Armature bugfix: bones had constraints applied before they were loaded (skeleton loading moved to ObjectHelper).

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8946 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Kae..pl 13 years ago
parent f232b11318
commit 8297877114
  1. 26
      engine/src/blender/com/jme3/scene/plugins/blender/BlenderContext.java
  2. 36
      engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ArmatureModifier.java
  3. 31
      engine/src/blender/com/jme3/scene/plugins/blender/objects/ObjectHelper.java

@ -41,6 +41,7 @@ import java.util.Stack;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.jme3.animation.Skeleton;
import com.jme3.asset.AssetManager;
import com.jme3.asset.BlenderKey;
import com.jme3.material.Material;
@ -107,6 +108,8 @@ public class BlenderContext {
protected Map<Long, List<Constraint>> constraints = new HashMap<Long, List<Constraint>>();
/** Anim data loaded for features. */
private Map<Long, AnimData> animData = new HashMap<Long, AnimData>();
/** Loaded skeletons. */
private Map<Long, Skeleton> skeletons = new HashMap<Long, Skeleton>();
/** A map of mesh contexts. */
protected Map<Long, MeshContext> meshContexts = new HashMap<Long, MeshContext>();
/** A map of material contexts. */
@ -494,6 +497,29 @@ public class BlenderContext {
public AnimData getAnimData(Long ownerOMA) {
return this.animData.get(ownerOMA);
}
/**
* This method sets the skeleton for the specified OMA of its owner.
*
* @param skeletonOMA
* the skeleton's old memory address
* @param animData
* the skeleton specified by the given OMA
*/
public void setSkeleton(Long skeletonOMA, Skeleton skeleton) {
this.skeletons.put(skeletonOMA, skeleton);
}
/**
* This method returns the skeleton for the specified OMA of its owner.
*
* @param skeletonOMA
* the skeleton's old memory address
* @return the skeleton specified by the given OMA
*/
public Skeleton getSkeleton(Long skeletonOMA) {
return this.skeletons.get(skeletonOMA);
}
/**
* This method sets the mesh context for the given mesh old memory address.

@ -11,11 +11,9 @@ import java.util.logging.Logger;
import com.jme3.animation.AnimControl;
import com.jme3.animation.Animation;
import com.jme3.animation.Bone;
import com.jme3.animation.BoneTrack;
import com.jme3.animation.Skeleton;
import com.jme3.animation.SkeletonControl;
import com.jme3.math.Matrix4f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
@ -27,7 +25,6 @@ import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.BlenderContext.LoadedFeatureDataType;
import com.jme3.scene.plugins.blender.animations.ArmatureHelper;
import com.jme3.scene.plugins.blender.constraints.Constraint;
import com.jme3.scene.plugins.blender.constraints.ConstraintHelper;
import com.jme3.scene.plugins.blender.exceptions.BlenderFileException;
import com.jme3.scene.plugins.blender.file.FileBlockHeader;
import com.jme3.scene.plugins.blender.file.Pointer;
@ -91,34 +88,17 @@ import com.jme3.util.BufferUtils;
Pointer pArmatureObject = (Pointer) modifierStructure.getFieldValue("object");
if (pArmatureObject.isNotNull()) {
ArmatureHelper armatureHelper = blenderContext.getHelper(ArmatureHelper.class);
ObjectHelper objectHelper = blenderContext.getHelper(ObjectHelper.class);
Structure armatureObject = pArmatureObject.fetchData(blenderContext.getInputStream()).get(0);
// load skeleton
Structure armatureStructure = ((Pointer) armatureObject.getFieldValue("data")).fetchData(blenderContext.getInputStream()).get(0);
Structure pose = ((Pointer) armatureObject.getFieldValue("pose")).fetchData(blenderContext.getInputStream()).get(0);
List<Structure> chanbase = ((Structure) pose.getFieldValue("chanbase")).evaluateListBase(blenderContext);
Map<Long, Structure> bonesPoseChannels = new HashMap<Long, Structure>(chanbase.size());
for (Structure poseChannel : chanbase) {
Pointer pBone = (Pointer) poseChannel.getFieldValue("bone");
bonesPoseChannels.put(pBone.getOldMemoryAddress(), poseChannel);
}
ObjectHelper objectHelper = blenderContext.getHelper(ObjectHelper.class);
Matrix4f armatureObjectMatrix = objectHelper.getMatrix(armatureObject, "obmat", true);
Matrix4f inverseMeshObjectMatrix = objectHelper.getMatrix(objectStructure, "obmat", true).invertLocal();
Matrix4f objectToArmatureTransformation = armatureObjectMatrix.multLocal(inverseMeshObjectMatrix);
List<Structure> bonebase = ((Structure) armatureStructure.getFieldValue("bonebase")).evaluateListBase(blenderContext);
List<Bone> bonesList = new ArrayList<Bone>();
for (int i = 0; i < bonebase.size(); ++i) {
armatureHelper.buildBones(bonebase.get(i), null, bonesList, objectToArmatureTransformation, bonesPoseChannels, blenderContext);
}
bonesList.add(0, new Bone(""));
Skeleton skeleton = new Skeleton(bonesList.toArray(new Bone[bonesList.size()]));
//load the skeleton and its bones first
objectHelper.toObject(armatureObject, blenderContext);
Skeleton skeleton = blenderContext.getSkeleton(armatureObject.getOldMemoryAddress());
// read mesh indexes
this.meshOMA = meshStructure.getOldMemoryAddress();
this.readVerticesWeightsData(objectStructure, meshStructure, skeleton, blenderContext);
@ -153,10 +133,6 @@ import com.jme3.util.BufferUtils;
for (Structure boneStructure : bonebase) {
blenderContext.setAnimData(boneStructure.getOldMemoryAddress(), animData);
}
// loading constraints connected with this object
ConstraintHelper constraintHelper = blenderContext.getHelper(ConstraintHelper.class);
constraintHelper.loadConstraints(armatureObject, blenderContext);
}
}
}

