/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* 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 the 'Xith3D Project Group' 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) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.loaders.models.animations;
import java.util.Map;
import org.jagatoo.datatypes.NamedObject;
import org.jagatoo.loaders.models._util.AnimationType;
import org.openmali.vecmath2.Point3f;
import org.openmali.vecmath2.Vector3f;
import org.openmali.vecmath2.util.FloatUtils;
import org.xith3d.scenegraph.Geometry;
import org.xith3d.scenegraph.IndexedGeometryArray;
import org.xith3d.scenegraph.Shape3D;
/**
* Insert type comment here.
*
* @author Marvin Froehlich (aka Qudus)
*/
public class BoneAnimationKeyFrameController extends KeyFrameController
{
private int lastFrame = -1;
private final Shape3D shape;
private final float[] coords;
private final float[] normals;
private final BoneWeight[][] weights;
public final BoneAnimationKeyFrame getFrame( int index )
{
return ( (BoneAnimationKeyFrame)getKeyFrame( index ) );
}
/**
* {@inheritDoc}
*/
@Override
public final Shape3D getTarget()
{
return ( shape );
}
private void computeNormals( Geometry geom )
{
int i3;
int a, b, c;
float vecACx;
float vecACy;
float vecACz;
float vecABx;
float vecABy;
float vecABz;
Vector3f tmp = new Vector3f();
//geom.getCoordinates( 0, coords );
int[] index = ( (IndexedGeometryArray)geom ).getIndex();
int numTriangles = index.length / 3;
// Go though all of the faces of this object
for ( int i = 0; i < numTriangles; i++ )
{
i3 = i * 3;
a = index[i3 + 0] * 3;
b = index[i3 + 1] * 3;
c = index[i3 + 2] * 3;
vecACx = coords[c + 0] - coords[a + 0];
vecACy = coords[c + 1] - coords[a + 1];
vecACz = coords[c + 2] - coords[a + 2];
vecABx = coords[b + 0] - coords[a + 0];
vecABy = coords[b + 1] - coords[a + 1];
vecABz = coords[b + 2] - coords[a + 2];
FloatUtils.cross( vecACx, vecACy, vecACz, vecABx, vecABy, vecABz, tmp );
tmp.normalize();
normals[index[i3 + 0] * 3 + 0] = tmp.getX();
normals[index[i3 + 0] * 3 + 1] = tmp.getY();
normals[index[i3 + 0] * 3 + 2] = tmp.getZ();
normals[index[i3 + 1] * 3 + 0] = tmp.getX();
normals[index[i3 + 1] * 3 + 1] = tmp.getY();
normals[index[i3 + 1] * 3 + 2] = tmp.getZ();
normals[index[i3 + 2] * 3 + 0] = tmp.getX();
normals[index[i3 + 2] * 3 + 1] = tmp.getY();
normals[index[i3 + 2] * 3 + 2] = tmp.getZ();
}
geom.setNormals( 0, normals );
}
/**
* TODO: This won't be necessary anymore, when we're finally using skeleton interpolation!
*
* {@inheritDoc}
*/
@Override
public void reset()
{
lastFrame = -1;
}
/**
* TODO: This won't be necessary anymore, when we're finally using skeleton interpolation!
*
* {@inheritDoc}
*/
@Override
protected boolean checkUpdateConditions( boolean forced, float absAnimTime, int frame, float animDuration )
{
if ( !forced )
{
if ( frame == lastFrame )
{
return ( false );
}
}
lastFrame = frame;
return ( true );
}
/**
* {@inheritDoc}
*/
@Override
protected void updateTarget( float absAnimType, int baseFrame, int nextFrame, float alpha, ModelAnimation animation )
{
int frame = ( alpha < 0.5f ) ? baseFrame : nextFrame;
Geometry geom = shape.getGeometry();
Bone[] skeleton = getFrame( frame ).getSkeleton();
Point3f tmp = Point3f.fromPool();
float x, y, z;
for ( int i = 0; i < geom.getVertexCount(); i++ )
{
x = 0f;
y = 0f;
z = 0f;
// calculate final vertex to draw with weights
for ( int j = 0; j < weights[i].length; j++ )
{
BoneWeight weight = weights[i][j];
Bone bone = skeleton[weight.getBoneIndex()];
bone.getRotation().transform( weight.getOffset(), tmp );
x += ( bone.getTranslation().getX() + tmp.getX() ) * weight.getWeight();
y += ( bone.getTranslation().getY() + tmp.getY() ) * weight.getWeight();
z += ( bone.getTranslation().getZ() + tmp.getZ() ) * weight.getWeight();
}
coords[i * 3 + 0] = x;
coords[i * 3 + 1] = y;
coords[i * 3 + 2] = z;
//geom.setCoordinate( i, x, y, z );
}
Point3f.toPool( tmp );
geom.setCoordinates( 0, coords );
shape.updateBounds( false );
computeNormals( geom );
}
/**
* {@inheritDoc}
*/
@Override
public BoneAnimationKeyFrameController sharedCopy( Map<String, NamedObject> namedObjects )
{
String shapeName = this.shape.getName();
Shape3D newShape = (Shape3D)namedObjects.get( shapeName );
if ( newShape == null )
throw new Error( "Can't clone this AnimationController!" );
return ( new BoneAnimationKeyFrameController( (BoneAnimationKeyFrame[])this.getKeyFrames(), weights, newShape ) );
}
public BoneAnimationKeyFrameController( BoneAnimationKeyFrame[] frames, BoneWeight[][] weights, Shape3D shape )
{
super( AnimationType.SKELETAL, frames );
this.weights = weights;
this.shape = shape;
this.coords = new float[ shape.getGeometry().getVertexCount() * 3 ];
this.normals = new float[ shape.getGeometry().getVertexCount() * 3 ];
}
}