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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* 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.scene.debug;
import com.jme3.animation.Skeleton;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.util.clone.Cloner;
import java.util.Map;
/**
* The class that creates a mesh to display how bones behave.
* If it is supplied with the bones' lengths it will show exactly how the bones look like on the scene.
* If not then only connections between each bone heads will be shown.
*/
public class SkeletonDebugger extends Node {
/** The lines of the bones or the wires between their heads. */
private SkeletonWire wires;
/** The heads and tails points of the bones or only heads if no length data is available. */
private SkeletonPoints points;
/** The dotted lines between a bone's tail and the had of its children. Not available if the length data was not provided. */
private SkeletonInterBoneWire interBoneWires;
public SkeletonDebugger() {
}
/**
* Creates a debugger with no length data. The wires will be a connection between the bones' heads only.
* The points will show the bones' heads only and no dotted line of inter bones connection will be visible.
* @param name
* the name of the debugger's node
* @param skeleton
* the skeleton that will be shown
*/
public SkeletonDebugger(String name, Skeleton skeleton) {
this(name, skeleton, null);
}
/**
* Creates a debugger with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail),
* the points will display both heads and tails of the bones and dotted lines between bones will be seen.
* @param name
* the name of the debugger's node
* @param skeleton
* the skeleton that will be shown
* @param boneLengths
* a map between the bone's index and the bone's length
*/
public SkeletonDebugger(String name, Skeleton skeleton, Map boneLengths) {
super(name);
wires = new SkeletonWire(skeleton, boneLengths);
points = new SkeletonPoints(skeleton, boneLengths);
this.attachChild(new Geometry(name + "_wires", wires));
this.attachChild(new Geometry(name + "_points", points));
if (boneLengths != null) {
interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths);
this.attachChild(new Geometry(name + "_interwires", interBoneWires));
}
this.setQueueBucket(Bucket.Transparent);
}
@Override
public void updateLogicalState(float tpf) {
super.updateLogicalState(tpf);
wires.updateGeometry();
points.updateGeometry();
if(interBoneWires != null) {
interBoneWires.updateGeometry();
}
}
/**
* @return the skeleton points
*/
public SkeletonPoints getPoints() {
return points;
}
/**
* @return the skeleton wires
*/
public SkeletonWire getWires() {
return wires;
}
/**
* @return the dotted line between bones (can be null)
*/
public SkeletonInterBoneWire getInterBoneWires() {
return interBoneWires;
}
@Override
public void cloneFields(Cloner cloner, Object original) {
super.cloneFields(cloner, original);
this.wires = cloner.clone(wires);
this.points = cloner.clone(points);
this.interBoneWires = cloner.clone(interBoneWires);
}
}
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