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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.Bone;
     36 import com.jme3.animation.Skeleton;
     37 import com.jme3.math.Vector3f;
     38 import com.jme3.scene.Mesh;
     39 import com.jme3.scene.VertexBuffer;
     40 import com.jme3.scene.VertexBuffer.Format;
     41 import com.jme3.scene.VertexBuffer.Type;
     42 import com.jme3.scene.VertexBuffer.Usage;
     43 import com.jme3.util.BufferUtils;
     44 import java.nio.FloatBuffer;
     45 import java.nio.ShortBuffer;
     46 
     47 public class SkeletonWire extends Mesh {
     48 
     49     private int numConnections = 0;
     50     private Skeleton skeleton;
     51 
     52     private void countConnections(Bone bone){
     53         for (Bone child : bone.getChildren()){
     54             numConnections ++;
     55             countConnections(child);
     56         }
     57     }
     58 
     59     private void writeConnections(ShortBuffer indexBuf, Bone bone){
     60         for (Bone child : bone.getChildren()){
     61             // write myself
     62             indexBuf.put( (short) skeleton.getBoneIndex(bone) );
     63             // write the child
     64             indexBuf.put( (short) skeleton.getBoneIndex(child) );
     65 
     66             writeConnections(indexBuf, child);
     67         }
     68     }
     69 
     70     public SkeletonWire(Skeleton skeleton){
     71         this.skeleton = skeleton;
     72         for (Bone bone : skeleton.getRoots())
     73             countConnections(bone);
     74 
     75         setMode(Mode.Lines);
     76 
     77         VertexBuffer pb = new VertexBuffer(Type.Position);
     78         FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
     79         pb.setupData(Usage.Stream, 3, Format.Float, fpb);
     80         setBuffer(pb);
     81 
     82         VertexBuffer ib = new VertexBuffer(Type.Index);
     83         ShortBuffer sib = BufferUtils.createShortBuffer(numConnections * 2);
     84         ib.setupData(Usage.Static, 2, Format.UnsignedShort, sib);
     85         setBuffer(ib);
     86 
     87         for (Bone bone : skeleton.getRoots())
     88             writeConnections(sib, bone);
     89         sib.flip();
     90 
     91         updateCounts();
     92     }
     93 
     94     public void updateGeometry(){
     95         VertexBuffer vb = getBuffer(Type.Position);
     96         FloatBuffer posBuf = getFloatBuffer(Type.Position);
     97         posBuf.clear();
     98         for (int i = 0; i < skeleton.getBoneCount(); i++){
     99             Bone bone = skeleton.getBone(i);
    100             Vector3f bonePos = bone.getModelSpacePosition();
    101 
    102             posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
    103         }
    104         posBuf.flip();
    105         vb.updateData(posBuf);
    106 
    107         updateBound();
    108     }
    109 }
    110