Added a better skeleton debugger

fix-456
Rémy Bouquet 7 years ago committed by Rémy Bouquet
parent 42aec10020
commit b129d2954f
  1. 417
      jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
  2. 216
      jme3-core/src/main/java/com/jme3/scene/debug/custom/SkeletonBone.java
  3. 150
      jme3-core/src/main/java/com/jme3/scene/debug/custom/SkeletonDebugAppState.java
  4. 218
      jme3-core/src/main/java/com/jme3/scene/debug/custom/SkeletonDebugger.java
  5. 141
      jme3-core/src/main/java/com/jme3/scene/debug/custom/SkeletonInterBoneWire.java

@ -0,0 +1,417 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// $Id: Cylinder.java 4131 2009-03-19 20:15:28Z blaine.dev $
package com.jme3.scene.debug.custom;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.util.BufferUtils;
import static com.jme3.util.BufferUtils.*;
import java.io.IOException;
import java.nio.FloatBuffer;
/**
* A simple cylinder, defined by it's height and radius.
* (Ported to jME3)
*
* @author Mark Powell
* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
*/
public class BoneShape extends Mesh {
private int axisSamples;
private int radialSamples;
private float radius;
private float radius2;
private float height;
private boolean closed;
private boolean inverted;
/**
* Default constructor for serialization only. Do not use.
*/
public BoneShape() {
}
/**
* Creates a new Cylinder. By default its center is the origin. Usually, a
* higher sample number creates a better looking cylinder, but at the cost
* of more vertex information.
*
* @param axisSamples Number of triangle samples along the axis.
* @param radialSamples Number of triangle samples along the radial.
* @param radius The radius of the cylinder.
* @param height The cylinder's height.
*/
public BoneShape(int axisSamples, int radialSamples,
float radius, float height) {
this(axisSamples, radialSamples, radius, height, false);
}
/**
* Creates a new Cylinder. By default its center is the origin. Usually, a
* higher sample number creates a better looking cylinder, but at the cost
* of more vertex information. <br>
* If the cylinder is closed the texture is split into axisSamples parts:
* top most and bottom most part is used for top and bottom of the cylinder,
* rest of the texture for the cylinder wall. The middle of the top is
* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
* a suited distorted texture.
*
* @param axisSamples Number of triangle samples along the axis.
* @param radialSamples Number of triangle samples along the radial.
* @param radius The radius of the cylinder.
* @param height The cylinder's height.
* @param closed true to create a cylinder with top and bottom surface
*/
public BoneShape(int axisSamples, int radialSamples,
float radius, float height, boolean closed) {
this(axisSamples, radialSamples, radius, height, closed, false);
}
/**
* Creates a new Cylinder. By default its center is the origin. Usually, a
* higher sample number creates a better looking cylinder, but at the cost
* of more vertex information. <br>
* If the cylinder is closed the texture is split into axisSamples parts:
* top most and bottom most part is used for top and bottom of the cylinder,
* rest of the texture for the cylinder wall. The middle of the top is
* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
* a suited distorted texture.
*
* @param axisSamples Number of triangle samples along the axis.
* @param radialSamples Number of triangle samples along the radial.
* @param radius The radius of the cylinder.
* @param height The cylinder's height.
* @param closed true to create a cylinder with top and bottom surface
* @param inverted true to create a cylinder that is meant to be viewed from the
* interior.
*/
public BoneShape(int axisSamples, int radialSamples,
float radius, float height, boolean closed, boolean inverted) {
this(axisSamples, radialSamples, radius, radius, height, closed, inverted);
}
public BoneShape(int axisSamples, int radialSamples,
float radius, float radius2, float height, boolean closed, boolean inverted) {
super();
updateGeometry(axisSamples, radialSamples, radius, radius2, height, closed, inverted);
}
/**
* @return the number of samples along the cylinder axis
*/
public int getAxisSamples() {
return axisSamples;
}
/**
* @return Returns the height.
*/
public float getHeight() {
return height;
}
/**
* @return number of samples around cylinder
*/
public int getRadialSamples() {
return radialSamples;
}
/**
* @return Returns the radius.
