Resolving issue in ticket #661. Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. (#681)

empirephoenix-patch-1
Bekreth 7 years ago committed by Kirill Vainer
parent 4251d70b75
commit 989c7926df
  1. 4
      jme3-core/src/main/java/com/jme3/scene/debug/SkeletonInterBoneWire.java

@ -84,7 +84,7 @@ public class SkeletonInterBoneWire extends Mesh {
} }
/** /**
* The method updates the geometry according to the poitions of the bones. * The method updates the geometry according to the positions of the bones.
*/ */
public void updateGeometry() { public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position); VertexBuffer vb = this.getBuffer(Type.Position);
@ -92,7 +92,7 @@ public class SkeletonInterBoneWire extends Mesh {
posBuf.clear(); posBuf.clear();
for (int i = 0; i < skeleton.getBoneCount(); ++i) { for (int i = 0; i < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i); Bone bone = skeleton.getBone(i);
Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i)))); Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_XYZ.mult(boneLengths.get(i))));
for (Bone child : bone.getChildren()) { for (Bone child : bone.getChildren()) {
Vector3f childHead = child.getModelSpacePosition(); Vector3f childHead = child.getModelSpacePosition();

Loading…
Cancel
Save