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Feature: improved bone debugger shape if provided with bone lengths (if no lengths data is available then the view looks as usual).

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10876 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Kae..pl 12 лет назад
Родитель
Сommit
61c3d27942

+ 65 - 19
engine/src/core/com/jme3/scene/debug/SkeletonDebugger.java

@@ -31,49 +31,95 @@
  */
 package com.jme3.scene.debug;
 
+import java.util.Map;
+
 import com.jme3.animation.Skeleton;
 import com.jme3.renderer.queue.RenderQueue.Bucket;
 import com.jme3.scene.Geometry;
 import com.jme3.scene.Node;
 
+/**
+ * The class that creates a mesh to display how bones behave.
+ * If it is supplied with the bones' lengths it will show exactly how the bones look like on the scene.
+ * If not then only connections between each bone heads will be shown.
+ */
 public class SkeletonDebugger extends Node {
+    /** The lines of the bones or the wires between their heads. */
+    private SkeletonWire          wires;
+    /** The heads and tails points of the bones or only heads if no length data is available. */
+    private SkeletonPoints        points;
+    /** The dotted lines between a bone's tail and the had of its children. Not available if the length data was not provided. */
+    private SkeletonInterBoneWire interBoneWires;
 
-    private SkeletonWire wires;
-    private SkeletonPoints points;
-    private Skeleton skeleton;
+    public SkeletonDebugger() {
+    }
 
-    public SkeletonDebugger(String name, Skeleton skeleton){
-        super(name);
+    /**
+     * Creates a debugger with no length data. The wires will be a connection between the bones' heads only.
+     * The points will show the bones' heads only and no dotted line of inter bones connection will be visible.
+     * @param name
+     *            the name of the debugger's node
+     * @param skeleton
+     *            the skeleton that will be shown
+     */
+    public SkeletonDebugger(String name, Skeleton skeleton) {
+        this(name, skeleton, null);
+    }
 
-        this.skeleton = skeleton;
-        wires = new SkeletonWire(skeleton);
-        points = new SkeletonPoints(skeleton);
+    /**
+     * Creates a debugger with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail),
+     * the points will display both heads and tails of the bones and dotted lines between bones will be seen.
+     * @param name
+     *            the name of the debugger's node
+     * @param skeleton
+     *            the skeleton that will be shown
+     * @param boneLengths
+     *            a map between the bone's index and the bone's length
+     */
+    public SkeletonDebugger(String name, Skeleton skeleton, Map<Integer, Float> boneLengths) {
+        super(name);
 
-        attachChild(new Geometry(name+"_wires", wires));
-        attachChild(new Geometry(name+"_points", points));
+        wires = new SkeletonWire(skeleton, boneLengths);
+        points = new SkeletonPoints(skeleton, boneLengths);
 
-        setQueueBucket(Bucket.Transparent);
-    }
+        this.attachChild(new Geometry(name + "_wires", wires));
+        this.attachChild(new Geometry(name + "_points", points));
+        if (boneLengths != null) {
+            interBoneWires = new SkeletonInterBoneWire(skeleton, boneLengths);
+            this.attachChild(new Geometry(name + "_interwires", interBoneWires));
+        }
 
-    public SkeletonDebugger(){
+        this.setQueueBucket(Bucket.Transparent);
     }
 
     @Override
-    public void updateLogicalState(float tpf){
+    public void updateLogicalState(float tpf) {
         super.updateLogicalState(tpf);
-
-//        skeleton.resetAndUpdate();
         wires.updateGeometry();
         points.updateGeometry();
+        if(interBoneWires != null) {
+            interBoneWires.updateGeometry();
+        }
     }
 
+    /**
+     * @return the skeleton points
+     */
     public SkeletonPoints getPoints() {
         return points;
     }
 
+    /**
+     * @return the skeleton wires
+     */
     public SkeletonWire getWires() {
         return wires;
     }
-    
-    
-}
+
+    /**
+     * @return the dotted line between bones (can be null)
+     */
+    public SkeletonInterBoneWire getInterBoneWires() {
+        return interBoneWires;
+    }
+}

