/** * 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 ]; } }