Further Armature debugger enhancements

shader-nodes-enhancement
Nehon 7 years ago committed by Rémy Bouquet
parent 054d54f4b9
commit 886f8da2f7
  1. 21
      jme3-core/src/main/java/com/jme3/math/MathUtils.java
  2. 10
      jme3-core/src/main/java/com/jme3/scene/debug/custom/ArmatureDebugAppState.java
  3. 60
      jme3-core/src/main/java/com/jme3/scene/debug/custom/ArmatureDebugger.java
  4. 127
      jme3-core/src/main/java/com/jme3/scene/debug/custom/ArmatureInterJointsWire.java
  5. 120
      jme3-core/src/main/java/com/jme3/scene/debug/custom/ArmatureNode.java
  6. 59
      jme3-core/src/main/resources/Common/MatDefs/Misc/DashedLine.j3md
  7. 37
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Misc/Dashed.j3sn
  8. 10
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Misc/Dashed100.frag
  9. 30
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Misc/PerspectiveDivide.j3sn
  10. 3
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Misc/PerspectiveDivide100.frag
  11. 10
      jme3-examples/src/main/java/jme3test/model/anim/TestAnimMigration.java

@ -1,5 +1,6 @@
package com.jme3.math;
import com.jme3.renderer.Camera;
import com.jme3.util.TempVars;
/**
@ -164,7 +165,19 @@ public class MathUtils {
}
public static float raySegmentShortestDistance(Ray ray, Vector3f segStart, Vector3f segEnd) {
/**
* Returns the shortest distance between a Ray and a segment.
* The segment is defined by a start position and an end position in world space
* The distance returned will be in world space (world units).
* If the camera parameter is not null the distance will be returned in screen space (pixels)
*
* @param ray The ray
* @param segStart The start position of the segment in world space
* @param segEnd The end position of the segment in world space
* @param camera The renderer camera if the distance is required in screen space. Null if the distance is required in world space
* @return the shortest distance between the ray and the segment or -1 if no solution is found.
*/
public static float raySegmentShortestDistance(Ray ray, Vector3f segStart, Vector3f segEnd, Camera camera) {
// Algorithm is ported from the C algorithm of
// Paul Bourke at http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline3d/
TempVars vars = TempVars.get();
@ -220,6 +233,12 @@ public class MathUtils {
return -1;
}
if (camera != null) {
//camera is not null let's convert the points in screen space
camera.getScreenCoordinates(resultSegmentPoint1, resultSegmentPoint1);
camera.getScreenCoordinates(resultSegmentPoint2, resultSegmentPoint2);
}
float length = resultSegmentPoint1.subtractLocal(resultSegmentPoint2).length();
vars.release();
return length;

@ -37,7 +37,7 @@ public class ArmatureDebugAppState extends BaseAppState {
vp.setClearDepth(true);
this.app = app;
for (ArmatureDebugger armatureDebugger : armatures.values()) {
armatureDebugger.initialize(app.getAssetManager());
armatureDebugger.initialize(app.getAssetManager(), app.getCamera());
}
app.getInputManager().addListener(actionListener, "shoot", "toggleJoints");
app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT), new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
@ -93,7 +93,7 @@ public class ArmatureDebugAppState extends BaseAppState {
armatures.put(armature, ad);
debugNode.attachChild(ad);
if (isInitialized()) {
ad.initialize(app.getAssetManager());
ad.initialize(app.getAssetManager(), app.getCamera());
}
return ad;
}
@ -108,12 +108,6 @@ public class ArmatureDebugAppState extends BaseAppState {
}
}
/**
* Pick a Target Using the Mouse Pointer. <ol><li>Map "pick target" action
* to a MouseButtonTrigger. <li>flyCam.setEnabled(false);
* <li>inputManager.setCursorVisible(true); <li>Implement action in
* AnalogListener (TODO).</ol>
*/
private ActionListener actionListener = new ActionListener() {
public void onAction(String name, boolean isPressed, float tpf) {
if (name.equals("shoot") && isPressed) {

