/*
* Copyright 2016 Nathan Howard
*
* This file is part of OpenGrave
*
* OpenGrave is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenGrave is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenGrave. If not, see <http://www.gnu.org/licenses/>.
*/
package com.opengrave.og.base;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL20;
import com.opengrave.og.Util;
import com.opengrave.og.engine.gait.Skeleton;
import com.opengrave.og.util.Matrix4f;
/**
* Possibly confusingly named. The Vertex List is set once and should never
* change (Although not enforced). Used to allow API access to animated model
* creation
*
* @author triggerhapp
*
*/
public class RenderableBoneAnimatedStatic extends RenderableBoneAnimated {
private Skeleton skeleton;
private ArrayList<Matrix4f> skinningMatrixList;
public void setSkeleton(Skeleton skeleton) {
this.skeleton = skeleton;
}
public Skeleton getSkeleton() {
return skeleton;
}
@Override
public void setBonesUniform(int pID) {
if (skeleton == null) {
return;
}
FloatBuffer matrix44 = BufferUtils.createFloatBuffer(128 * 16);
GL20.glUseProgram(pID);
int boneNo = 0;
for (Matrix4f m : skinningMatrixList) {
m.store(matrix44);
boneNo++;
}
// DAESceneNode bone = null;
// while ((bone = skeleton.getBone(boneNo)) != null) {
// bone.skinningMatrix.store(matrix44);
// System.out.println(boneNo);
// boneNo++;
// }
Matrix4f ident = new Matrix4f();
while (boneNo < 128) {
ident.store(matrix44);
boneNo++;
}
matrix44.flip();
Util.setUniformMat44(pID, "u_BoneTransform", matrix44);
}
@Override
public void recreate() {
// Nope
}
@Override
public void update(float delta) {
}
@Override
public void delete() {
}
public void setSkinningMatrix(ArrayList<Matrix4f> skinningMatrixList) {
this.skinningMatrixList = skinningMatrixList;
}
}