*/
public float getRadius() {
return radius;
}
public float getRadius2() {
return radius2;
}
/**
* @return true if end caps are used.
*/
public boolean isClosed() {
return closed;
}
/**
* @return true if normals and uvs are created for interior use
*/
public boolean isInverted() {
return inverted;
}
/**
* Rebuilds the cylinder based on a new set of parameters.
*
* @param axisSamples the number of samples along the axis.
* @param radialSamples the number of samples around the radial.
* @param radius the radius of the bottom of the cylinder.
* @param radius2 the radius of the top of the cylinder.
* @param height the cylinder's height.
* @param closed should the cylinder have top and bottom surfaces.
* @param inverted is the cylinder is meant to be viewed from the inside.
*/
public void updateGeometry(int axisSamples, int radialSamples,
float radius, float radius2, float height, boolean closed, boolean inverted) {
this.axisSamples = axisSamples + (closed ? 2 : 0);
this.radialSamples = radialSamples;
this.radius = radius;
this.radius2 = radius2;
this.height = height;
this.closed = closed;
this.inverted = inverted;
// VertexBuffer pvb = getBuffer(Type.Position);
// VertexBuffer nvb = getBuffer(Type.Normal);
// VertexBuffer tvb = getBuffer(Type.TexCoord);
// Vertices
int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0);
setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount));
// Normals
setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount));
// Texture co-ordinates
setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount));
int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples;
setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount));
//Color
setBuffer(Type.Color, 4, createFloatBuffer(vertCount * 4));
// generate geometry
float inverseRadial = 1.0f / radialSamples;
float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1);
float inverseAxisLessTexture = 1.0f / (axisSamples - 1);
float halfHeight = 0.5f * height;
// Generate points on the unit circle to be used in computing the mesh
// points on a cylinder slice.
float[] sin = new float[radialSamples + 1];
float[] cos = new float[radialSamples + 1];
for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
float angle = FastMath.TWO_PI * inverseRadial * radialCount;
cos[radialCount] = FastMath.cos(angle);
sin[radialCount] = FastMath.sin(angle);
}
sin[radialSamples] = sin[0];
cos[radialSamples] = cos[0];
// calculate normals
Vector3f[] vNormals = null;
Vector3f vNormal = Vector3f.UNIT_Z;
if ((height != 0.0f) && (radius != radius2)) {
vNormals = new Vector3f[radialSamples];
Vector3f vHeight = Vector3f.UNIT_Z.mult(height);
Vector3f vRadial = new Vector3f();
for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
vRadial.set(cos[radialCount], sin[radialCount], 0.0f);
Vector3f vRadius = vRadial.mult(radius);
Vector3f vRadius2 = vRadial.mult(radius2);
Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius));
Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z);
vNormals[radialCount] = vMantle.cross(vTangent).normalize();
}
}
FloatBuffer nb = getFloatBuffer(Type.Normal);
FloatBuffer pb = getFloatBuffer(Type.Position);
FloatBuffer tb = getFloatBuffer(Type.TexCoord);
FloatBuffer cb = getFloatBuffer(Type.Color);
cb.rewind();
for (int i = 0; i < vertCount; i++) {
cb.put(0.05f).put(0.05f).put(0.05f).put(1f);
}
// generate the cylinder itself
Vector3f tempNormal = new Vector3f();
for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) {
float axisFraction;
float axisFractionTexture;
int topBottom = 0;
if (!closed) {
axisFraction = axisCount * inverseAxisLess; // in [0,1]
axisFractionTexture = axisFraction;
} else {
if (axisCount == 0) {
topBottom = -1; // bottom
axisFraction = 0;
axisFractionTexture = inverseAxisLessTexture;
} else if (axisCount == axisSamples - 1) {
topBottom = 1; // top
axisFraction = 1;
axisFractionTexture = 1 - inverseAxisLessTexture;
} else {
axisFraction = (axisCount - 1) * inverseAxisLess;
axisFractionTexture = axisCount * inverseAxisLessTexture;
