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/*
 * 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.animation;

import com.jme3.export.*;
import com.jme3.math.*;
import com.jme3.scene.Node;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.util.ArrayList;

/**
 * Bone describes a bone in the bone-weight skeletal animation
 * system. A bone contains a name and an index, as well as relevant
 * transformation data.
 * 
 * A bone has 3 sets of transforms :
 * 1. The bind transforms, that are the transforms of the bone when the skeleton
 * is in its rest pose (also called bind pose or T pose in the literature). 
 * The bind transforms are expressed in Local space meaning relatively to the 
 * parent bone.
 * 
 * 2. The Local transforms, that are the transforms of the bone once animation
 * or user transforms has been applied to the bind pose. The local transforms are
 * expressed in Local space meaning relatively to the parent bone.
 * 
 * 3. The Model transforms, that are the transforms of the bone relatives to the 
 * rootBone of the skeleton. Those transforms are what is needed to apply skinning 
 * to the mesh the skeleton controls.
 * Note that there can be several rootBones in a skeleton. The one considered for 
 * these transforms is the one that is an ancestor of this bone.
 *
 * @author Kirill Vainer
 * @author Rémy Bouquet
 */
public final class Bone implements Savable {

    // Version #2: Changed naming of transforms as they were misleading
    public static final int SAVABLE_VERSION = 2;
    private String name;
    private Bone parent;
    private final ArrayList children = new ArrayList();
    /**
     * If enabled, user can control bone transform with setUserTransforms.
     * Animation transforms are not applied to this bone when enabled.
     */
    private boolean userControl = false;
    /**
     * The attachment node.
     */
    private Node attachNode;
    
    /**
     * Bind transform is the local bind transform of this bone. (local space)
     */
    private Vector3f bindPos;
    private Quaternion bindRot;
    private Vector3f bindScale;
    
    /**
     * The inverse bind transforms of this bone expressed in model space     
     */
    private Vector3f modelBindInversePos;
    private Quaternion modelBindInverseRot;
    private Vector3f modelBindInverseScale;
    
    /**
     * The local animated or user transform combined with the local bind transform
     */
    private Vector3f localPos = new Vector3f();
    private Quaternion localRot = new Quaternion();
    private Vector3f localScale = new Vector3f(1.0f, 1.0f, 1.0f);
    /**
     * The model transforms of this bone     
     */
    private Vector3f modelPos = new Vector3f();
    private Quaternion modelRot = new Quaternion();
    private Vector3f modelScale = new Vector3f();
    
    // Used for getCombinedTransform
    private Transform tmpTransform;
    
    /**
     * Used to handle blending from one animation to another.
     * See {@link #blendAnimTransforms(com.jme3.math.Vector3f, com.jme3.math.Quaternion, com.jme3.math.Vector3f, float)}
     * on how this variable is used.
     */
    private transient float currentWeightSum = -1;

    /**
     * Creates a new bone with the given name.
     * 
     * @param name Name to give to this bone
     */
    public Bone(String name) {
        if (name == null)
            throw new IllegalArgumentException("Name cannot be null");
        
        this.name = name;

        bindPos = new Vector3f();
        bindRot = new Quaternion();
        bindScale = new Vector3f(1, 1, 1);

        modelBindInversePos = new Vector3f();
        modelBindInverseRot = new Quaternion();
        modelBindInverseScale = new Vector3f();
    }

    /**
     * Special-purpose copy constructor. 
     * 

* Only copies the name, user control state and bind pose transforms from the original. *