@ -34,16 +34,17 @@ package com.jme3.scene.debug.custom;
import com.jme3.anim.Armature;
import com.jme3.anim.Joint;
import com.jme3.animation.Bone;
import com.jme3.asset.AssetManager;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.texture.Texture;
import java.util.ArrayList;
import java.util.List;
/**
@ -63,15 +64,11 @@ public class ArmatureDebugger extends Node {
private Node joints;
private Node outlines;
private Node wires;
private List<Joint> deformingJoints;
/**
* The dotted lines between a bone's tail and the had of its children. Not
* available if the length data was not provided.
*/
private ArmatureInterJointsWire interJointWires;
//private Geometry wires;
private List<Bone> selectedJoints = new ArrayList<Bone>();
public ArmatureDebugger() {
}
@ -86,7 +83,6 @@ public class ArmatureDebugger extends Node {
*/
public ArmatureDebugger(String name, Armature armature, List<Joint> deformingJoints) {
super(name);
this.deformingJoints = deformingJoints;
this.armature = armature;
armature.update();
@ -102,25 +98,40 @@ public class ArmatureDebugger extends Node {
joints.attachChild(ndJoints);
outlines.attachChild(ndOutlines);
wires.attachChild(ndWires);
Node outlineDashed = new Node("Outlines Dashed");
Node wiresDashed = new Node("Wires Dashed");
wiresDashed.attachChild(new Node("dashed non defrom"));
outlineDashed.attachChild(new Node("dashed non defrom"));
outlines.attachChild(outlineDashed);
wires.attachChild(wiresDashed);
armatureNode = new ArmatureNode(armature, joints, wires, outlines, deformingJoints);
this.attachChild(armatureNode);
displayNonDeformingJoint(false);
//interJointWires = new ArmatureInterJointsWire(armature, bonesLength, guessJointsOrientation);
//wires = new Geometry(name + "_interwires", interJointWires);
// this.attachChild(wires);
}
public void displayNonDeformingJoint(boolean display) {
joints.getChild(0).setCullHint(display ? CullHint.Dynamic : CullHint.Always);
outlines.getChild(0).setCullHint(display ? CullHint.Dynamic : CullHint.Always);
wires.getChild(0).setCullHint(display ? CullHint.Dynamic : CullHint.Always);
((Node) outlines.getChild(1)).getChild(0).setCullHint(display ? CullHint.Dynamic : CullHint.Always);
((Node) wires.getChild(1)).getChild(0).setCullHint(display ? CullHint.Dynamic : CullHint.Always);
}
protected void initialize(AssetManager assetManager) {
protected void initialize(AssetManager assetManager, Camera camera) {
armatureNode.setCamera(camera);
Material matJoints = new Material(assetManager, "Common/MatDefs/Misc/Billboard.j3md");
Texture t = assetManager.loadTexture("Common/Textures/dot.png");
matJoints.setTexture("Texture", t);
matJoints.getAdditionalRenderState().setDepthTest(false);
matJoints.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
joints.setQueueBucket(RenderQueue.Bucket.Translucent);
joints.setMaterial(matJoints);
Material matWires = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWires.setBoolean("VertexColor", true);
matWires.getAdditionalRenderState().setLineWidth(3);
@ -128,19 +139,16 @@ public class ArmatureDebugger extends Node {
Material matOutline = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matOutline.setBoolean("VertexColor", true);
//matOutline.setColor("Color", ColorRGBA.White);
matOutline.getAdditionalRenderState().setLineWidth(5);
outlines.setMaterial(matOutline);
Material matJoints = new Material(assetManager, "Common/MatDefs/Misc/Billboard.j3md");
Texture t = assetManager.loadTexture("Common/Textures/dot.png");
// matJoints.setBoolean("VertexColor", true);
// matJoints.setTexture("ColorMap", t);
matJoints.setTexture("Texture", t);
matJoints.getAdditionalRenderState().setDepthTest(false);
matJoints.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
joints.setQueueBucket(RenderQueue.Bucket.Translucent);
joints.setMaterial(matJoints);
Material matOutline2 = new Material(assetManager, "Common/MatDefs/Misc/DashedLine.j3md");
matOutline2.getAdditionalRenderState().setLineWidth(1);
outlines.getChild(1).setMaterial(matOutline2);
Material matWires2 = new Material(assetManager, "Common/MatDefs/Misc/DashedLine.j3md");
matWires2.getAdditionalRenderState().setLineWidth(1);
wires.getChild(1).setMaterial(matWires2);
}
@ -152,9 +160,13 @@ public class ArmatureDebugger extends Node {
public void updateLogicalState(float tpf) {
super.updateLogicalState(tpf);
armatureNode.updateGeometry();
if (interJointWires != null) {
// interJointWires.updateGeometry();
}
@Override
public int collideWith(Collidable other, CollisionResults results) {
return armatureNode.collideWith(other, results);
}
protected Joint select(Geometry g) {

