/* * 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.scene.debug; import java.util.Map; import com.jme3.animation.Skeleton; import com.jme3.renderer.queue.RenderQueue.Bucket; import com.jme3.scene.Geometry; import com.jme3.scene.Node; /** * 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 Node { /** The lines of the bones or the wires between their heads. */ private SkeletonWire wires; /** The heads and tails points of the bones or only heads if no length data is available. */ private SkeletonPoints points; /** 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; 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) { this(name, skeleton, null); } /** * Creates a debugger with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail), * the points will display both heads and tails of the bones and dotted lines between bones will be seen. * @param name * the name of the debugger's node * @param skeleton * the skeleton that will be shown * @param boneLengths * a map between the bone's index and the bone's length */ public SkeletonDebugger(String name, Skeleton skeleton, Map<Integer, Float> boneLengths) { super(name); wires = new SkeletonWire(skeleton, boneLengths); points = new SkeletonPoints(skeleton, boneLengths); this.attachChild(new Geometry(name + "_wires", wires)); this.attachChild(new Geometry(name + "_points", points)); if (boneLengths != null) { interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths); this.attachChild(new Geometry(name + "_interwires", interBoneWires)); } this.setQueueBucket(Bucket.Transparent); } @Override public void updateLogicalState(float tpf) { super.updateLogicalState(tpf); wires.updateGeometry(); points.updateGeometry(); if(interBoneWires != null) { interBoneWires.updateGeometry(); } } /** * @return the skeleton points */ public SkeletonPoints getPoints() { return points; } /** * @return the skeleton wires */ public SkeletonWire getWires() { return wires; } /** * @return the dotted line between bones (can be null) */ public SkeletonInterBoneWire getInterBoneWires() { return interBoneWires; } }