* The rest of the data is NOT copied, as it will be * generated automatically when the bone is animated. * * @param source The bone from which to copy the data. */ Bone(Bone source) { this.name = source.name; userControl = source.userControl; bindPos = source.bindPos.clone(); bindRot = source.bindRot.clone(); bindScale = source.bindScale.clone(); modelBindInversePos = source.modelBindInversePos.clone(); modelBindInverseRot = source.modelBindInverseRot.clone(); modelBindInverseScale = source.modelBindInverseScale.clone(); // parent and children will be assigned manually.. } /** * Serialization only. Do not use. */ public Bone() { } /** * Returns the name of the bone, set in the constructor. * * @return The name of the bone, set in the constructor. */ public String getName() { return name; } /** * Returns parent bone of this bone, or null if it is a root bone. * @return The parent bone of this bone, or null if it is a root bone. */ public Bone getParent() { return parent; } /** * Returns all the children bones of this bone. * * @return All the children bones of this bone. */ public ArrayList getChildren() { return children; } /** * Returns the local position of the bone, relative to the parent bone. * * @return The local position of the bone, relative to the parent bone. */ public Vector3f getLocalPosition() { return localPos; } /** * Returns the local rotation of the bone, relative to the parent bone. * * @return The local rotation of the bone, relative to the parent bone. */ public Quaternion getLocalRotation() { return localRot; } /** * Returns the local scale of the bone, relative to the parent bone. * * @return The local scale of the bone, relative to the parent bone. */ public Vector3f getLocalScale() { return localScale; } /** * Returns the position of the bone in model space. * * @return The position of the bone in model space. */ public Vector3f getModelSpacePosition() { return modelPos; } /** * Returns the rotation of the bone in model space. * * @return The rotation of the bone in model space. */ public Quaternion getModelSpaceRotation() { return modelRot; } /** * Returns the scale of the bone in model space. * * @return The scale of the bone in model space. */ public Vector3f getModelSpaceScale() { return modelScale; } /** * @deprecated use {@link #getModelBindInversePosition()} */ @Deprecated public Vector3f getWorldBindInversePosition() { return modelBindInversePos; } /** * Returns the inverse Bind position of this bone expressed in model space. *

* The inverse bind pose transform of the bone in model space is its "default" * transform with no animation applied. * * @return the inverse bind position of this bone expressed in model space. */ public Vector3f getModelBindInversePosition() { return modelBindInversePos; } /** * @deprecated use {@link #getModelBindInverseRotation()} */ @Deprecated public Quaternion getWorldBindInverseRotation() { return modelBindInverseRot; } /** * Returns the inverse bind rotation of this bone expressed in model space. *

* The inverse bind pose transform of the bone in model space is its "default" * transform with no animation applied. * * @return the inverse bind rotation of this bone expressed in model space. */ public Quaternion getModelBindInverseRotation() { return modelBindInverseRot; } /** * @deprecated use {@link #getModelBindInverseScale()} */ @Deprecated public Vector3f getWorldBindInverseScale() { return modelBindInverseScale; } /** * Returns the inverse world bind pose scale. *

* The inverse bind pose transform of the bone in model space is its "default" * transform with no animation applied. * * @return the inverse world bind pose scale. */ public Vector3f getModelBindInverseScale() { return modelBindInverseScale; } public Transform getModelBindInverseTransform() { Transform t = new Transform(); t.setTranslation(modelBindInversePos); t.setRotation(modelBindInverseRot); if (modelBindInverseScale != null) { t.setScale(modelBindInverseScale); } return t; } public Transform getBindInverseTransform() { Transform t = new Transform(); t.setTranslation(bindPos); t.setRotation(bindRot); if (bindScale != null) { t.setScale(bindScale); } return t.invert(); } /** * @deprecated use {@link #getBindPosition()} */ @Deprecated public Vector3f getWorldBindPosition() { return bindPos; } /** * Returns the bind position expressed in local space (relative to the parent bone). *

* The bind pose transform of the bone in local space is its "default" * transform with no animation applied. * * @return the bind position in local space. */ public Vector3f getBindPosition() { return bindPos; } /** * @deprecated use {@link #getBindRotation() } */ @Deprecated public Quaternion getWorldBindRotation() { return bindRot; } /** * Returns the bind rotation expressed in local space (relative to the parent bone). *