@ -33,16 +33,12 @@ package com.jme3.scene.debug.custom;
*/
import com.jme3.anim.Armature;
import com.jme3.anim.Joint;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.*;
import com.jme3.util.BufferUtils;
import com.jme3.scene.VertexBuffer.Type;
import java.nio.FloatBuffer;
import java.util.Map;
/**
* A class that displays a dotted line between a bone tail and its childrens' heads.
@ -50,90 +46,69 @@ import java.util.Map;
* @author Marcin Roguski (Kaelthas)
*/
public class ArmatureInterJointsWire extends Mesh {
private static final int POINT_AMOUNT = 50;
/**
* The amount of connections between bones.
*/
private int connectionsAmount;
/**
* The armature that will be showed.
*/
private Armature armature;
/**
* The map between the bone index and its length.
*/
private Map<Integer, Float> boneLengths;
private Vector3f tmp = new Vector3f();
private boolean guessBonesOrientation = false;
/**
* Creates buffers for points. Each line has POINT_AMOUNT of points.
*
* @param armature the armature that will be showed
* @param boneLengths the lengths of the bones
*/
public ArmatureInterJointsWire(Armature armature, Map<Integer, Float> boneLengths, boolean guessBonesOrientation) {
this.armature = armature;
for (Joint joint : armature.getRoots()) {
this.countConnections(joint);
public ArmatureInterJointsWire(Vector3f start, Vector3f[] ends) {
setMode(Mode.Lines);
updateGeometry(start, ends);
}
this.setMode(Mode.Points);
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.guessBonesOrientation = guessBonesOrientation;
this.updateCounts();
protected void updateGeometry(Vector3f start, Vector3f[] ends) {
float[] pos = new float[ends.length * 3 + 3];
pos[0] = start.x;
pos[1] = start.y;
pos[2] = start.z;
int index;
for (int i = 0; i < ends.length; i++) {
index = i * 3 + 3;
pos[index] = ends[i].x;
pos[index + 1] = ends[i].y;
pos[index + 2] = ends[i].z;
}
setBuffer(Type.Position, 3, pos);
/**
* The method updates the geometry according to the positions 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 < armature.getJointCount(); ++i) {
Joint joint = armature.getJoint(i);
Vector3f parentTail = joint.getModelTransform().getTranslation().add(joint.getModelTransform().getRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
if (guessBonesOrientation) {
parentTail = joint.getModelTransform().getTranslation();
float[] texCoord = new float[ends.length * 2 + 2];
texCoord[0] = 0;
texCoord[1] = 0;
for (int i = 0; i < ends.length * 2; i++) {
texCoord[i + 2] = tmp.set(start).subtractLocal(ends[i / 2]).length();
}
setBuffer(Type.TexCoord, 2, texCoord);
for (Joint child : joint.getChildren()) {
Vector3f childHead = child.getModelTransform().getTranslation();
Vector3f v = childHead.subtract(parentTail);
float len = v.length();
float pointDelta = 1f / POINT_AMOUNT;
v.normalizeLocal().multLocal(pointDelta);
Vector3f pointPosition = parentTail.clone();
for (int j = 0; j < POINT_AMOUNT * len; ++j) {
posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ());
pointPosition.addLocal(v);
float[] normal = new float[ends.length * 3 + 3];
for (int i = 0; i < ends.length * 3 + 3; i += 3) {
normal[i] = start.x;
normal[i + 1] = start.y;
normal[i + 2] = start.z;
}
setBuffer(Type.Normal, 3, normal);
short[] id = new short[ends.length * 2];
index = 1;
for (int i = 0; i < ends.length * 2; i += 2) {
id[i] = 0;
id[i + 1] = (short) (index);
index++;
}
}
posBuf.flip();
vb.updateData(posBuf);
this.updateBound();
setBuffer(Type.Index, 2, id);
updateBound();
}
/**
* Th method counts the connections between bones.
*
* @param joint the bone where counting starts
* Update the start and end points of the line.
*/
private void countConnections(Joint joint) {
for (Joint child : joint.getChildren()) {
++connectionsAmount;
this.countConnections(child);
}
public void updatePoints(Vector3f start, Vector3f end) {
VertexBuffer posBuf = getBuffer(Type.Position);
FloatBuffer fb = (FloatBuffer) posBuf.getData();
fb.rewind();
fb.put(start.x).put(start.y).put(start.z);
fb.put(end.x).put(end.y).put(end.z);
posBuf.updateData(fb);
updateBound();
}
}

