/* * 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 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * 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.nio.ShortBuffer; public class SkeletonWire extends Mesh { private int numConnections = 0; private Skeleton skeleton; private void countConnections(Bone bone){ for (Bone child : bone.getChildren()){ numConnections ++; countConnections(child); } } private void writeConnections(ShortBuffer indexBuf, Bone bone){ for (Bone child : bone.getChildren()){ // write myself indexBuf.put( (short) skeleton.getBoneIndex(bone) ); // write the child indexBuf.put( (short) skeleton.getBoneIndex(child) ); writeConnections(indexBuf, child); } } public SkeletonWire(Skeleton skeleton){ this.skeleton = skeleton; for (Bone bone : skeleton.getRoots()) countConnections(bone); setMode(Mode.Lines); VertexBuffer pb = new VertexBuffer(Type.Position); FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3); pb.setupData(Usage.Stream, 3, Format.Float, fpb); setBuffer(pb); VertexBuffer ib = new VertexBuffer(Type.Index); ShortBuffer sib = BufferUtils.createShortBuffer(numConnections * 2); ib.setupData(Usage.Static, 2, Format.UnsignedShort, sib); setBuffer(ib); for (Bone bone : skeleton.getRoots()) writeConnections(sib, bone); sib.flip(); updateCounts(); } public void updateGeometry(){ VertexBuffer vb = getBuffer(Type.Position); FloatBuffer posBuf = getFloatBuffer(Type.Position); posBuf.clear(); for (int i = 0; i < skeleton.getBoneCount(); i++){ Bone bone = skeleton.getBone(i); Vector3f bonePos = bone.getModelSpacePosition(); posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ()); } posBuf.flip(); vb.updateData(posBuf); updateBound(); } }