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/*
 Copyright (c) 2017-2022, Stephen Gold
 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 the copyright holder 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 HOLDER 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 jme3utilities.debug;

import com.jme3.anim.Armature;
import com.jme3.anim.Joint;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.math.ColorRGBA;
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.scene.mesh.IndexBuffer;
import com.jme3.util.BufferUtils;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.util.logging.Logger;
import jme3utilities.MyMesh;
import jme3utilities.MySkeleton;

/**
 * A Mesh used to visualize an Armature or Skeleton. Each vertex corresponds to
 * an armature joint (or skeleton bone) and follows that object's head. Lines
 * connect children with their parents.
 *
 * @author Stephen Gold [email protected]
 */
class SkeletonMesh extends Mesh {
    // *************************************************************************
    // constants and loggers

    /**
     * number of axes in the coordinate system
     */
    final private static int numAxes = 3;
    /**
     * message logger for this class
     */
    final private static Logger logger
            = Logger.getLogger(SkeletonMesh.class.getName());
    // *************************************************************************
    // constructors

    /**
     * No-argument constructor needed by SavableClassUtil.
     */
    SkeletonMesh() {
    }

    /**
     * Instantiate a Mesh to visualize the specified Armature or Skeleton.
     *
     * @param armature the Armature to visualize (may be null, unaffected)
     * @param skeleton the Skeleton to visualize (may be null, unaffected)
     * @param mode mode for the Mesh (Mode.Lines or Mode.Points)
     */
    SkeletonMesh(Armature armature, Skeleton skeleton, Mode mode) {
        assert armature == null || skeleton == null;

        int boneCount = 0;
        int numRoots = 0;
        if (armature != null) {
            boneCount = armature.getJointCount();
            numRoots = MySkeleton.countRootJoints(armature);
        } else if (skeleton != null) {
            boneCount = skeleton.getBoneCount();
            numRoots = MySkeleton.countRootBones(skeleton);
        }
        int numConnections = boneCount - numRoots;

        createColors(boneCount);
        createPositions(boneCount);

        if (mode == Mode.Lines) {
            IndexBuffer ib = createLineIndices(boneCount, numConnections);

            // Populate the index buffer.
            for (int boneIndex = 0; boneIndex < boneCount; ++boneIndex) {
                if (armature == null) {
                    Bone child = skeleton.getBone(boneIndex);
                    Bone parent = child.getParent();
                    if (parent != null) {
                        int parentIndex = skeleton.getBoneIndex(parent);
                        ib.put(parentIndex);
                        ib.put(boneIndex);
                    }
                } else {
                    Joint child = armature.getJoint(boneIndex);
                    Joint parent = child.getParent();
                    if (parent != null) {
                        int parentIndex = parent.getId();
                        ib.put(parentIndex);
                        ib.put(boneIndex);
                    }
                }
            }
            ib.getBuffer().flip(); // prepare for reading
        }

        setMode(mode);
    }
    // *************************************************************************
    // new methods exposed

    /**
     * Update the color of each vertex in the Mesh.
     *
     * @param sv the visualizer to provide the colors (not null, unaffected)
     */
    void updateColors(SkeletonVisualizer sv) {
        FloatBuffer fColors = getFloatBuffer(Type.Color);
        fColors.clear(); // prepare for writing

        int boneCount = sv.countBones();
        ColorRGBA color = new ColorRGBA();
        for (int boneIndex = 0; boneIndex < boneCount; ++boneIndex) {
            sv.copyHeadColor(boneIndex, color);
            fColors.put(color.r).put(color.g).put(color.b).put(color.a);
        }
        fColors.flip(); // prepare for reading

        VertexBuffer vColors = getBuffer(Type.Color);
        vColors.updateData(fColors);
    }

    /**
     * Update the position of each vertex in the Mesh.
     *
     * @param armature the Armature to visualize (may be null, unaffected)
     * @param skeleton the Skeleton to visualize (may be null, unaffected)
     */
    void updatePositions(Armature armature, Skeleton skeleton) {
        FloatBuffer floats = getFloatBuffer(Type.Position);
        floats.clear(); // prepare for writing

        int boneCount = 0;
        if (armature != null) {
            boneCount = armature.getJointCount();
        } else if (skeleton != null) {
            boneCount = skeleton.getBoneCount();
        }

        for (int boneIndex = 0; boneIndex < boneCount; ++boneIndex) {
            Vector3f location;
            if (armature == null) {
                Bone bone = skeleton.getBone(boneIndex); // skeleton != null
                location = bone.getModelSpacePosition();
            } else {
                Joint joint = armature.getJoint(boneIndex);
                location = joint.getModelTransform().getTranslation();
            }

            floats.put(location.x).put(location.y).put(location.z);
        }
        floats.flip(); // prepare for reading

        VertexBuffer positions = getBuffer(Type.Position);
        positions.updateData(floats);

        // Update the bounding volume.
        updateBound();
    }
    // *************************************************************************
    // Mesh methods

    /**
     * Create a shallow copy of this mesh.
     *
     * @return a new mesh, equivalent to this one
     */
    @Override
    public SkeletonMesh clone() {
        SkeletonMesh clone = (SkeletonMesh) super.clone();
        return clone;
    }
    // *************************************************************************
    // private methods

    /**
     * Create and add the color buffer.
     *
     * @param numVertices (≥0)
     */
    private void createColors(int numVertices) {
        assert numVertices >= 0 : numVertices;

        FloatBuffer floats = BufferUtils.createFloatBuffer(4 * numVertices);
        VertexBuffer vColors = new VertexBuffer(Type.Color);
        vColors.setupData(Usage.Stream, 4, Format.Float, floats);
        setBuffer(vColors);
    }

    /**
     * Create and add an IndexBuffer for a Lines-mode mesh.
     *
     * @param numBones the capacity for bones (≥0)
     * @param numLines the capacity for edges (≥0)
     * @return a new buffer
     */
    private IndexBuffer createLineIndices(int numBones, int numLines) {
        assert numLines >= 0 : numLines;

        int numIndices = MyMesh.vpe * numLines;
        IndexBuffer ib = IndexBuffer.createIndexBuffer(numBones, numIndices);
        VertexBuffer.Format ibFormat = ib.getFormat();
        Buffer ibData = ib.getBuffer();
        setBuffer(VertexBuffer.Type.Index, 1, ibFormat, ibData);

        return ib;
    }

    /**
     * Create and add the positions buffer.
     *
     * @param numVertices (≥0)
     */
    private void createPositions(int numVertices) {
        assert numVertices >= 0 : numVertices;

        FloatBuffer floats
                = BufferUtils.createFloatBuffer(numAxes * numVertices);
        VertexBuffer positions = new VertexBuffer(Type.Position);
        positions.setupData(Usage.Stream, numAxes, Format.Float, floats);
        setBuffer(positions);
    }
}




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