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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package com.jme3.scene.debug;
     34 
     35 import com.jme3.animation.Skeleton;
     36 import com.jme3.renderer.queue.RenderQueue.Bucket;
     37 import com.jme3.scene.Geometry;
     38 import com.jme3.scene.Node;
     39 
     40 public class SkeletonDebugger extends Node {
     41 
     42     private SkeletonWire wires;
     43     private SkeletonPoints points;
     44     private Skeleton skeleton;
     45 
     46     public SkeletonDebugger(String name, Skeleton skeleton){
     47         super(name);
     48 
     49         this.skeleton = skeleton;
     50         wires = new SkeletonWire(skeleton);
     51         points = new SkeletonPoints(skeleton);
     52 
     53         attachChild(new Geometry(name+"_wires", wires));
     54         attachChild(new Geometry(name+"_points", points));
     55 
     56         setQueueBucket(Bucket.Transparent);
     57     }
     58 
     59     public SkeletonDebugger(){
     60     }
     61 
     62     @Override
     63     public void updateLogicalState(float tpf){
     64         super.updateLogicalState(tpf);
     65 
     66 //        skeleton.resetAndUpdate();
     67         wires.updateGeometry();
     68         points.updateGeometry();
     69     }
     70 
     71     public SkeletonPoints getPoints() {
     72         return points;
     73     }
     74 
     75     public SkeletonWire getWires() {
     76         return wires;
     77     }
     78 
     79 
     80 }
     81