* The bind pose transform of the bone in local space is its "default" * transform with no animation applied. * * @return the bind rotation in local space. */ public Quaternion getBindRotation() { return bindRot; } /** * @deprecated use {@link #getBindScale() } */ @Deprecated public Vector3f getWorldBindScale() { return bindScale; } /** * Returns the bind scale expressed in local space (relative to the parent bone). *

* The bind pose transform of the bone in local space is its "default" * transform with no animation applied. * * @return the bind scale in local space. */ public Vector3f getBindScale() { return bindScale; } /** * If enabled, user can control bone transform with setUserTransforms. * Animation transforms are not applied to this bone when enabled. */ public void setUserControl(boolean enable) { userControl = enable; } /** * Add a new child to this bone. Shouldn't be used by user code. * Can corrupt skeleton. * * @param bone The bone to add */ public void addChild(Bone bone) { children.add(bone); bone.parent = this; } /** * * @deprecated use {@link #updateModelTransforms() } */ @Deprecated public final void updateWorldVectors(){ updateModelTransforms(); } /** * Updates the model transforms for this bone, and, possibly the attach node * if not null. *

* The model transform of this bone is computed by combining the parent's * model transform with this bones' local transform. */ public final void updateModelTransforms() { if (currentWeightSum == 1f) { currentWeightSum = -1; } else if (currentWeightSum != -1f) { // Apply the weight to the local transform if (currentWeightSum == 0) { localRot.set(bindRot); localPos.set(bindPos); localScale.set(bindScale); } else { float invWeightSum = 1f - currentWeightSum; localRot.nlerp(bindRot, invWeightSum); localPos.interpolateLocal(bindPos, invWeightSum); localScale.interpolateLocal(bindScale, invWeightSum); } // Future invocations of transform blend will start over. currentWeightSum = -1; } if (parent != null) { //rotation parent.modelRot.mult(localRot, modelRot); //scale //For scale parent scale is not taken into account! // worldScale.set(localScale); parent.modelScale.mult(localScale, modelScale); //translation //scale and rotation of parent affect bone position parent.modelRot.mult(localPos, modelPos); modelPos.multLocal(parent.modelScale); modelPos.addLocal(parent.modelPos); } else { modelRot.set(localRot); modelPos.set(localPos); modelScale.set(localScale); } if (attachNode != null) { attachNode.setLocalTranslation(modelPos); attachNode.setLocalRotation(modelRot); attachNode.setLocalScale(modelScale); } } /** * Updates world transforms for this bone and it's children. */ public final void update() { this.updateModelTransforms(); for (int i = children.size() - 1; i >= 0; i--) { children.get(i).update(); } } /** * Saves the current bone state as its binding pose, including its children. */ void setBindingPose() { bindPos.set(localPos); bindRot.set(localRot); bindScale.set(localScale); if (modelBindInversePos == null) { modelBindInversePos = new Vector3f(); modelBindInverseRot = new Quaternion(); modelBindInverseScale = new Vector3f(); } // Save inverse derived position/scale/orientation, used for calculate offset transform later modelBindInversePos.set(modelPos); modelBindInversePos.negateLocal(); modelBindInverseRot.set(modelRot); modelBindInverseRot.inverseLocal(); modelBindInverseScale.set(Vector3f.UNIT_XYZ); modelBindInverseScale.divideLocal(modelScale); for (Bone b : children) { b.setBindingPose(); } } /** * Reset the bone and it's children to bind pose. */ final void reset() { if (!userControl) { localPos.set(bindPos); localRot.set(bindRot); localScale.set(bindScale); } for (int i = children.size() - 1; i >= 0; i--) { children.get(i).reset(); } } /** * Stores the skinning transform in the specified Matrix4f. * The skinning transform applies the animation of the bone to a vertex. * * This assumes that