@ -36,6 +36,7 @@ import com.jme3.anim.Armature;
import com.jme3.anim.Joint;
import com.jme3.collision.*;
import com.jme3.math.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.*;
import com.jme3.scene.shape.Line;
@ -60,11 +61,13 @@ public class ArmatureNode extends Node {
private Map<Geometry, Joint> geomToJoint = new HashMap<>();
private Joint selectedJoint = null;
private Vector3f tmpStart = new Vector3f();
private Vector3f tmpEnd = new Vector3f();
ColorRGBA selectedColor = ColorRGBA.Orange;
ColorRGBA selectedColorJ = ColorRGBA.Yellow;
;//new ColorRGBA(0.2f, 1f, 1.0f, 1.0f);
ColorRGBA baseColor = new ColorRGBA(0.05f, 0.05f, 0.05f, 1f);
private List<Vector3f> tmpEnds = new ArrayList<>();
private final static ColorRGBA selectedColor = ColorRGBA.Orange;
private final static ColorRGBA selectedColorJ = ColorRGBA.Yellow;
private final static ColorRGBA outlineColor = ColorRGBA.LightGray;
private final static ColorRGBA baseColor = new ColorRGBA(0.05f, 0.05f, 0.05f, 1f);
private Camera camera;
/**
@ -85,11 +88,14 @@ public class ArmatureNode extends Node {
protected final void createSkeletonGeoms(Joint joint, Node joints, Node wires, Node outlines, List<Joint> deformingJoints) {
Vector3f start = joint.getModelTransform().getTranslation().clone();
Vector3f end = null;
//One child only, the bone direction is from the parent joint to the child joint.
if (joint.getChildren().size() == 1) {
end = joint.getChildren().get(0).getModelTransform().getTranslation().clone();
Vector3f[] ends = null;
if (!joint.getChildren().isEmpty()) {
ends = new Vector3f[joint.getChildren().size()];
}
for (int i = 0; i < joint.getChildren().size(); i++) {
ends[i] = joint.getChildren().get(i).getModelTransform().getTranslation().clone();
}
boolean deforms = deformingJoints.contains(joint);
@ -99,19 +105,36 @@ public class ArmatureNode extends Node {
attach(joints, deforms, jGeom);
Geometry bGeom = null;
Geometry bGeomO = null;
if (end != null) {
bGeom = new Geometry(joint.getName() + "Bone", new Line(start, end));
setColor(bGeom, baseColor);
if (ends != null) {
Mesh m = null;
Mesh mO = null;
Node wireAttach = wires;
Node outlinesAttach = outlines;
if (ends.length == 1) {
m = new Line(start, ends[0]);
mO = new Line(start, ends[0]);
} else {
m = new ArmatureInterJointsWire(start, ends);
mO = new ArmatureInterJointsWire(start, ends);
wireAttach = (Node) wires.getChild(1);
outlinesAttach = null;
}
bGeom = new Geometry(joint.getName() + "Bone", m);
setColor(bGeom, outlinesAttach == null ? outlineColor : baseColor);
geomToJoint.put(bGeom, joint);
bGeomO = new Geometry(joint.getName() + "BoneOutline", new Line(start, end));
setColor(bGeomO, ColorRGBA.White);
bGeom.setUserData("start", wires.getWorldTransform().transformVector(start, start));
bGeom.setUserData("end", wires.getWorldTransform().transformVector(end, end));
bGeom.setUserData("start", getWorldTransform().transformVector(start, start));
for (int i = 0; i < ends.length; i++) {
getWorldTransform().transformVector(ends[i], ends[i]);
}
bGeom.setUserData("end", ends);
bGeom.setQueueBucket(RenderQueue.Bucket.Transparent);
attach(wires, deforms, bGeom);
attach(outlines, deforms, bGeomO);
attach(wireAttach, deforms, bGeom);
if (outlinesAttach != null) {
bGeomO = new Geometry(joint.getName() + "BoneOutline", mO);
setColor(bGeomO, outlineColor);
attach(outlinesAttach, deforms, bGeomO);
}
}
jointToGeoms.put(joint, new Geometry[]{jGeom, bGeom, bGeomO});
