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