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+/*
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+ * Copyright (c) 2009-2015 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.scene.plugins.fbx.anim;
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+
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+import com.jme3.animation.Bone;
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+import com.jme3.animation.Skeleton;
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+import com.jme3.scene.plugins.fbx.node.FbxNode;
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+import java.util.ArrayList;
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+import java.util.HashMap;
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+import java.util.List;
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+
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+/**
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+ * Similar to {@link Skeleton jME skeleton} except
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+ * contains {@link FbxLimbNode limb nodes}.
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+ *
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+ * This is used to determine the bone indices (for assigning clusters to meshes)
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+ * as well as the limb hierarchy when creating the jME3 Skeleton.
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+ *
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+ * @author Kirill Vainer
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+ */
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+public class FbxSkeleton {
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+
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+ FbxLimbNode[] rootLimbs;
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+ FbxLimbNode[] allLimbs;
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+ HashMap<FbxLimbNode, Integer> limbToIndexMap = new HashMap<FbxLimbNode, Integer>();
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+
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+ private FbxSkeleton() {
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+ }
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+
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+ public static void populateSkeletonData(FbxNode skeletonRoot) {
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+// if (skeletonRoot instanceof FbxLimbNode) {
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+// throw new UnsupportedOperationException("Limb node cannot be a skeleton root");
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+// }
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+//
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+// FbxSkeleton skeleton = new FbxSkeleton();
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+// skeleton.scanLimbs(skeletonRoot);
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+// skeletonRoot.setFbxSkeleton(skeleton);
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+ }
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+
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+ private void scanLimbs(FbxNode skeletonRoot, FbxLimbNode limb, List<FbxLimbNode> limbList) {
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+// limb.skeletonRoot = skeletonRoot;
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+// limbList.add(limb);
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+// for (FbxNode child : limb.getChildren()) {
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+// if (child instanceof FbxLimbNode) {
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+// FbxLimbNode childLimb = (FbxLimbNode) child;
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+// scanLimbs(skeletonRoot, childLimb, limbList);
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+// }
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+// }
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+ }
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+
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+ private void scanLimbs(FbxNode skeletonRoot) {
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+ List<FbxLimbNode> limbList = new ArrayList<FbxLimbNode>();
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+ List<FbxLimbNode> rootList = new ArrayList<FbxLimbNode>();
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+
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+ for (FbxNode child : skeletonRoot.getChildren()) {
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+ if (child instanceof FbxLimbNode) {
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+ FbxLimbNode limb = (FbxLimbNode) child;
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+ rootList.add(limb);
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+ scanLimbs(skeletonRoot, limb, limbList);
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+ }
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+ }
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+
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+ allLimbs = limbList.toArray(new FbxLimbNode[0]);
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+ rootLimbs = rootList.toArray(new FbxLimbNode[0]);
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+
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+ for (int i = 0; i < allLimbs.length; i++) {
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+ limbToIndexMap.put(allLimbs[i], i);
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+ }
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+ }
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+
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+ public int getLimbIndex(FbxLimbNode limbNode) {
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+ return limbToIndexMap.get(limbNode);
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+ }
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+
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+ public FbxLimbNode getLimb(int index) {
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+ return allLimbs[index];
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+ }
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+
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+ public FbxLimbNode[] getRootLimbs() {
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+ return rootLimbs;
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+ }
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+
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+}
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