}
}
// compute center of slice
float z = height * axisFraction;
Vector3f sliceCenter = new Vector3f(0, 0, z);
// compute slice vertices with duplication at end point
int save = i;
for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) {
float radialFraction = radialCount * inverseRadial; // in [0,1)
tempNormal.set(cos[radialCount], sin[radialCount], 0.0f);
if (vNormals != null) {
vNormal = vNormals[radialCount];
} else if (radius == radius2) {
vNormal = tempNormal;
}
if (topBottom == 0) {
if (!inverted)
nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
else
nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
} else {
nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
}
tempNormal.multLocal((radius - radius2) * axisFraction + radius2)
.addLocal(sliceCenter);
pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z);
tb.put((inverted ? 1 - radialFraction : radialFraction))
.put(axisFractionTexture);
}
BufferUtils.copyInternalVector3(pb, save, i);
BufferUtils.copyInternalVector3(nb, save, i);
tb.put((inverted ? 0.0f : 1.0f))
.put(axisFractionTexture);
}
if (closed) {
pb.put(0).put(0).put(-halfHeight); // bottom center
nb.put(0).put(0).put(-1 * (inverted ? -1 : 1));
tb.put(0.5f).put(0);
pb.put(0).put(0).put(halfHeight); // top center
nb.put(0).put(0).put(1 * (inverted ? -1 : 1));
tb.put(0.5f).put(1);
}
IndexBuffer ib = getIndexBuffer();
int index = 0;
// Connectivity
for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) {
int i0 = axisStart;
int i1 = i0 + 1;
axisStart += radialSamples + 1;
int i2 = axisStart;
int i3 = i2 + 1;
for (int i = 0; i < radialSamples; i++) {
if (closed && axisCount == 0) {
if (!inverted) {
ib.put(index++, i0++);
ib.put(index++, vertCount - 2);
ib.put(index++, i1++);
} else {
ib.put(index++, i0++);
ib.put(index++, i1++);
ib.put(index++, vertCount - 2);
}
} else if (closed && axisCount == axisSamples - 2) {
ib.put(index++, i2++);
ib.put(index++, inverted ? vertCount - 1 : i3++);
ib.put(index++, inverted ? i3++ : vertCount - 1);
} else {
ib.put(index++, i0++);
ib.put(index++, inverted ? i2 : i1);
ib.put(index++, inverted ? i1 : i2);
ib.put(index++, i1++);
ib.put(index++, inverted ? i2++ : i3++);
ib.put(index++, inverted ? i3++ : i2++);
}
}
}
updateBound();
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule capsule = e.getCapsule(this);
axisSamples = capsule.readInt("axisSamples", 0);
radialSamples = capsule.readInt("radialSamples", 0);
radius = capsule.readFloat("radius", 0);
radius2 = capsule.readFloat("radius2", 0);
height = capsule.readFloat("height", 0);
closed = capsule.readBoolean("closed", false);
inverted = capsule.readBoolean("inverted", false);
}
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule capsule = e.getCapsule(this);
capsule.write(axisSamples, "axisSamples", 0);
capsule.write(radialSamples, "radialSamples", 0);
capsule.write(radius, "radius", 0);
capsule.write(radius2, "radius2", 0);
capsule.write(height, "height", 0);
capsule.write(closed, "closed", false);
capsule.write(inverted, "inverted", false);
}
}

@ -0,0 +1,216 @@
package com.jme3.scene.debug.custom;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
import java.util.Map;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.shape.Sphere;
import static com.jme3.util.BufferUtils.createFloatBuffer;
import java.nio.FloatBuffer;
import java.util.HashMap;
/**
* The class that displays either wires between the bones' heads if no length
* data is supplied and full bones' shapes otherwise.
*/
public class SkeletonBone extends Node {
/**
* The skeleton to be displayed.
*/
private Skeleton skeleton;
/**
* The map between the bone index and its length.
*/
private Map<Bone, Node> boneNodes = new HashMap<Bone, Node>();
private Map<Node, Bone> nodeBones = new HashMap<Node, Bone>();
private Node selectedNode = null;
private boolean guessBonesOrientation = false;
/**
* Creates a wire with bone lengths data. If the data is supplied then the
* wires will show each full bone (from head to tail).