for (Joint child : joint.getChildren()) {
@ -119,6 +142,10 @@ public class ArmatureNode extends Node {
}
}
public void setCamera(Camera camera) {
this.camera = camera;
}
private void attach(Node parent, boolean deforms, Geometry geom) {
if (deforms) {
parent.attachChild(geom);
@ -142,7 +169,10 @@ public class ArmatureNode extends Node {
Geometry[] geomArray = jointToGeoms.get(selectedJoint);
setColor(geomArray[0], selectedColorJ);
setColor(geomArray[1], selectedColor);
if (geomArray[2] != null) {
setColor(geomArray[2], baseColor);
}
return j;
}
return null;
@ -154,8 +184,10 @@ public class ArmatureNode extends Node {
}
Geometry[] geoms = jointToGeoms.get(selectedJoint);
setColor(geoms[0], ColorRGBA.White);
setColor(geoms[1], baseColor);
setColor(geoms[2], ColorRGBA.White);
setColor(geoms[1], geoms[2] == null ? outlineColor : baseColor);
if (geoms[2] != null) {
setColor(geoms[2], outlineColor);
}
selectedJoint = null;
}
@ -171,20 +203,25 @@ public class ArmatureNode extends Node {
jGeom.setLocalTranslation(joint.getModelTransform().getTranslation());
Geometry bGeom = geoms[1];
if (bGeom != null) {
tmpStart.set(joint.getModelTransform().getTranslation());
boolean hasEnd = false;
if (joint.getChildren().size() == 1) {
tmpEnd.set(joint.getChildren().get(0).getModelTransform().getTranslation());
hasEnd = true;
}
if (hasEnd) {
updateBoneMesh(bGeom);
Geometry bGeomO = geoms[2];
updateBoneMesh(bGeomO);
Vector3f start = bGeom.getUserData("start");
Vector3f end = bGeom.getUserData("end");
bGeom.setUserData("start", bGeom.getParent().getWorldTransform().transformVector(tmpStart, start));
bGeom.setUserData("end", bGeom.getParent().getWorldTransform().transformVector(tmpEnd, end));
Vector3f[] ends = bGeom.getUserData("end");
start.set(joint.getModelTransform().getTranslation());
if (ends != null) {
tmpEnds.clear();
for (int i = 0; i < joint.getChildren().size(); i++) {
ends[i].set(joint.getChildren().get(i).getModelTransform().getTranslation());
}
updateBoneMesh(bGeom, start, ends);
Geometry bGeomO = geoms[2];
if (bGeomO != null) {
updateBoneMesh(bGeomO, start, ends);
}
bGeom.setUserData("start", getWorldTransform().transformVector(start, start));
for (int i = 0; i < ends.length; i++) {
getWorldTransform().transformVector(ends[i], ends[i]);
}
bGeom.setUserData("end", ends);
}
}
}
@ -201,25 +238,28 @@ public class ArmatureNode extends Node {
}
int nbCol = 0;
for (Geometry g : geomToJoint.keySet()) {
float len = MathUtils.raySegmentShortestDistance((Ray) other, (Vector3f) g.getUserData("start"), (Vector3f) g.getUserData("end"));
if (len > 0 && len < 0.1f) {
Vector3f start = g.getUserData("start");
Vector3f[] ends = g.getUserData("end");
for (int i = 0; i < ends.length; i++) {
float len = MathUtils.raySegmentShortestDistance((Ray) other, start, ends[i], camera);
if (len > 0 && len < 10f) {
CollisionResult res = new CollisionResult();
res.setGeometry(g);
results.addCollision(res);
nbCol++;
}
}
}
return nbCol;
}
private void updateBoneMesh(Geometry bGeom) {
private void updateBoneMesh(Geometry bGeom, Vector3f start, Vector3f[] ends) {
VertexBuffer pos = bGeom.getMesh().getBuffer(VertexBuffer.Type.Position);
FloatBuffer fb = (FloatBuffer) pos.getData();
fb.rewind();
fb.put(new float[]{tmpStart.x, tmpStart.y, tmpStart.z,
tmpEnd.x, tmpEnd.y, tmpEnd.z,});
fb.put(new float[]{start.x, start.y, start.z,
ends[0].x, ends[0].y, ends[0].z,});
pos.updateData(fb);
bGeom.updateModelBound();
}