+ 127 - 0
engine/src/core/com/jme3/scene/debug/SkeletonInterBoneWire.java

@@ -0,0 +1,127 @@
+/*
+ * Copyright (c) 2009-2012 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 java.nio.FloatBuffer;
+import java.util.Map;
+
+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;
+
+/**
+ * A class that displays a dotted line between a bone tail and its childrens' heads.
+ * 
+ * @author Marcin Roguski (Kaelthas)
+ */
+public class SkeletonInterBoneWire extends Mesh {
+    private static final int    POINT_AMOUNT = 10;
+    /** The amount of connections between bones. */
+    private int                 connectionsAmount;
+    /** The skeleton that will be showed. */
+    private Skeleton            skeleton;
+    /** The map between the bone index and its length. */
+    private Map<Integer, Float> boneLengths;
+
+    /**
+     * Creates buffers for points. Each line has POINT_AMOUNT of points.
+     * @param skeleton
+     *            the skeleton that will be showed
+     * @param boneLengths
+     *            the lengths of the bones
+     */
+    public SkeletonInterBoneWire(Skeleton skeleton, Map<Integer, Float> boneLengths) {
+        this.skeleton = skeleton;
+
+        for (Bone bone : skeleton.getRoots()) {
+            this.countConnections(bone);
+        }
+
+        this.setMode(Mode.Points);
+        this.setPointSize(1);
+        this.boneLengths = boneLengths;
+
+        VertexBuffer pb = new VertexBuffer(Type.Position);
+        FloatBuffer fpb = BufferUtils.createFloatBuffer(POINT_AMOUNT * connectionsAmount * 3);
+        pb.setupData(Usage.Stream, 3, Format.Float, fpb);
+        this.setBuffer(pb);
+
+        this.updateCounts();
+    }
+
+    /**
+     * The method updates the geometry according to the poitions of the bones.
+     */
+    public void updateGeometry() {
+        VertexBuffer vb = this.getBuffer(Type.Position);
+        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
+        posBuf.clear();
+        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
+            Bone bone = skeleton.getBone(i);
+            Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
+
+            for (Bone child : bone.getChildren()) {
+                Vector3f childHead = child.getModelSpacePosition();
+                Vector3f v = childHead.subtract(parentTail);
+                float pointDelta = v.length() / POINT_AMOUNT;
+                v.normalizeLocal().multLocal(pointDelta);
+                Vector3f pointPosition = parentTail.clone();
+                for (int j = 0; j < POINT_AMOUNT; ++j) {
+                    posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ());
+                    pointPosition.addLocal(v);
+                }
+            }
+        }
+        posBuf.flip();
+        vb.updateData(posBuf);
+
+        this.updateBound();
+    }
+
+    /**
+     * Th method couns the connections between bones.
+     * @param bone
+     *            the bone where counting starts
+     */
+    private void countConnections(Bone bone) {
+        for (Bone child : bone.getChildren()) {
+            ++connectionsAmount;
+            this.countConnections(child);
+        }
+    }
+}

+ 49 - 14
engine/src/core/com/jme3/scene/debug/SkeletonPoints.java

@@ -40,40 +40,75 @@ 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.util.Map;
 
+/**
+ * The class that displays either heads of the bones if no length data is supplied or both heads and tails otherwise.
+ */
 public class SkeletonPoints extends Mesh {
+    /** The skeleton to be displayed. */
+    private Skeleton            skeleton;
+    /** The map between the bone index and its length. */
+    private Map<Integer, Float> boneLengths;
 
-    private Skeleton skeleton;
+    /**
+     * Creates a points with no length data. The points will only show the bone's heads.
+     * @param skeleton
+     *            the skeleton that will be shown
+     */
+    public SkeletonPoints(Skeleton skeleton) {
+        this(skeleton, null);
+    }
 
-    public SkeletonPoints(Skeleton skeleton){
+    /**
+     * Creates a points with bone lengths data. If the data is supplied then the points will show both head and tail of each bone.
+     * @param skeleton
+     *            the skeleton that will be shown
+     * @param boneLengths
+     *            a map between the bone's index and the bone's length
+     */
+    public SkeletonPoints(Skeleton skeleton, Map<Integer, Float> boneLengths) {
         this.skeleton = skeleton;
+        this.setMode(Mode.Points);
+        int pointsCount = skeleton.getBoneCount();
 
-        setMode(Mode.Points);
+        if (boneLengths != null) {
+            this.boneLengths = boneLengths;
+            pointsCount *= 2;
+        }
 
         VertexBuffer pb = new VertexBuffer(Type.Position);
-        FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
+        FloatBuffer fpb = BufferUtils.createFloatBuffer(pointsCount * 3);
         pb.setupData(Usage.Stream, 3, Format.Float, fpb);
-        setBuffer(pb);
+        this.setBuffer(pb);
 
-        setPointSize(7);
+        this.setPointSize(7);
+        this.updateCounts();
 
-        updateCounts();
     }
 
-    public void updateGeometry(){
-        VertexBuffer vb = getBuffer(Type.Position);
-        FloatBuffer posBuf = getFloatBuffer(Type.Position);
+    /**
+     * The method updates the geometry according to the poitions of the bones.
+     */
+    public void updateGeometry() {
+        VertexBuffer vb = this.getBuffer(Type.Position);
+        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
         posBuf.clear();
-        for (int i = 0; i < skeleton.getBoneCount(); i++){
+        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
             Bone bone = skeleton.getBone(i);
-            Vector3f bonePos = bone.getModelSpacePosition();
+            Vector3f head = bone.getModelSpacePosition();
 
-            posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
+            posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
+            if (boneLengths != null) {
+                Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
+                posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
+            }
         }
         posBuf.flip();
         vb.updateData(posBuf);
 
-        updateBound();
+        this.updateBound();
     }
 }

+ 96 - 38
engine/src/core/com/jme3/scene/debug/SkeletonWire.java

@@ -31,6 +31,10 @@
  */
 package com.jme3.scene.debug;
 
