A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-examples/src/main/java/jme3test/bullet/TestIssue1004.java

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/*
* Copyright (c) 2019 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.
*/
package jme3test.bullet;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.KinematicRagdollControl;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.VertexBuffer;
import java.nio.ByteBuffer;
/**
* Test case for JME issue #1004: RagdollUtils can't handle 16-bit bone indices.
* <p>
* If successful, no exception will be thrown.
*/
public class TestIssue1004 extends SimpleApplication {
// *************************************************************************
// new methods exposed
public static void main(String[] args) {
TestIssue1004 app = new TestIssue1004();
app.start();
}
// *************************************************************************
// SimpleApplication methods
@Override
public void simpleInitApp() {
BulletAppState bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
String sinbadPath = "Models/Sinbad/Sinbad.mesh.xml";
Node sinbad = (Node) assetManager.loadModel(sinbadPath);
Geometry geometry = (Geometry) sinbad.getChild(0);
Mesh mesh = geometry.getMesh();
VertexBuffer.Type bufferType = VertexBuffer.Type.BoneIndex;
VertexBuffer vertexBuffer = mesh.getBuffer(bufferType);
// Remove the existing bone-index buffer.
mesh.getBufferList().remove(vertexBuffer);
mesh.getBuffers().remove(bufferType.ordinal());
// Copy the 8-bit bone indices to 16-bit indices.
ByteBuffer oldBuffer = (ByteBuffer) vertexBuffer.getDataReadOnly();
int numComponents = oldBuffer.limit();
oldBuffer.rewind();
short[] shortArray = new short[numComponents];
for (int index = 0; oldBuffer.hasRemaining(); ++index) {
shortArray[index] = oldBuffer.get();
}
// Add the 16-bit bone indices to the mesh.
mesh.setBuffer(bufferType, 4, shortArray);
KinematicRagdollControl ragdoll = new KinematicRagdollControl(0.5f);
sinbad.addControl(ragdoll);
stop();
}
}