4f restMatrix;
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/** Bone's total inverse transformation. */
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@ -106,8 +100,6 @@ public class BoneContext {
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this.children.add(new BoneContext(child, armatureObjectOMA, this, objectToArmatureMatrix, bonesPoseChannels, blenderContext));
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}
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poseChannel = bonesPoseChannels.get(boneStructure.getOldMemoryAddress());
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blenderContext.setBoneContext(boneStructure.getOldMemoryAddress(), this);
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}
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@ -136,33 +128,6 @@ public class BoneContext {
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}
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}
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/**
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* This method computes the pose transform for the bone.
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*/
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@SuppressWarnings("unchecked")
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private void computePoseTransform() {
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DynamicArray<Number> loc = (DynamicArray<Number>) poseChannel.getFieldValue("loc");
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DynamicArray<Number> size = (DynamicArray<Number>) poseChannel.getFieldValue("size");
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DynamicArray<Number> quat = (DynamicArray<Number>) poseChannel.getFieldValue("quat");
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if (fixUpAxis) {
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poseTransform.setTranslation(loc.get(0).floatValue(), -loc.get(2).floatValue(), loc.get(1).floatValue());
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poseTransform.setRotation(new Quaternion(quat.get(1).floatValue(), quat.get(3).floatValue(), -quat.get(2).floatValue(), quat.get(0).floatValue()));
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poseTransform.setScale(size.get(0).floatValue(), size.get(2).floatValue(), size.get(1).floatValue());
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} else {
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poseTransform.setTranslation(loc.get(0).floatValue(), loc.get(1).floatValue(), loc.get(2).floatValue());
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poseTransform.setRotation(new Quaternion(quat.get(0).floatValue(), quat.get(1).floatValue(), quat.get(2).floatValue(), quat.get(3).floatValue()));
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poseTransform.setScale(size.get(0).floatValue(), size.get(1).floatValue(), size.get(2).floatValue());
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}
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Transform localTransform = new Transform(bone.getLocalPosition(), bone.getLocalRotation());
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localTransform.setScale(bone.getLocalScale());
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localTransform.getTranslation().addLocal(poseTransform.getTranslation());
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localTransform.getRotation().multLocal(poseTransform.getRotation());
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localTransform.getScale().multLocal(poseTransform.getScale());
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poseTransform.set(localTransform);
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}
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/**
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* This method builds the bone. It recursively builds the bone's children.
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*
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@ -193,18 +158,9 @@ public class BoneContext {
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bone.addChild(child.buildBone(bones, boneOMAs, blenderContext));
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}
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this.computePoseTransform();
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return bone;
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}
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/**
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* @return bone's pose transformation
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*/
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public Transform getPoseTransform() {
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return poseTransform;
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}
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/**
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* @return built bone (available after calling 'buildBone' method)
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*/
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