parent
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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// $Id: Cylinder.java 4131 2009-03-19 20:15:28Z blaine.dev $
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package com.jme3.scene.debug.custom; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.JmeExporter; |
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import com.jme3.export.JmeImporter; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.scene.mesh.IndexBuffer; |
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import com.jme3.util.BufferUtils; |
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import static com.jme3.util.BufferUtils.*; |
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import java.io.IOException; |
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import java.nio.FloatBuffer; |
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/** |
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* A simple cylinder, defined by it's height and radius. |
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* (Ported to jME3) |
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* |
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* @author Mark Powell |
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* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $ |
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*/ |
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public class BoneShape extends Mesh { |
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private int axisSamples; |
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private int radialSamples; |
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private float radius; |
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private float radius2; |
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private float height; |
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private boolean closed; |
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private boolean inverted; |
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/** |
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* Default constructor for serialization only. Do not use. |
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*/ |
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public BoneShape() { |
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} |
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. |
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* |
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* @param axisSamples Number of triangle samples along the axis. |
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* @param radialSamples Number of triangle samples along the radial. |
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* @param radius The radius of the cylinder. |
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* @param height The cylinder's height. |
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*/ |
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public BoneShape(int axisSamples, int radialSamples, |
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float radius, float height) { |
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this(axisSamples, radialSamples, radius, height, false); |
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} |
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. <br> |
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* If the cylinder is closed the texture is split into axisSamples parts: |
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* top most and bottom most part is used for top and bottom of the cylinder, |
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* rest of the texture for the cylinder wall. The middle of the top is |
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* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
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* a suited distorted texture. |
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* |
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* @param axisSamples Number of triangle samples along the axis. |
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* @param radialSamples Number of triangle samples along the radial. |
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* @param radius The radius of the cylinder. |
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* @param height The cylinder's height. |
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* @param closed true to create a cylinder with top and bottom surface |
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*/ |
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public BoneShape(int axisSamples, int radialSamples, |
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float radius, float height, boolean closed) { |
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this(axisSamples, radialSamples, radius, height, closed, false); |
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} |
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. <br> |
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* If the cylinder is closed the texture is split into axisSamples parts: |
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* top most and bottom most part is used for top and bottom of the cylinder, |
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* rest of the texture for the cylinder wall. The middle of the top is |
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* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
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* a suited distorted texture. |
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* |
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* @param axisSamples Number of triangle samples along the axis. |
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* @param radialSamples Number of triangle samples along the radial. |
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* @param radius The radius of the cylinder. |
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* @param height The cylinder's height. |
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* @param closed true to create a cylinder with top and bottom surface |
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* @param inverted true to create a cylinder that is meant to be viewed from the |
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* interior. |
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*/ |
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public BoneShape(int axisSamples, int radialSamples, |
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float radius, float height, boolean closed, boolean inverted) { |
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this(axisSamples, radialSamples, radius, radius, height, closed, inverted); |
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} |
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public BoneShape(int axisSamples, int radialSamples, |
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float radius, float radius2, float height, boolean closed, boolean inverted) { |
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super(); |
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updateGeometry(axisSamples, radialSamples, radius, radius2, height, closed, inverted); |
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} |
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/** |
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* @return the number of samples along the cylinder axis |
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*/ |
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public int getAxisSamples() { |
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return axisSamples; |
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} |
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/** |
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* @return Returns the height. |
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*/ |
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public float getHeight() { |
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return height; |
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} |
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/** |
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* @return number of samples around cylinder |
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*/ |
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public int getRadialSamples() { |
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return radialSamples; |
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} |
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/** |
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* @return Returns the radius. |
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*/ |
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public float getRadius() { |
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return radius; |
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} |
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public float getRadius2() { |
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return radius2; |
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} |
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/** |
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* @return true if end caps are used. |
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*/ |
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public boolean isClosed() { |
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return closed; |
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} |
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/** |
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* @return true if normals and uvs are created for interior use |
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*/ |
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public boolean isInverted() { |
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return inverted; |
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} |
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/** |
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* Rebuilds the cylinder based on a new set of parameters. |
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* |
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* @param axisSamples the number of samples along the axis. |
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* @param radialSamples the number of samples around the radial. |
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* @param radius the radius of the bottom of the cylinder. |
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* @param radius2 the radius of the top of the cylinder. |
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* @param height the cylinder's height. |
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* @param closed should the cylinder have top and bottom surfaces. |
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* @param inverted is the cylinder is meant to be viewed from the inside. |
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*/ |
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public void updateGeometry(int axisSamples, int radialSamples, |
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float radius, float radius2, float height, boolean closed, boolean inverted) { |
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this.axisSamples = axisSamples + (closed ? 2 : 0); |
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this.radialSamples = radialSamples; |
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this.radius = radius; |
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this.radius2 = radius2; |
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this.height = height; |
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this.closed = closed; |
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this.inverted = inverted; |
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// VertexBuffer pvb = getBuffer(Type.Position);
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// VertexBuffer nvb = getBuffer(Type.Normal);
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// VertexBuffer tvb = getBuffer(Type.TexCoord);
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// Vertices
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int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0); |
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setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount)); |
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// Normals
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setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount)); |
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// Texture co-ordinates
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setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount)); |
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int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples; |
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setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount)); |
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//Color
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setBuffer(Type.Color, 4, createFloatBuffer(vertCount * 4)); |
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// generate geometry
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float inverseRadial = 1.0f / radialSamples; |
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float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1); |
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float inverseAxisLessTexture = 1.0f / (axisSamples - 1); |
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float halfHeight = 0.5f * height; |
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// Generate points on the unit circle to be used in computing the mesh
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// points on a cylinder slice.
