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@ -99,10 +99,8 @@ public class SkeletonControl extends AbstractControl implements Cloneable { |
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Mesh childSharedMesh = geom.getUserData(UserData.JME_SHAREDMESH); |
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if (childSharedMesh != null){ |
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// Don't bother with non-animated shared meshes
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if (isMeshAnimated(childSharedMesh)){ |
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// child is using shared mesh,
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// so animate the shared mesh but ignore child
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if (sharedMesh == null){ |
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@ -147,10 +145,12 @@ public class SkeletonControl extends AbstractControl implements Cloneable { |
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// if hardware skinning is supported, the matrices and weight buffer
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// will be sent by the SkinningShaderLogic object assigned to the shader
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for (int i = 0; i < targets.length; i++) { |
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// only update targets with bone-vertex assignments
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if (targets[i].getBuffer(Type.BoneIndex) != null) { |
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// NOTE: This assumes that code higher up
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// Already ensured those targets are animated
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// otherwise a crash will happen in skin update
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//if (isMeshAnimated(targets[i])) {
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softwareSkinUpdate(targets[i], offsetMatrices); |
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} |
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//}
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} |
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wasMeshUpdated = true; |
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@ -195,11 +195,11 @@ public class SkeletonControl extends AbstractControl implements Cloneable { |
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clone.setSpatial(clonedNode); |
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clone.skeleton = ctrl.getSkeleton(); |
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Mesh[] meshes = new Mesh[targets.length]; |
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for (int i = 0; i < meshes.length; i++) { |
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meshes[i] = ((Geometry) clonedNode.getChild(i)).getMesh(); |
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} |
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for (int i = meshes.length; i < clonedNode.getQuantity(); i++) { |
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// Fix animated targets for the cloned node
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clone.targets = findTargets(clonedNode); |
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// Fix attachments for the cloned node
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for (int i = 0; i < clonedNode.getQuantity(); i++) { |
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// go through attachment nodes, apply them to correct bone
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Spatial child = clonedNode.getChild(i); |
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if (child instanceof Node) { |
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@ -214,7 +214,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable { |
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} |
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} |
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} |
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clone.targets = meshes; |
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return clone; |
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} |
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@ -348,7 +348,6 @@ public class SkeletonControl extends AbstractControl implements Cloneable { |
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posBuf[idxPositions++] = rz; |
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} |
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fvb.position(fvb.position() - bufLength); |
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fvb.put(posBuf, 0, bufLength); |
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fnb.position(fnb.position() - bufLength); |
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