the world transforms for the entire bone hierarchy * have already been computed, otherwise this method will return undefined * results. * * @param outTransform */ void getOffsetTransform(Matrix4f outTransform, Quaternion tmp1, Vector3f tmp2, Vector3f tmp3, Matrix3f tmp4) { // Computing scale Vector3f scale = modelScale.mult(modelBindInverseScale, tmp3); // Computing rotation Quaternion rotate = modelRot.mult(modelBindInverseRot, tmp1); // Computing translation // Translation depend on rotation and scale Vector3f translate = modelPos.add(rotate.mult(scale.mult(modelBindInversePos, tmp2), tmp2), tmp2); // Populating the matrix outTransform.setTransform(translate, scale, rotate.toRotationMatrix(tmp4)); } /** * * Sets the transforms of this bone in local space (relative to the parent bone) * * @param translation the translation in local space * @param rotation the rotation in local space * @param scale the scale in local space */ public void setUserTransforms(Vector3f translation, Quaternion rotation, Vector3f scale) { if (!userControl) { throw new IllegalStateException("You must call setUserControl(true) in order to setUserTransform to work"); } localPos.set(bindPos); localRot.set(bindRot); localScale.set(bindScale); localPos.addLocal(translation); localRot.multLocal(rotation); localScale.multLocal(scale); } /** * * @param translation - * @param rotation - * @deprecated use {@link #setUserTransformsInModelSpace(com.jme3.math.Vector3f, com.jme3.math.Quaternion) } */ @Deprecated public void setUserTransformsWorld(Vector3f translation, Quaternion rotation) { } /** * Sets the transforms of this bone in model space (relative to the root bone) * * Must update all bones in skeleton for this to work. * @param translation translation in model space * @param rotation rotation in model space */ public void setUserTransformsInModelSpace(Vector3f translation, Quaternion rotation) { if (!userControl) { throw new IllegalStateException("You must call setUserControl(true) in order to setUserTransformsInModelSpace to work"); } // TODO: add scale here ??? modelPos.set(translation); modelRot.set(rotation); //if there is an attached Node we need to set it's local transforms too. if(attachNode != null){ attachNode.setLocalTranslation(translation); attachNode.setLocalRotation(rotation); } } /** * Returns the local transform of this bone combined with the given position and rotation * @param position a position * @param rotation a rotation */ public Transform getCombinedTransform(Vector3f position, Quaternion rotation) { if(tmpTransform == null){ tmpTransform = new Transform(); } rotation.mult(localPos, tmpTransform.getTranslation()).addLocal(position); tmpTransform.setRotation(rotation).getRotation().multLocal(localRot); return tmpTransform; } /** * Returns the attachment node. * Attach models and effects to this node to make * them follow this bone's motions. */ Node getAttachmentsNode() { if (attachNode == null) { attachNode = new Node(name + "_attachnode"); attachNode.setUserData("AttachedBone", this); } return attachNode; } /** * Used internally after model cloning. * @param attachNode */ void setAttachmentsNode(Node attachNode) { this.attachNode = attachNode; } /** * Sets the local animation transform of this bone. * Bone is assumed to be in bind pose when this is called. */ void setAnimTransforms(Vector3f translation, Quaternion rotation, Vector3f scale) { if (userControl) { return; } // localPos.addLocal(translation); // localRot.multLocal(rotation); //localRot = localRot.mult(rotation); localPos.set(bindPos).addLocal(translation); localRot.set(bindRot).multLocal(rotation); if (scale != null) { localScale.set(bindScale).multLocal(scale); } } /** * Blends the given animation transform onto the bone's local transform. *

* Subsequent calls of this method stack up, with the final transformation * of the bone computed at {@link #updateModelTransforms() } which resets * the stack. *