*
* @param skeleton the skeleton that will be shown
* @param boneLengths a map between the bone's index and the bone's length
*/
public SkeletonBone(Skeleton skeleton, Map<Integer, Float> boneLengths, boolean guessBonesOrientation) {
this.skeleton = skeleton;
this.skeleton.reset();
this.skeleton.updateWorldVectors();
this.guessBonesOrientation = guessBonesOrientation;
BoneShape boneShape = new BoneShape(5, 12, 0.02f, 0.07f, 1f, false, false);
Sphere jointShape = new Sphere(10, 10, 0.1f);
jointShape.setBuffer(VertexBuffer.Type.Color, 4, createFloatBuffer(jointShape.getVertexCount() * 4));
FloatBuffer cb = jointShape.getFloatBuffer(VertexBuffer.Type.Color);
cb.rewind();
for (int i = 0; i < jointShape.getVertexCount(); i++) {
cb.put(0.05f).put(0.05f).put(0.05f).put(1f);
}
for (Bone bone : skeleton.getRoots()) {
createSkeletonGeoms(bone, boneShape, jointShape, boneLengths, skeleton, this, guessBonesOrientation);
}
}
protected final void createSkeletonGeoms(Bone bone, Mesh boneShape, Mesh jointShape, Map<Integer, Float> boneLengths, Skeleton skeleton, Node parent, boolean guessBonesOrientation) {
if (guessBonesOrientation && bone.getName().equalsIgnoreCase("Site")) {
//BVH skeleton have a useless end point bone named Site
return;
}
Node n = new Node(bone.getName() + "Node");
Geometry bGeom = new Geometry(bone.getName(), boneShape);
Geometry jGeom = new Geometry(bone.getName() + "Joint", jointShape);
n.setLocalTranslation(bone.getLocalPosition());
n.setLocalRotation(bone.getLocalRotation());
float boneLength = boneLengths.get(skeleton.getBoneIndex(bone));
n.setLocalScale(bone.getLocalScale());
bGeom.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X).normalizeLocal());
if (guessBonesOrientation) {
//One child only, the bone direction is from the parent joint to the child joint.
if (bone.getChildren().size() == 1) {
Vector3f v = bone.getChildren().get(0).getLocalPosition();
Quaternion q = new Quaternion();
q.lookAt(v, Vector3f.UNIT_Z);
bGeom.setLocalRotation(q);
}
//no child, the bone has the same direction as the parent bone.
if (bone.getChildren().isEmpty()) {
if (parent.getChildren().size() > 0) {
bGeom.setLocalRotation(parent.getChild(0).getLocalRotation());
} else {
//no parent, let's use the bind orientation of the bone
bGeom.setLocalRotation(bone.getBindRotation());
}
}
}
bGeom.setLocalScale(boneLength);
jGeom.setLocalScale(boneLength);
n.attachChild(bGeom);
n.attachChild(jGeom);
//tip
if (bone.getChildren().size() != 1) {
Geometry gt = jGeom.clone();
gt.scale(0.8f);
Vector3f v = new Vector3f(0, boneLength, 0);
if (guessBonesOrientation) {
if (bone.getChildren().isEmpty()) {
if (parent.getChildren().size() > 0) {
gt.setLocalTranslation(bGeom.getLocalRotation().mult(parent.getChild(0).getLocalRotation()).mult(v, v));
} else {
gt.setLocalTranslation(bGeom.getLocalRotation().mult(bone.getBindRotation()).mult(v, v));
}
}
} else {
gt.setLocalTranslation(v);
}
n.attachChild(gt);
}
boneNodes.put(bone, n);
nodeBones.put(n, bone);
parent.attachChild(n);
for (Bone childBone : bone.getChildren()) {
createSkeletonGeoms(childBone, boneShape, jointShape, boneLengths, skeleton, n, guessBonesOrientation);
}
}
protected Bone select(Geometry g) {
Node parentNode = g.getParent();
if (parent != null) {
Bone b = nodeBones.get(parentNode);
if (b != null) {
selectedNode = parentNode;
}
return b;
}
return null;
}
protected Node getSelectedNode() {
return selectedNode;
}
// private Quaternion getRotationBetweenVect(Vector3f v1, Vector3f v2){
// Vector3f a =v1.cross(v2);
// float w = FastMath.sqrt((v1.length() * v1.length()) * (v2.length() * v2.length())) + v1.dot(v2);
// return new Quaternion(a.x, a.y, a.z, w).normalizeLocal() ;
// }
protected final void updateSkeletonGeoms(Bone bone) {
if (guessBonesOrientation && bone.getName().equalsIgnoreCase("Site")) {
return;
}
Node n = boneNodes.get(bone);
n.setLocalTranslation(bone.getLocalPosition());
n.setLocalRotation(bone.getLocalRotation());
n.setLocalScale(bone.getLocalScale());
for (Bone childBone : bone.getChildren()) {
updateSkeletonGeoms(childBone);
}
}
/**
* The method updates the geometry according to the poitions of the bones.