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float[] sin = new float[radialSamples + 1]; |
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float[] cos = new float[radialSamples + 1]; |
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for (int radialCount = 0; radialCount < radialSamples; radialCount++) { |
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float angle = FastMath.TWO_PI * inverseRadial * radialCount; |
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cos[radialCount] = FastMath.cos(angle); |
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sin[radialCount] = FastMath.sin(angle); |
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} |
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sin[radialSamples] = sin[0]; |
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cos[radialSamples] = cos[0]; |
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// calculate normals
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Vector3f[] vNormals = null; |
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Vector3f vNormal = Vector3f.UNIT_Z; |
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if ((height != 0.0f) && (radius != radius2)) { |
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vNormals = new Vector3f[radialSamples]; |
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Vector3f vHeight = Vector3f.UNIT_Z.mult(height); |
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Vector3f vRadial = new Vector3f(); |
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for (int radialCount = 0; radialCount < radialSamples; radialCount++) { |
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vRadial.set(cos[radialCount], sin[radialCount], 0.0f); |
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Vector3f vRadius = vRadial.mult(radius); |
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Vector3f vRadius2 = vRadial.mult(radius2); |
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Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius)); |
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Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z); |
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vNormals[radialCount] = vMantle.cross(vTangent).normalize(); |
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} |
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} |
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FloatBuffer nb = getFloatBuffer(Type.Normal); |
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FloatBuffer pb = getFloatBuffer(Type.Position); |
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FloatBuffer tb = getFloatBuffer(Type.TexCoord); |
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FloatBuffer cb = getFloatBuffer(Type.Color); |
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cb.rewind(); |
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for (int i = 0; i < vertCount; i++) { |
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cb.put(0.05f).put(0.05f).put(0.05f).put(1f); |
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} |
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// generate the cylinder itself
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Vector3f tempNormal = new Vector3f(); |
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for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) { |
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float axisFraction; |
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float axisFractionTexture; |
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int topBottom = 0; |
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if (!closed) { |
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axisFraction = axisCount * inverseAxisLess; // in [0,1]
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axisFractionTexture = axisFraction; |
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} else { |
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if (axisCount == 0) { |
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topBottom = -1; // bottom
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axisFraction = 0; |
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axisFractionTexture = inverseAxisLessTexture; |
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} else if (axisCount == axisSamples - 1) { |
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topBottom = 1; // top
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axisFraction = 1; |
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axisFractionTexture = 1 - inverseAxisLessTexture; |
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} else { |
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axisFraction = (axisCount - 1) * inverseAxisLess; |
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axisFractionTexture = axisCount * inverseAxisLessTexture; |
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} |
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} |
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// compute center of slice
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float z = height * axisFraction; |
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Vector3f sliceCenter = new Vector3f(0, 0, z); |
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// compute slice vertices with duplication at end point
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int save = i; |
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for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) { |
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float radialFraction = radialCount * inverseRadial; // in [0,1)
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tempNormal.set(cos[radialCount], sin[radialCount], 0.0f); |
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if (vNormals != null) { |
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vNormal = vNormals[radialCount]; |
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} else if (radius == radius2) { |
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vNormal = tempNormal; |
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} |
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if (topBottom == 0) { |
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if (!inverted) |
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nb.put(vNormal.x).put(vNormal.y).put(vNormal.z); |
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else |
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nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z); |
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} else { |
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nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1)); |
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} |
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tempNormal.multLocal((radius - radius2) * axisFraction + radius2) |
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.addLocal(sliceCenter); |
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pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z); |
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tb.put((inverted ? 1 - radialFraction : radialFraction)) |
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.put(axisFractionTexture); |
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} |
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BufferUtils.copyInternalVector3(pb, save, i); |
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BufferUtils.copyInternalVector3(nb, save, i); |
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tb.put((inverted ? 0.0f : 1.0f)) |
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.put(axisFractionTexture); |
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} |
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if (closed) { |
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pb.put(0).put(0).put(-halfHeight); // bottom center
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nb.put(0).put(0).put(-1 * (inverted ? -1 : 1)); |
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tb.put(0.5f).put(0); |
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pb.put(0).put(0).put(halfHeight); // top center
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nb.put(0).put(0).put(1 * (inverted ? -1 : 1)); |
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tb.put(0.5f).put(1); |
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} |
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IndexBuffer ib = getIndexBuffer(); |
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int index = 0; |
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// Connectivity
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for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) { |
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int i0 = axisStart; |
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int i1 = i0 + 1; |
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axisStart += radialSamples + 1; |
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int i2 = axisStart; |
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int i3 = i2 + 1; |
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for (int i = 0; i < radialSamples; i++) { |
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if (closed && axisCount == 0) { |
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if (!inverted) { |
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ib.put(index++, i0++); |
