| /* |
| * 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; |
| |
| public class SkeletonPoints extends Mesh { |
| |
| private Skeleton skeleton; |
| |
| public SkeletonPoints(Skeleton skeleton){ |
| this.skeleton = skeleton; |
| |
| setMode(Mode.Points); |
| |
| VertexBuffer pb = new VertexBuffer(Type.Position); |
| FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3); |
| pb.setupData(Usage.Stream, 3, Format.Float, fpb); |
| setBuffer(pb); |
| |
| setPointSize(7); |
| |
| 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(); |
| } |
| } |