/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.scene.debug;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
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.util.BufferUtils;
import java.nio.FloatBuffer;
import java.util.Map;
/**
* The class that displays either heads of the bones if no length data is supplied or both heads and tails otherwise.
*/
public class SkeletonPoints extends Mesh {
/** The skeleton to be displayed. */
private Skeleton skeleton;
/** The map between the bone index and its length. */
private Map<Integer, Float> boneLengths;
/**
* Creates a points with no length data. The points will only show the bone's heads.
* @param skeleton
* the skeleton that will be shown
*/
public SkeletonPoints(Skeleton skeleton) {
this(skeleton, null);
}
/**
* Creates a points with bone lengths data. If the data is supplied then the points will show both head and tail of each bone.
* @param skeleton
* the skeleton that will be shown
* @param boneLengths
* a map between the bone's index and the bone's length
*/
public SkeletonPoints(Skeleton skeleton, Map<Integer, Float> boneLengths) {
this.skeleton = skeleton;
this.setMode(Mode.Points);
int pointsCount = skeleton.getBoneCount();
if (boneLengths != null) {
this.boneLengths = boneLengths;
pointsCount *= 2;
}
VertexBuffer pb = new VertexBuffer(Type.Position);
FloatBuffer fpb = BufferUtils.createFloatBuffer(pointsCount * 3);
pb.setupData(Usage.Stream, 3, Format.Float, fpb);
this.setBuffer(pb);
this.setPointSize(7);
this.updateCounts();
}
/**
* The method updates the geometry according to the poitions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);
FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
posBuf.clear();
for (int i = 0; i < skeleton.getBoneCount(); ++i) {
Bone bone = skeleton.getBone(i);
Vector3f head = bone.getModelSpacePosition();
posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
if (boneLengths != null) {
Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
}
}
posBuf.flip();
vb.updateData(posBuf);
this.updateBound();
}
}