/*
* Copyright (c) 2009-2010 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.animation;
import com.jme3.export.*;
import com.jme3.math.Matrix4f;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
/**
* Skeleton
is a convenience class for managing a bone hierarchy.
* Skeleton updates the world transforms to reflect the current local
* animated matrixes.
*
* @author Kirill Vainer
*/
public final class Skeleton implements Savable {
private Bone[] rootBones;
private Bone[] boneList;
/**
* Contains the skinning matrices, multiplying it by a vertex effected by a bone
* will cause it to go to the animated position.
*/
private transient Matrix4f[] skinningMatrixes;
/**
* Creates a skeleton from a bone list.
* The root bones are found automatically.
*
* Note that using this constructor will cause the bones in the list
* to have their bind pose recomputed based on their local transforms.
*
* @param boneList The list of bones to manage by this Skeleton
*/
public Skeleton(Bone[] boneList) {
this.boneList = boneList;
List
* Shallow copies bind pose data from the source skeleton, does not
* copy any other data.
*
* @param source The source Skeleton to copy from
*/
public Skeleton(Skeleton source) {
Bone[] sourceList = source.boneList;
boneList = new Bone[sourceList.length];
for (int i = 0; i < sourceList.length; i++) {
boneList[i] = new Bone(sourceList[i]);
}
rootBones = new Bone[source.rootBones.length];
for (int i = 0; i < rootBones.length; i++) {
rootBones[i] = recreateBoneStructure(source.rootBones[i]);
}
createSkinningMatrices();
for (int i = rootBones.length - 1; i >= 0; i--) {
rootBones[i].update();
}
}
/**
* Serialization only. Do not use.
*/
public Skeleton() {
}
private void createSkinningMatrices() {
skinningMatrixes = new Matrix4f[boneList.length];
for (int i = 0; i < skinningMatrixes.length; i++) {
skinningMatrixes[i] = new Matrix4f();
}
}
private Bone recreateBoneStructure(Bone sourceRoot) {
Bone targetRoot = getBone(sourceRoot.getName());
List