*/
public void updateGeometry() {
for (Bone bone : skeleton.getRoots()) {
updateSkeletonGeoms(bone);
}
}
}

@ -0,0 +1,150 @@
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.scene.debug.custom;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.animation.SkeletonControl;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.collision.CollisionResults;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.math.Ray;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
/**
* @author Nehon
*/
public class SkeletonDebugAppState extends AbstractAppState {
private Node debugNode = new Node("debugNode");
private Map<Skeleton, SkeletonDebugger> skeletons = new HashMap<Skeleton, SkeletonDebugger>();
private Map<Skeleton, Bone> selectedBones = new HashMap<Skeleton, Bone>();
private Application app;
@Override
public void initialize(AppStateManager stateManager, Application app) {
ViewPort vp = app.getRenderManager().createMainView("debug", app.getCamera());
vp.attachScene(debugNode);
vp.setClearDepth(true);
this.app = app;
for (SkeletonDebugger skeletonDebugger : skeletons.values()) {
skeletonDebugger.initialize(app.getAssetManager());
}
app.getInputManager().addListener(actionListener, "shoot");
app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT), new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
super.initialize(stateManager, app);
}
@Override
public void update(float tpf) {
debugNode.updateLogicalState(tpf);
debugNode.updateGeometricState();
}
public SkeletonDebugger addSkeleton(SkeletonControl skeletonControl, boolean guessBonesOrientation) {
Skeleton skeleton = skeletonControl.getSkeleton();
Spatial forSpatial = skeletonControl.getSpatial();
SkeletonDebugger sd = new SkeletonDebugger(forSpatial.getName() + "_Skeleton", skeleton, guessBonesOrientation);
sd.setLocalTransform(forSpatial.getWorldTransform());
if (forSpatial instanceof Node) {
List<Geometry> geoms = new ArrayList<>();
findGeoms((Node) forSpatial, geoms);
if (geoms.size() == 1) {
sd.setLocalTransform(geoms.get(0).getWorldTransform());
}
}
skeletons.put(skeleton, sd);
debugNode.attachChild(sd);
if (isInitialized()) {
sd.initialize(app.getAssetManager());
}
return sd;
}
private void findGeoms(Node node, List<Geometry> geoms) {
for (Spatial spatial : node.getChildren()) {
if (spatial instanceof Geometry) {
geoms.add((Geometry) spatial);
} else if (spatial instanceof Node) {
findGeoms((Node) spatial, geoms);
}
}
}
/**
* 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) {
CollisionResults results = new CollisionResults();
Vector2f click2d = app.getInputManager().getCursorPosition();
Vector3f click3d = app.getCamera().getWorldCoordinates(new Vector2f(click2d.x, click2d.y), 0f).clone();
Vector3f dir = app.getCamera().getWorldCoordinates(new Vector2f(click2d.x, click2d.y), 1f).subtractLocal(click3d);
Ray ray = new Ray(click3d, dir);
debugNode.collideWith(ray, results);
if (results.size() > 0) {
// The closest result is the target that the player picked:
Geometry target = results.getClosestCollision().getGeometry();
for (SkeletonDebugger skeleton : skeletons.values()) {
Bone selectedBone = skeleton.select(target);
if (selectedBone != null) {
selectedBones.put(skeleton.getSkeleton(), selectedBone);
System.err.println("-----------------------");
System.err.println("Selected Bone : " + selectedBone.getName() + " in skeleton " + skeleton.getName());
System.err.println("-----------------------");
System.err.println("Bind translation: " + selectedBone.getBindPosition());
System.err.println("Bind rotation: " + selectedBone.getBindRotation());
System.err.println("Bind scale: " + selectedBone.getBindScale());
System.err.println("---");
System.err.println("Local translation: " + selectedBone.getLocalPosition());
System.err.println("Local rotation: " + selectedBone.getLocalRotation());