* E.g. a single transform blend with weight = 0.5 followed by an * updateModelTransforms() call will result in final transform = transform * 0.5. * Two transform blends with weight = 0.5 each will result in the two * transforms blended together (nlerp) with blend = 0.5. * * @param translation The translation to blend in * @param rotation The rotation to blend in * @param scale The scale to blend in * @param weight The weight of the transform to apply. Set to 1.0 to prevent * any other transform from being applied until updateModelTransforms(). */ void blendAnimTransforms(Vector3f translation, Quaternion rotation, Vector3f scale, float weight) { if (userControl) { return; } if (weight == 0) { // Do not apply this transform at all. return; } if (currentWeightSum == 1){ return; // More than 2 transforms are being blended } else if (currentWeightSum == -1 || currentWeightSum == 0) { // Set the transform fully localPos.set(bindPos).addLocal(translation); localRot.set(bindRot).multLocal(rotation); if (scale != null) { localScale.set(bindScale).multLocal(scale); } // Set the weight. It will be applied in updateModelTransforms(). currentWeightSum = weight; } else { // The weight is already set. // Blend in the new transform. TempVars vars = TempVars.get(); Vector3f tmpV = vars.vect1; Vector3f tmpV2 = vars.vect2; Quaternion tmpQ = vars.quat1; tmpV.set(bindPos).addLocal(translation); localPos.interpolateLocal(tmpV, weight); tmpQ.set(bindRot).multLocal(rotation); localRot.nlerp(tmpQ, weight); if (scale != null) { tmpV2.set(bindScale).multLocal(scale); localScale.interpolateLocal(tmpV2, weight); } // Ensures no new weights will be blended in the future. currentWeightSum = 1; vars.release(); } } /** * Sets local bind transform for bone. * Call setBindingPose() after all of the skeleton bones' bind transforms are set to save them. */ public void setBindTransforms(Vector3f translation, Quaternion rotation, Vector3f scale) { bindPos.set(translation); bindRot.set(rotation); //ogre.xml can have null scale values breaking this if the check is removed if (scale != null) { bindScale.set(scale); } localPos.set(translation); localRot.set(rotation); if (scale != null) { localScale.set(scale); } } private String toString(int depth) { StringBuilder sb = new StringBuilder(); for (int i = 0; i < depth; i++) { sb.append('-'); } sb.append(name).append(" bone\n"); for (Bone child : children) { sb.append(child.toString(depth + 1)); } return sb.toString(); } @Override public String toString() { return this.toString(0); } @Override @SuppressWarnings("unchecked") public void read(JmeImporter im) throws IOException { InputCapsule input = im.getCapsule(this); name = input.readString("name", null); int ver = input.getSavableVersion(Bone.class); if(ver < 2){ bindPos = (Vector3f) input.readSavable("initialPos", null); bindRot = (Quaternion) input.readSavable("initialRot", null); bindScale = (Vector3f) input.readSavable("initialScale", new Vector3f(1.0f, 1.0f, 1.0f)); }else{ bindPos = (Vector3f) input.readSavable("bindPos", null); bindRot = (Quaternion) input.readSavable("bindRot", null); bindScale = (Vector3f) input.readSavable("bindScale", new Vector3f(1.0f, 1.0f, 1.0f)); } attachNode = (Node) input.readSavable("attachNode", null); localPos.set(bindPos); localRot.set(bindRot); localScale.set(bindScale); ArrayList childList = input.readSavableArrayList("children", null); for (int i = childList.size() - 1; i >= 0; i--) { this.addChild(childList.get(i)); } // NOTE: Parent skeleton will call update() then setBindingPose() // after Skeleton has been de-serialized. // Therefore, worldBindInversePos and worldBindInverseRot // will be reconstructed based on that information. } @Override public void write(JmeExporter ex) throws IOException { OutputCapsule output = ex.getCapsule(this); output.write(name, "name", null); output.write(attachNode, "attachNode", null); output.write(bindPos, "bindPos", null); output.write(bindRot, "bindRot", null); output.write(bindScale, "bindScale", new Vector3f(1.0f, 1.0f, 1.0f)); output.writeSavableArrayList(children, "children", null); } public void setLocalRotation(Quaternion rot){ if (!userControl) { throw new IllegalStateException("User control must be on bone to allow user transforms"); } this.localRot = rot; } public boolean hasUserControl(){ return userControl; } }





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