/* * 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. */ package com.jme3.animation; import com.jme3.export.*; import com.jme3.math.Matrix4f; import com.jme3.util.TempVars; import com.jme3.util.clone.JmeCloneable; import com.jme3.util.clone.Cloner; import java.io.IOException; import java.util.ArrayList; import java.util.List; /** * <code>Skeleton</code> is a convenience class for managing a bone hierarchy. * Skeleton updates the world transforms to reflect the current local * animated matrixes. * * @author Kirill Vainer */ public final class Skeleton implements Savable, JmeCloneable { private Bone[] rootBones; private Bone[] boneList; /** * Contains the skinning matrices, multiplying it by a vertex effected by a bone * will cause it to go to the animated position. */ private transient Matrix4f[] skinningMatrixes; /** * Creates a skeleton from a bone list. * The root bones are found automatically. * <p> * Note that using this constructor will cause the bones in the list * to have their bind pose recomputed based on their local transforms. * * @param boneList The list of bones to manage by this Skeleton */ public Skeleton(Bone[] boneList) { this.boneList = boneList; List<Bone> rootBoneList = new ArrayList<Bone>(); for (int i = boneList.length - 1; i >= 0; i--) { Bone b = boneList[i]; if (b.getParent() == null) { rootBoneList.add(b); } } rootBones = rootBoneList.toArray(new Bone[rootBoneList.size()]); createSkinningMatrices(); for (int i = rootBones.length - 1; i >= 0; i--) { Bone rootBone = rootBones[i]; rootBone.update(); rootBone.setBindingPose(); } } /** * Special-purpose copy constructor. * <p> * Shallow copies bind pose data from the source skeleton, does not * copy any other data. * * @param source The source Skeleton to copy from */ public Skeleton(Skeleton source) { Bone[] sourceList = source.boneList; boneList = new Bone[sourceList.length]; for (int i = 0; i < sourceList.length; i++) { boneList[i] = new Bone(sourceList[i]); } rootBones = new Bone[source.rootBones.length]; for (int i = 0; i < rootBones.length; i++) { rootBones[i] = recreateBoneStructure(source.rootBones[i]); } createSkinningMatrices(); for (int i = rootBones.length - 1; i >= 0; i--) { rootBones[i].update(); } } /** * Serialization only. Do not use. */ public Skeleton() { } @Override public Object jmeClone() { try { Skeleton clone = (Skeleton)super.clone(); return clone; } catch (CloneNotSupportedException ex) { throw new AssertionError(); } } @Override public void cloneFields( Cloner cloner, Object original ) { this.rootBones = cloner.clone(rootBones); this.boneList = cloner.clone(boneList); this.skinningMatrixes = cloner.clone(skinningMatrixes); } private void createSkinningMatrices() { skinningMatrixes = new Matrix4f[boneList.length]; for (int i = 0; i < skinningMatrixes.length; i++) { skinningMatrixes[i] = new Matrix4f(); } } private Bone recreateBoneStructure(Bone sourceRoot) { Bone targetRoot = getBone(sourceRoot.getName()); List<Bone> children = sourceRoot.getChildren(); for (int i = 0; i < children.size(); i++) { Bone sourceChild = children.get(i); // find my version of the child Bone targetChild = getBone(sourceChild.getName()); targetRoot.addChild(targetChild); recreateBoneStructure(sourceChild); } return targetRoot; } /** * Updates world transforms for all bones in this skeleton. * Typically called after setting local animation transforms. */ public void updateWorldVectors() { for (int i = rootBones.length - 1; i >= 0; i--) { rootBones[i].update(); } } /** * Saves the current skeleton state as it's binding pose. */ public void setBindingPose() { for (int i = rootBones.length - 1; i >= 0; i--) { rootBones[i].setBindingPose(); } } /** * Reset the skeleton to bind pose. */ public final void reset() { for (int i = rootBones.length - 1; i >= 0; i--) { rootBones[i].reset(); } } /** * Reset the skeleton to bind pose and updates the bones */ public final void resetAndUpdate() { for (int i = rootBones.length - 1; i >= 0; i--) { Bone rootBone = rootBones[i]; rootBone.reset(); rootBone.update(); } } /** * returns the array of all root bones of this skeleton * @return */ public Bone[] getRoots() { return rootBones; } /** * return a bone for the given index * @param index * @return */ public Bone getBone(int index) { return boneList[index]; } /** * returns the bone with the given name * @param name * @return */ public Bone getBone(String name) { for (int i = 0; i < boneList.length; i++) { if (boneList[i].getName().equals(name)) { return boneList[i]; } } return null; } /** * returns the bone index of the given bone * @param bone * @return */ public int getBoneIndex(Bone bone) { for (int i = 0; i < boneList.length; i++) { if (boneList[i] == bone) { return i; } } return -1; } /** * returns the bone index of the bone that has the given name * @param name * @return */ public int getBoneIndex(String name) { for (int i = 0; i < boneList.length; i++) { if (boneList[i].getName().equals(name)) { return i; } } return -1; } /** * Compute the skining matrices for each bone of the skeleton that would be used to transform vertices of associated meshes * @return */ public Matrix4f[] computeSkinningMatrices() { TempVars vars = TempVars.get(); for (int i = 0; i < boneList.length; i++) { boneList[i].getOffsetTransform(skinningMatrixes[i], vars.quat1, vars.vect1, vars.vect2, vars.tempMat3); } vars.release(); return skinningMatrixes; } /** * returns the number of bones of this skeleton * @return */ public int getBoneCount() { return boneList.length; } @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("Skeleton - ").append(boneList.length).append(" bones, ").append(rootBones.length).append(" roots\n"); for (Bone rootBone : rootBones) { sb.append(rootBone.toString()); } return sb.toString(); } public void read(JmeImporter im) throws IOException { InputCapsule input = im.getCapsule(this); Savable[] boneRootsAsSav = input.readSavableArray("rootBones", null); rootBones = new Bone[boneRootsAsSav.length]; System.arraycopy(boneRootsAsSav, 0, rootBones, 0, boneRootsAsSav.length); Savable[] boneListAsSavable = input.readSavableArray("boneList", null); boneList = new Bone[boneListAsSavable.length]; System.arraycopy(boneListAsSavable, 0, boneList, 0, boneListAsSavable.length); createSkinningMatrices(); for (Bone rootBone : rootBones) { rootBone.update(); rootBone.setBindingPose(); } } public void write(JmeExporter ex) throws IOException { OutputCapsule output = ex.getCapsule(this); output.write(rootBones, "rootBones", null); output.write(boneList, "boneList", null); } }