+import java.nio.FloatBuffer;
+import java.nio.ShortBuffer;
+import java.util.Map;
+
 import com.jme3.animation.Bone;
 import com.jme3.animation.Skeleton;
 import com.jme3.math.Vector3f;
@@ -40,69 +44,123 @@ 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;
 
+/**
+ * The class that displays either wires between the bones' heads if no length data is supplied and
+ * full bones' shapes otherwise.
+ */
 public class SkeletonWire extends Mesh {
+    /** The number of bones' connections. Used in non-length mode. */
+    private int                 numConnections;
+    /** The skeleton to be displayed. */
+    private Skeleton            skeleton;
+    /** The map between the bone index and its length. */
+    private Map<Integer, Float> boneLengths;
 
-    private int numConnections = 0;
-    private Skeleton skeleton;
-
-    private void countConnections(Bone bone){
-        for (Bone child : bone.getChildren()){
-            numConnections ++;
-            countConnections(child);
-        }
+    /**
+     * Creates a wire with no length data. The wires will be a connection between the bones' heads only.
+     * @param skeleton
+     *            the skeleton that will be shown
+     */
+    public SkeletonWire(Skeleton skeleton) {
+        this(skeleton, null);
     }
 
-    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) );
+    /**
+     * Creates a wire with bone lengths data. If the data is supplied then the wires will show each full bone (from head to tail).
+     * @param skeleton
+     *            the skeleton that will be shown
+     * @param boneLengths
+     *            a map between the bone's index and the bone's length
+     */
+    public SkeletonWire(Skeleton skeleton, Map<Integer, Float> boneLengths) {
+        this.skeleton = skeleton;
 
-            writeConnections(indexBuf, child);
+        for (Bone bone : skeleton.getRoots()) {
+            this.countConnections(bone);
         }
-    }
 
-    public SkeletonWire(Skeleton skeleton){
-        this.skeleton = skeleton;
-        for (Bone bone : skeleton.getRoots())
-            countConnections(bone);
-
-        setMode(Mode.Lines);
+        this.setMode(Mode.Lines);
+        int lineVerticesCount = skeleton.getBoneCount();
+        if (boneLengths != null) {
+            this.boneLengths = boneLengths;
+            lineVerticesCount *= 2;
+        }
 
         VertexBuffer pb = new VertexBuffer(Type.Position);
-        FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3);
+        FloatBuffer fpb = BufferUtils.createFloatBuffer(lineVerticesCount * 3);
         pb.setupData(Usage.Stream, 3, Format.Float, fpb);
-        setBuffer(pb);
+        this.setBuffer(pb);
 
         VertexBuffer ib = new VertexBuffer(Type.Index);
-        ShortBuffer sib = BufferUtils.createShortBuffer(numConnections * 2);
+        ShortBuffer sib = BufferUtils.createShortBuffer(boneLengths != null ? lineVerticesCount : numConnections * 2);
         ib.setupData(Usage.Static, 2, Format.UnsignedShort, sib);
-        setBuffer(ib);
+        this.setBuffer(ib);
 
-        for (Bone bone : skeleton.getRoots())
-            writeConnections(sib, bone);
+        if (boneLengths != null) {
+            for (int i = 0; i < lineVerticesCount; ++i) {
+                sib.put((short) i);
+            }
+        } else {
+            for (Bone bone : skeleton.getRoots()) {
+                this.writeConnections(sib, bone);
+            }
+        }
         sib.flip();
 
-        updateCounts();
+        this.updateCounts();
     }
 
-    public void updateGeometry(){
-        VertexBuffer vb = getBuffer(Type.Position);
-        FloatBuffer posBuf = getFloatBuffer(Type.Position);
+    /**
+     * The method updates the geometry according to the poitions of the bones.
+     */
+    public void updateGeometry() {
+        VertexBuffer vb = this.getBuffer(Type.Position);
+        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
         posBuf.clear();
-        for (int i = 0; i < skeleton.getBoneCount(); i++){
+        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
             Bone bone = skeleton.getBone(i);
-            Vector3f bonePos = bone.getModelSpacePosition();
+            Vector3f head = bone.getModelSpacePosition();
 
-            posBuf.put(bonePos.getX()).put(bonePos.getY()).put(bonePos.getZ());
+            posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
+            if (boneLengths != null) {
+                Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));
+                posBuf.put(tail.getX()).put(tail.getY()).put(tail.getZ());
+            }
         }
         posBuf.flip();
         vb.updateData(posBuf);
 
-        updateBound();
+        this.updateBound();
+    }
+
+    /**
+     * Th method couns the connections between bones.
+     * @param bone
+     *            the bone where counting starts
+     */
+    private void countConnections(Bone bone) {
+        for (Bone child : bone.getChildren()) {
+            numConnections++;
+            this.countConnections(child);
+        }
+    }
+
+    /**
+     * The method writes the indexes for the connection vertices. Used in non-length mode.
+     * @param indexBuf
+     *            the index buffer
+     * @param bone
+     *            the bone
+     */
+    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));
+
+            this.writeConnections(indexBuf, child);
+        }
     }
 }