@ -0,0 +1,59 @@
MaterialDef DashedLine {
MaterialParameters {
}
Technique {
WorldParameters {
WorldViewProjectionMatrix
Resolution
}
VertexShaderNodes {
ShaderNode TransformPosition {
Definition: TransformPosition: Common/MatDefs/ShaderNodes/Basic/TransformPosition.j3sn
InputMappings {
transformsMatrix = WorldParam.WorldViewProjectionMatrix
inputPosition = Attr.inNormal
}
OutputMappings {
}
}
ShaderNode PerspectiveDivide {
Definition: PerspectiveDivide: Common/MatDefs/ShaderNodes/Misc/PerspectiveDivide.j3sn
InputMappings {
inVec = TransformPosition.outPosition
}
OutputMappings {
}
}
ShaderNode CommonVert {
Definition: CommonVert: Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn
InputMappings {
worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix
modelPosition = Attr.inPosition
vertColor = Attr.inColor
texCoord1 = Attr.inTexCoord
}
OutputMappings {
Global.position = projPosition
}
}
}
FragmentShaderNodes {
ShaderNode Dashed {
Definition: Dashed: Common/MatDefs/ShaderNodes/Misc/Dashed.j3sn
InputMappings {
texCoord = CommonVert.texCoord1
inColor = CommonVert.vertColor
resolution = WorldParam.Resolution
startPos = PerspectiveDivide.outVec
}
OutputMappings {
Global.color = outColor
}
}
}
}
}

