/* * 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.nio.FloatBuffer; import java.util.Map; import com.jme3.animation.Bone; import com.jme3.animation.Skeleton; import com.jme3.math.Vector3f; 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; /** * 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) { this.skeleton = skeleton; for (Bone bone : skeleton.getRoots()) { this.countConnections(bone); } this.setMode(Mode.Points); 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.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)))); 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); } } }