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ib.put(index++, vertCount - 2); |
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ib.put(index++, i1++); |
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} else { |
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ib.put(index++, i0++); |
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ib.put(index++, i1++); |
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ib.put(index++, vertCount - 2); |
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} |
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} else if (closed && axisCount == axisSamples - 2) { |
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ib.put(index++, i2++); |
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ib.put(index++, inverted ? vertCount - 1 : i3++); |
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ib.put(index++, inverted ? i3++ : vertCount - 1); |
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} else { |
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ib.put(index++, i0++); |
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ib.put(index++, inverted ? i2 : i1); |
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ib.put(index++, inverted ? i1 : i2); |
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ib.put(index++, i1++); |
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ib.put(index++, inverted ? i2++ : i3++); |
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ib.put(index++, inverted ? i3++ : i2++); |
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} |
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} |
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} |
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updateBound(); |
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} |
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@Override |
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public void read(JmeImporter e) throws IOException { |
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super.read(e); |
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InputCapsule capsule = e.getCapsule(this); |
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axisSamples = capsule.readInt("axisSamples", 0); |
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radialSamples = capsule.readInt("radialSamples", 0); |
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radius = capsule.readFloat("radius", 0); |
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radius2 = capsule.readFloat("radius2", 0); |
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height = capsule.readFloat("height", 0); |
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closed = capsule.readBoolean("closed", false); |
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inverted = capsule.readBoolean("inverted", false); |
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} |
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@Override |
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public void write(JmeExporter e) throws IOException { |
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super.write(e); |
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OutputCapsule capsule = e.getCapsule(this); |
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capsule.write(axisSamples, "axisSamples", 0); |
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capsule.write(radialSamples, "radialSamples", 0); |
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capsule.write(radius, "radius", 0); |
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capsule.write(radius2, "radius2", 0); |
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capsule.write(height, "height", 0); |
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capsule.write(closed, "closed", false); |
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capsule.write(inverted, "inverted", false); |
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} |
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} |
@ -0,0 +1,216 @@ |
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package com.jme3.scene.debug.custom; |
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
||||
* modification, are permitted provided that the following conditions are |
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* met: |
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* |
||||
* * Redistributions of source code must retain the above copyright |
||||
* notice, this list of conditions and the following disclaimer. |
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* |
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* * 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. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "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 |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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import java.util.Map; |
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import com.jme3.animation.Bone; |
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import com.jme3.animation.Skeleton; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Quaternion; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.VertexBuffer; |
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import com.jme3.scene.shape.Sphere; |
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import static com.jme3.util.BufferUtils.createFloatBuffer; |
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import java.nio.FloatBuffer; |
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import java.util.HashMap; |
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/** |
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* The class that displays either wires between the bones' heads if no length |
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* data is supplied and full bones' shapes otherwise. |
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*/ |
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public class SkeletonBone extends Node { |
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/** |
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* The skeleton to be displayed. |
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*/ |
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private Skeleton skeleton; |
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/** |
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* The map between the bone index and its length. |
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*/ |
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private Map<Bone, Node> boneNodes = new HashMap<Bone, Node>(); |
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private Map<Node, Bone> nodeBones = new HashMap<Node, Bone>(); |
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private Node selectedNode = null; |
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private boolean guessBonesOrientation = false; |
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/** |
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* Creates a wire with bone lengths data. If the data is supplied then the |
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* wires will show each full bone (from head to tail). |
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* |
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* @param skeleton the skeleton that will be shown |
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* @param boneLengths a map between the bone's index and the bone's length |
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*/ |
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public SkeletonBone(Skeleton skeleton, Map<Integer, Float> boneLengths, boolean guessBonesOrientation) { |
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this.skeleton = skeleton; |
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this.skeleton.reset(); |
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this.skeleton.updateWorldVectors(); |
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this.guessBonesOrientation = guessBonesOrientation; |
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|
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BoneShape boneShape = new BoneShape(5, 12, 0.02f, 0.07f, 1f, false, false); |
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Sphere jointShape = new Sphere(10, 10, 0.1f); |
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jointShape.setBuffer(VertexBuffer.Type.Color, 4, createFloatBuffer(jointShape.getVertexCount() * 4)); |
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FloatBuffer cb = jointShape.getFloatBuffer(VertexBuffer.Type.Color); |
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|
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cb.rewind(); |
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for (int i = 0; i < jointShape.getVertexCount(); i++) { |
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cb.put(0.05f).put(0.05f).put(0.05f).put(1f); |
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} |
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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; |
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import java.util.Map; |
||||
|
||||
import com.jme3.animation.Bone; |
||||
import com.jme3.animation.Skeleton; |
||||
import com.jme3.math.Vector3f; |
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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); |
||||
} |
||||
} |
||||
} |
Loading…
Reference in new issue