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/*
* 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();
}
}