System.err.println("Local scale: " + selectedBone.getLocalScale());
System.err.println("---");
System.err.println("Model translation: " + selectedBone.getModelSpacePosition());
System.err.println("Model rotation: " + selectedBone.getModelSpaceRotation());
System.err.println("Model scale: " + selectedBone.getModelSpaceScale());
System.err.println("---");
System.err.println("Bind inverse Transform: ");
System.err.println(selectedBone.getBindInverseTransform());
return;
}
}
}
}
}
};
public Map<Skeleton, Bone> getSelectedBones() {
return selectedBones;
}
public Node getDebugNode() {
return debugNode;
}
public void setDebugNode(Node debugNode) {
this.debugNode = debugNode;
}
}

@ -0,0 +1,218 @@
package com.jme3.scene.debug.custom;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
import com.jme3.animation.Bone;
import java.util.Map;
import com.jme3.animation.Skeleton;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.BatchNode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
/**
* The class that creates a mesh to display how bones behave. If it is supplied
* with the bones' lengths it will show exactly how the bones look like on the
* scene. If not then only connections between each bone heads will be shown.
*/
public class SkeletonDebugger extends BatchNode {
/**
* The lines of the bones or the wires between their heads.
*/
private SkeletonBone bones;
private Skeleton skeleton;
/**
* The dotted lines between a bone's tail and the had of its children. Not
* available if the length data was not provided.
*/
private SkeletonInterBoneWire interBoneWires;
private List<Bone> selectedBones = new ArrayList<Bone>();
public SkeletonDebugger() {
}
/**
* Creates a debugger with no length data. The wires will be a connection
* between the bones' heads only. The points will show the bones' heads only
* and no dotted line of inter bones connection will be visible.
*
* @param name the name of the debugger's node
* @param skeleton the skeleton that will be shown
*/
public SkeletonDebugger(String name, Skeleton skeleton, boolean guessBonesOrientation) {
super(name);
this.skeleton = skeleton;
skeleton.reset();
skeleton.updateWorldVectors();
Map<Integer, Float> boneLengths = new HashMap<Integer, Float>();
for (Bone bone : skeleton.getRoots()) {
computeLength(bone, boneLengths, skeleton);
}
bones = new SkeletonBone(skeleton, boneLengths, guessBonesOrientation);
this.attachChild(bones);
interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths, guessBonesOrientation);
Geometry g = new Geometry(name + "_interwires", interBoneWires);
g.setBatchHint(BatchHint.Never);
this.attachChild(g);
}
protected void initialize(AssetManager assetManager) {
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", new ColorRGBA(0.05f, 0.05f, 0.05f, 1.0f));//new ColorRGBA(0.1f, 0.1f, 0.1f, 1.0f)
setMaterial(mat);
Material mat2 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat2.setBoolean("VertexColor", true);
bones.setMaterial(mat2);
batch();
}
@Override
public final void setMaterial(Material material) {
if (batches.isEmpty()) {
for (int i = 0; i < children.size(); i++) {
children.get(i).setMaterial(material);
}
} else {
super.setMaterial(material);
}
}
public Skeleton getSkeleton() {
return skeleton;
}
private void computeLength(Bone b, Map<Integer, Float> boneLengths, Skeleton skeleton) {
if (b.getChildren().isEmpty()) {
if (b.getParent() != null) {
boneLengths.put(skeleton.getBoneIndex(b), boneLengths.get(skeleton.getBoneIndex(b.getParent())) * 0.75f);
} else {
boneLengths.put(skeleton.getBoneIndex(b), 0.1f);
}
} else {
float length = Float.MAX_VALUE;
for (Bone bone : b.getChildren()) {
float len = b.getModelSpacePosition().subtract(bone.getModelSpacePosition()).length();
if (len < length) {
length = len;