@ -0,0 +1,37 @@
ShaderNodeDefinitions{
ShaderNodeDefinition Dashed {
//Vertex/Fragment
Type: Fragment
//Shader GLSL<version>: <Path to shader>
Shader GLSL100: Common/MatDefs/ShaderNodes/Misc/Dashed100.frag
Documentation{
//type documentation here. This is optional but recommended
Output a dashed line (better have a LINE mode mesh)
//@input <glsltype> <varName> <description>
@input vec2 texCoord the texture coordinates
@input vec4 inColor The input color
//@output <glslType> <varName> <description>
@output vec4 outColor The modified output color
}
Input {
//all the node inputs
//<glslType> <varName>
vec2 texCoord
vec4 inColor
vec4 startPos
vec2 resolution
}
Output {
//all the node outputs
//<glslType> <varName>
vec4 outColor
}
}
}

@ -0,0 +1,10 @@
void main(){
startPos.xy = (startPos * 0.5 + 0.5).xy * resolution;
float len = distance(gl_FragCoord.xy,startPos.xy);
outColor = inColor;
float factor = int(len * 0.25);
if(mod(factor, 2) > 0.0){
discard;
}
}

@ -0,0 +1,30 @@
ShaderNodeDefinitions{
ShaderNodeDefinition PerspectiveDivide {
//Vertex/Fragment
Type: Vertex
//Shader GLSL<version>: <Path to shader>
Shader GLSL100: Common/MatDefs/ShaderNodes/Misc/PerspectiveDivide100.frag
Documentation{
//type documentation here. This is optional but recommended
performs inVec.xyz / inVec.w
//@input <glsltype> <varName> <description>
@input vec4 inVec The input vector
//@output <glslType> <varName> <description>
@output vec4 outVec The modified output vector
}
Input {
//all the node inputs
//<glslType> <varName>
vec4 inVec
}
Output {
//all the node outputs
//<glslType> <varName>
vec4 outVec
}
}
}

@ -0,0 +1,3 @@
void main(){
outVec = vec4(inVec.xyz / inVec.w,1.0);
}

@ -26,7 +26,7 @@ public class TestAnimMigration extends SimpleApplication {
ArmatureDebugAppState debugAppState;
AnimComposer composer;
Queue<String> anims = new LinkedList<>();
boolean playAnim = true;
boolean playAnim = false;
public static void main(String... argv) {
TestAnimMigration app = new TestAnimMigration();
@ -36,15 +36,15 @@ public class TestAnimMigration extends SimpleApplication {
@Override
public void simpleInitApp() {
setTimer(new EraseTimer());
//cam.setFrustumPerspective(90f, (float) cam.getWidth() / cam.getHeight(), 0.01f, 10f);
cam.setFrustumPerspective(45f, (float) cam.getWidth() / cam.getHeight(), 0.1f, 100f);
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
rootNode.addLight(new DirectionalLight(new Vector3f(-1, -1, -1).normalizeLocal()));
rootNode.addLight(new AmbientLight(ColorRGBA.DarkGray));
Spatial model = assetManager.loadModel("Models/Jaime/Jaime.j3o");
//Spatial model = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
//Spatial model = assetManager.loadModel("Models/Jaime/Jaime.j3o");
//Spatial model = assetManager.loadModel("Models/Oto/Oto.mesh.xml").scale(0.2f).move(0, 1, 0);
//Spatial model = assetManager.loadModel("Models/Sinbad/Sinbad.mesh.xml");
//Spatial model = assetManager.loadModel("Models/Elephant/Elephant.mesh.xml");
Spatial model = assetManager.loadModel("Models/Elephant/Elephant.mesh.xml").scale(0.02f);
AnimMigrationUtils.migrate(model);

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