@ -31,11 +31,16 @@
*/
package com.jme3.scene.plugins.blender.objects;
import java.util.ArrayList;
import java.util.Collection;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.asset.BlenderKey.FeaturesToLoad;
import com.jme3.light.DirectionalLight;
import com.jme3.light.Light;
@ -53,6 +58,7 @@ import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.plugins.blender.AbstractBlenderHelper;
import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.BlenderContext.LoadedFeatureDataType;
import com.jme3.scene.plugins.blender.animations.ArmatureHelper;
import com.jme3.scene.plugins.blender.cameras.CameraHelper;
import com.jme3.scene.plugins.blender.constraints.Constraint;
import com.jme3.scene.plugins.blender.constraints.ConstraintHelper;
@ -233,6 +239,31 @@ public class ObjectHelper extends AbstractBlenderHelper {
}
break;
case OBJECT_TYPE_ARMATURE:
//load the skeleton first and store it in the blender context
Structure armatureStructure = ((Pointer) objectStructure.getFieldValue("data")).fetchData(blenderContext.getInputStream()).get(0);
Structure pose = ((Pointer) objectStructure.getFieldValue("pose")).fetchData(blenderContext.getInputStream()).get(0);
List<Structure> chanbase = ((Structure) pose.getFieldValue("chanbase")).evaluateListBase(blenderContext);
Map<Long, Structure> bonesPoseChannels = new HashMap<Long, Structure>(chanbase.size());
for (Structure poseChannel : chanbase) {
Pointer pBone = (Pointer) poseChannel.getFieldValue("bone");
bonesPoseChannels.put(pBone.getOldMemoryAddress(), poseChannel);
}
Matrix4f armatureObjectMatrix = this.getMatrix(objectStructure, "obmat", true);
Matrix4f inverseMeshObjectMatrix = this.getMatrix(objectStructure, "obmat", true).invertLocal();
Matrix4f objectToArmatureTransformation = armatureObjectMatrix.multLocal(inverseMeshObjectMatrix);
List<Structure> bonebase = ((Structure) armatureStructure.getFieldValue("bonebase")).evaluateListBase(blenderContext);
ArmatureHelper armatureHelper = blenderContext.getHelper(ArmatureHelper.class);
List<Bone> bonesList = new ArrayList<Bone>();
for (int i = 0; i < bonebase.size(); ++i) {
armatureHelper.buildBones(bonebase.get(i), null, bonesList, objectToArmatureTransformation, bonesPoseChannels, blenderContext);
}
bonesList.add(0, new Bone(""));
Skeleton skeleton = new Skeleton(bonesList.toArray(new Bone[bonesList.size()]));
blenderContext.setSkeleton(objectStructure.getOldMemoryAddress(), skeleton);
//need to create an empty node to properly create parent-children relationships between nodes
Node armature = new Node(name);
armature.setLocalTransform(t);

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