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/*
* Copyright (c) 2009-2021 jMonkeyEngine
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package com.jme3.animation;
import com.jme3.anim.Armature;
import com.jme3.export.*;
import com.jme3.math.Matrix4f;
import com.jme3.util.TempVars;
import com.jme3.util.clone.Cloner;
import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
/**
* Skeleton
is a convenience class for managing a bone hierarchy.
* Skeleton updates the world transforms to reflect the current local
* animated matrixes.
*
* @author Kirill Vainer
* @deprecated use {@link Armature}
*/
@Deprecated
public final class Skeleton implements Savable, JmeCloneable {
private Bone[] rootBones;
private Bone[] boneList;
/**
* Contains the skinning matrices, multiplying it by a vertex affected by a bone
* will cause it to go to the animated position.
*/
private transient Matrix4f[] skinningMatrixes;
/**
* Creates a skeleton from a bone list.
* The root bones are found automatically.
*
* Note that using this constructor will cause the bones in the list
* to have their bind pose recomputed based on their local transforms.
*
* @param boneList The list of bones to manage by this Skeleton
*/
public Skeleton(Bone[] boneList) {
this.boneList = boneList;
List rootBoneList = new ArrayList<>();
for (int i = boneList.length - 1; i >= 0; i--) {
Bone b = boneList[i];
if (b.getParent() == null) {
rootBoneList.add(b);
}
}
rootBones = rootBoneList.toArray(new Bone[rootBoneList.size()]);
createSkinningMatrices();
for (int i = rootBones.length - 1; i >= 0; i--) {
Bone rootBone = rootBones[i];
rootBone.update();
rootBone.setBindingPose();
}
}
/**
* Special-purpose copy constructor.
*
* Shallow copies bind pose data from the source skeleton, does not
* copy any other data.
*
* @param source The source Skeleton to copy from
*/
public Skeleton(Skeleton source) {
Bone[] sourceList = source.boneList;
boneList = new Bone[sourceList.length];
for (int i = 0; i < sourceList.length; i++) {
boneList[i] = new Bone(sourceList[i]);
}
rootBones = new Bone[source.rootBones.length];
for (int i = 0; i < rootBones.length; i++) {
rootBones[i] = recreateBoneStructure(source.rootBones[i]);
}
createSkinningMatrices();
for (int i = rootBones.length - 1; i >= 0; i--) {
rootBones[i].update();
}
}
/**
* Serialization only. Do not use.
*/
protected Skeleton() {
}
@Override
public Object jmeClone() {
try {
Skeleton clone = (Skeleton) super.clone();
return clone;
} catch (CloneNotSupportedException ex) {
throw new AssertionError();
}
}
@Override
public void cloneFields(Cloner cloner, Object original) {
this.rootBones = cloner.clone(rootBones);
this.boneList = cloner.clone(boneList);
this.skinningMatrixes = cloner.clone(skinningMatrixes);
}
private void createSkinningMatrices() {
skinningMatrixes = new Matrix4f[boneList.length];
for (int i = 0; i < skinningMatrixes.length; i++) {
skinningMatrixes[i] = new Matrix4f();
}
}
private Bone recreateBoneStructure(Bone sourceRoot) {
Bone targetRoot = getBone(sourceRoot.getName());
List children = sourceRoot.getChildren();
for (int i = 0; i < children.size(); i++) {
Bone sourceChild = children.get(i);
// find my version of the child
Bone targetChild = getBone(sourceChild.getName());
targetRoot.addChild(targetChild);
recreateBoneStructure(sourceChild);
}
return targetRoot;
}
/**
* Updates world transforms for all bones in this skeleton.
* Typically called after setting local animation transforms.
*/
public void updateWorldVectors() {
for (int i = rootBones.length - 1; i >= 0; i--) {
rootBones[i].update();
}
}
/**
* Saves the current skeleton state as its binding pose.
*/
public void setBindingPose() {
for (int i = rootBones.length - 1; i >= 0; i--) {
rootBones[i].setBindingPose();
}
}
/**
* Reset the skeleton to bind pose.
*/
public final void reset() {
for (int i = rootBones.length - 1; i >= 0; i--) {
rootBones[i].reset();
}
}
/**
* Reset the skeleton to bind pose and updates the bones
*/
public final void resetAndUpdate() {
for (int i = rootBones.length - 1; i >= 0; i--) {
Bone rootBone = rootBones[i];
rootBone.reset();
rootBone.update();
}
}
/**
* returns the array of all root bones of this skeleton
* @return the pre-existing array
*/
public Bone[] getRoots() {
return rootBones;
}
/**
* return a bone for the given index
*
* @param index the (zero-based) bone index (≥0)
* @return the pre-existing instance
*/
public Bone getBone(int index) {
return boneList[index];
}
/**
* returns the bone with the given name
*
* @param name the name to search for
* @return the pre-existing instance, or null if not found
*/
public Bone getBone(String name) {
for (int i = 0; i < boneList.length; i++) {
if (boneList[i].getName().equals(name)) {
return boneList[i];
}
}
return null;
}
/**
* returns the bone index of the given bone
*
* @param bone the Bone to search for (unaffected)
* @return the index (≥0) or -1 if not found
*/
public int getBoneIndex(Bone bone) {
for (int i = 0; i < boneList.length; i++) {
if (boneList[i] == bone) {
return i;
}
}
return -1;
}
/**
* returns the bone index of the bone that has the given name
*
* @param name the name to search for
* @return the index (≥0) or -1 if not found
*/
public int getBoneIndex(String name) {
for (int i = 0; i < boneList.length; i++) {
if (boneList[i].getName().equals(name)) {
return i;
}
}
return -1;
}
/**
* Compute the skinning matrices for each bone of the skeleton that would be used to transform vertices of associated meshes
* @return the pre-existing matrices
*/
public Matrix4f[] computeSkinningMatrices() {
TempVars vars = TempVars.get();
for (int i = 0; i < boneList.length; i++) {
boneList[i].getOffsetTransform(skinningMatrixes[i], vars.quat1, vars.vect1, vars.vect2, vars.tempMat3);
}
vars.release();
return skinningMatrixes;
}
/**
* returns the number of bones of this skeleton
* @return the count (≥0)
*/
public int getBoneCount() {
return boneList.length;
}
@Override
public String toString() {
StringBuilder sb = new StringBuilder();
sb.append("Skeleton - ").append(boneList.length).append(" bones, ").append(rootBones.length).append(" roots\n");
for (Bone rootBone : rootBones) {
sb.append(rootBone.toString());
}
return sb.toString();
}
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule input = im.getCapsule(this);
Savable[] boneRootsAsSav = input.readSavableArray("rootBones", null);
rootBones = new Bone[boneRootsAsSav.length];
System.arraycopy(boneRootsAsSav, 0, rootBones, 0, boneRootsAsSav.length);
Savable[] boneListAsSavable = input.readSavableArray("boneList", null);
boneList = new Bone[boneListAsSavable.length];
System.arraycopy(boneListAsSavable, 0, boneList, 0, boneListAsSavable.length);
createSkinningMatrices();
for (Bone rootBone : rootBones) {
rootBone.reset();
rootBone.update();
rootBone.setBindingPose();
}
}
@Override
public void write(JmeExporter ex) throws IOException {
OutputCapsule output = ex.getCapsule(this);
output.write(rootBones, "rootBones", null);
output.write(boneList, "boneList", null);
}
}