}
}
boneLengths.put(skeleton.getBoneIndex(b), length);
for (Bone bone : b.getChildren()) {
computeLength(bone, boneLengths, skeleton);
}
}
}
@Override
public void updateLogicalState(float tpf) {
super.updateLogicalState(tpf);
bones.updateGeometry();
if (interBoneWires != null) {
interBoneWires.updateGeometry();
}
}
ColorRGBA selectedColor = ColorRGBA.Orange;
ColorRGBA baseColor = new ColorRGBA(0.05f, 0.05f, 0.05f, 1f);
protected Bone select(Geometry g) {
Node oldNode = bones.getSelectedNode();
Bone b = bones.select(g);
if (b == null) {
return null;
}
if (oldNode != null) {
markSelected(oldNode, false);
}
markSelected(bones.getSelectedNode(), true);
return b;
}
/**
* @return the skeleton wires
*/
public SkeletonBone getBoneShapes() {
return bones;
}
/**
* @return the dotted line between bones (can be null)
*/
public SkeletonInterBoneWire getInterBoneWires() {
return interBoneWires;
}
protected void markSelected(Node n, boolean selected) {
ColorRGBA c = baseColor;
if (selected) {
c = selectedColor;
}
for (Spatial spatial : n.getChildren()) {
if (spatial instanceof Geometry) {
Geometry geom = (Geometry) spatial;
Geometry batch = (Geometry) getChild(getName() + "-batch0");
VertexBuffer vb = batch.getMesh().getBuffer(VertexBuffer.Type.Color);
FloatBuffer color = (FloatBuffer) vb.getData();
// System.err.println(getName() + "." + geom.getName() + " index " + getGeometryStartIndex(geom) * 4 + "/" + color.limit());
color.position(getGeometryStartIndex(geom) * 4);
for (int i = 0; i < geom.getVertexCount(); i++) {
color.put(c.r).put(c.g).put(c.b).put(c.a);
}
color.rewind();
vb.updateData(color);
}
}
}
}

@ -0,0 +1,141 @@
package com.jme3.scene.debug.custom;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
import java.nio.FloatBuffer;
import java.util.Map;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.util.BufferUtils;
/**
* A class that displays a dotted line between a bone tail and its childrens' heads.
*
* @author Marcin Roguski (Kaelthas)
*/
public class SkeletonInterBoneWire extends Mesh {
private static final int POINT_AMOUNT = 10;
/**
* The amount of connections between bones.
*/
private int connectionsAmount;
/**
* The skeleton that will be showed.
*/
private Skeleton skeleton;
/**
* The map between the bone index and its length.
*/
private Map<Integer, Float> boneLengths;
private boolean guessBonesOrientation = false;
/**
* Creates buffers for points. Each line has POINT_AMOUNT of points.
*
* @param skeleton the skeleton that will be showed
* @param boneLengths the lengths of the bones
*/
public SkeletonInterBoneWire(Skeleton skeleton, Map<Integer, Float> boneLengths, boolean guessBonesOrientation) {
this.skeleton = skeleton;
for (Bone bone : skeleton.getRoots()) {
this.countConnections(bone);
}
this.setMode(Mode.Points);
this.setPointSize(2);
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();
}
/**
* The method updates the geometry according to the poitions 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 < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i);
Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
if (guessBonesOrientation) {
parentTail = bone.getModelSpacePosition();
}
for (Bone child : bone.getChildren()) {
Vector3f childHead = child.getModelSpacePosition();
Vector3f v = childHead.subtract(parentTail);
float pointDelta = v.length() / POINT_AMOUNT;
v.normalizeLocal().multLocal(pointDelta);
Vector3f pointPosition = parentTail.clone();
for (int j = 0; j < POINT_AMOUNT; ++j) {
posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ());
pointPosition.addLocal(v);
}
}
}
posBuf.flip();
vb.updateData(posBuf);
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()) {
++connectionsAmount;
this.countConnections(child);
}
}
}
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