skinnode.java

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/*
 * Copyright (c) 2003-2009 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.jme.animation;

import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.scene.ConnectionPoint;
import com.jme.scene.Geometry;
import com.jme.scene.Node;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.export.Savable;
import com.jme.util.geom.VertMap;

/**
 * SkinNode defines a scene node that contains skinned mesh data. A skinned mesh
 * is defined by a Geometry object representing the "skin" that is attached to a
 * skeleton (or a tree of Bones). The orientation, translation of these bones
 * define the position of the skin vertices. These bones can then be driven by
 * an animation system to provide the animation of the skin. SkinNode defines
 * for each vertex of the skin the bone that affects it and the weight
 * (BoneInfluence) of that affect. This allows multiple bones to share a single
 * vertex (although the total weight must add up to 1).
 * 
 * @author Joshua Slack
 * @author Mark Powell
 */
public class SkinNode extends Node implements Savable, BoneChangeListener {

    private static final long serialVersionUID = 1L;

    protected static Vector3f vertex = new Vector3f();
    protected static Vector3f normal = new Vector3f();

    protected boolean needsRefresh = true;

    protected Node skins = null;

    protected Bone skeleton = null;
    protected ArrayList<BoneInfluence>[][] cache = null;
    
    protected ArrayList<ConnectionPoint> connectionPoints;
    
    protected transient boolean newSkeletonAssigned = false;
    protected transient Matrix4f bindMatrix = new Matrix4f();

    private final Vector3f tmpTranslation = new Vector3f();
    private final Quaternion tmpRotation = new Quaternion();
    private final Vector3f tmpScale = new Vector3f();

    private boolean externalControl = false;
    
    /**
     * Empty Constructor to be used internally only.
     */
    public SkinNode() {
        setLastFrustumIntersection(Camera.FrustumIntersect.Inside);
    }

    /**
     * Constructor creates a new SkinNode object with the supplied name.
     * 
     * @param name
     *            the name of this SkinNode
     */
    public SkinNode(String name) {
        super(name);
    }

    /**
     * getSkin returns the skins (Geometry objects) that the SkinNode is currently controlling.
     * 
     * @return the skins contained in this SkinNode
     */
    public Node getSkins() {
        return skins;
    }

    /**
     * setSkin sets the skin that the SkinNode will affect.
     * 
     * @param skins
     *            the skins that this SkinNode will affect.
     */
    public void setSkins(Node skins) {
        this.skins = skins;
        attachChild(skins);
    }

    /**
     * addSkins sets the skin that the SkinNode will affect.
     * 
     * @param skin
     *            an additional skin that this SkinNode will affect.
     */
    public void addSkin(Geometry skin) {
        if (skins == null) {
            skins = new Node("Skins");
            attachChild(skins);
        }
        this.skins.attachChild(skin);
    }

    /**
     * addBoneInfluence defines how a vertex will be affected by a bone. This is
     * given with four values, the geometry child the vertex is found, the index
     * to the vertex in the geometry, the index of the bone that has been or
     * will be set via setBones or addBone and the weight that this indexed bone
     * affects the vertex.
     * 
     * @param geomIndex
     *            the geometry child that contains the vertex to be affected.
     * @param vert
     *            the index to the vertex.
     * @param bone
     *            the bone that affects the vertex.
     * @param weight
     *            the weight that the bone will affect the vertex.
     */
    public void addBoneInfluence(int geomIndex, int vert, Bone bone,
            float weight) {
    	if (weight == 0) return;
        if (cache == null)
            recreateCache();

        ArrayList<BoneInfluence> infs = cache[geomIndex][vert];
        if (infs == null) {
            infs = new ArrayList<BoneInfluence>(1);
            cache[geomIndex][vert] = infs;
        }
        BoneInfluence i = new BoneInfluence(bone, weight);
        i.boneId = bone.getName();
        if (!infs.contains(i))
        	infs.add(i);
    }
    
    public void setAnimation(BoneAnimation anim) {
        
        if(skeleton != null && skeleton.getAnimationController() != null) {
        	skeleton.getAnimationController().setActiveAnimation(anim);
        }
    }
    
    public void setAnimation(int index) {
        if(skeleton != null && skeleton.getAnimationController() != null) {
            skeleton.getAnimationController().setActiveAnimation(index);
        }
    }
    
    public void setAnimation(String name) {
        if(skeleton != null && skeleton.getAnimationController() != null) {
            skeleton.getAnimationController().setActiveAnimation(name);
        }
    }
    
    public String getAnimationString() {
    	if(skeleton != null && skeleton.getAnimationController() != null ) {
        	return skeleton.getAnimationController().getActiveAnimation().getName();
    	}
    	return null;
    	
   	}
    
    public void addBoneInfluence(int geomIndex, int vert, String boneId,
            float weight) {
    	if (weight == 0) return;
        if (cache == null) {
            recreateCache();
        }
        
        if (vert > cache[geomIndex].length) {
            System.out.println("vert: " + vert);
            System.out.println("cache[" + geomIndex + "].length: " + cache[geomIndex].length);
            
            for (int i=0;i<cache.length;i++) {
                System.out.println("cache[" + i + "].length: " + cache[i].length);                
            }
        }
        ArrayList<BoneInfluence> infs = cache[geomIndex][vert];
        if (infs == null) {
            infs = new ArrayList<BoneInfluence>(1);
            cache[geomIndex][vert] = infs;
        }
        BoneInfluence i = new BoneInfluence(null, weight);
        i.boneId = boneId;
        if (!infs.contains(i))
        	infs.add(i);
    }
    
    public ConnectionPoint addConnectionPoint(String name, Bone b) {
        ConnectionPoint cp = new ConnectionPoint(name, b);
        if(connectionPoints == null) {
            connectionPoints = new ArrayList<ConnectionPoint>();
        }
        connectionPoints.add(cp);
        this.attachChild(cp);
        return cp;
    }
    
    public ArrayList<ConnectionPoint> getConnectionPoints() {
        return connectionPoints;
    }

    /**
     * recreateCache initializes the cache of BoneInfluences for use by the skin
     * node.
     */
    @SuppressWarnings("unchecked")
    public void recreateCache() {
        cache = new ArrayList[skins.getQuantity()][];
        for (int x = 0; x < cache.length; x++) {
        	cache[x] = new ArrayList[skins.getChild(x).getVertexCount()];
        }
    }

    /**
     * updateGeometricState overrides Spatials updateGeometric state to update
     * the assigned skeleton bone influences, if changed.
     * 
     * @param time
     *            the time that has passed between calls.
     * @param initiator
     *            true if this is the top level being called.
     */
    public void updateGeometricState(float time, boolean initiator) {
        if (newSkeletonAssigned) {
            assignSkeletonBoneInfluences();
        }

        if (!externalControl && skins != null && needsRefresh) {
        	updateSkin();
        	skins.updateModelBound();

        	needsRefresh = false;
        }

        super.updateGeometricState(time, initiator);
    }
    
    /**
     * normalizeWeights insures that all vertex BoneInfluences equal 1. The total
     * BoneInfluence on a single vertex should be 1 otherwise the position of the
     * vertex will be multiplied.
     */

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