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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.animation;
33 
34 import com.jme3.export.*;
35 import com.jme3.math.Matrix4f;
36 import com.jme3.util.TempVars;
37 import java.io.IOException;
38 import java.util.ArrayList;
39 import java.util.List;
40 
41 /**
42  * <code>Skeleton</code> is a convenience class for managing a bone hierarchy.
43  * Skeleton updates the world transforms to reflect the current local
44  * animated matrixes.
45  *
46  * @author Kirill Vainer
47  */
48 public final class Skeleton implements Savable {
49 
50     private Bone[] rootBones;
51     private Bone[] boneList;
52 
53     /**
54      * Contains the skinning matrices, multiplying it by a vertex effected by a bone
55      * will cause it to go to the animated position.
56      */
57     private transient Matrix4f[] skinningMatrixes;
58 
59     /**
60      * Creates a skeleton from a bone list.
61      * The root bones are found automatically.
62      * <p>
63      * Note that using this constructor will cause the bones in the list
64      * to have their bind pose recomputed based on their local transforms.
65      *
66      * @param boneList The list of bones to manage by this Skeleton
67      */
Skeleton(Bone[] boneList)68     public Skeleton(Bone[] boneList) {
69         this.boneList = boneList;
70 
71         List<Bone> rootBoneList = new ArrayList<Bone>();
72         for (int i = boneList.length - 1; i >= 0; i--) {
73             Bone b = boneList[i];
74             if (b.getParent() == null) {
75                 rootBoneList.add(b);
76             }
77         }
78         rootBones = rootBoneList.toArray(new Bone[rootBoneList.size()]);
79 
80         createSkinningMatrices();
81 
82         for (int i = rootBones.length - 1; i >= 0; i--) {
83             Bone rootBone = rootBones[i];
84             rootBone.update();
85             rootBone.setBindingPose();
86         }
87     }
88 
89     /**
90      * Special-purpose copy constructor.
91      * <p>
92      * Shallow copies bind pose data from the source skeleton, does not
93      * copy any other data.
94      *
95      * @param source The source Skeleton to copy from
96      */
Skeleton(Skeleton source)97     public Skeleton(Skeleton source) {
98         Bone[] sourceList = source.boneList;
99         boneList = new Bone[sourceList.length];
100         for (int i = 0; i < sourceList.length; i++) {
101             boneList[i] = new Bone(sourceList[i]);
102         }
103 
104         rootBones = new Bone[source.rootBones.length];
105         for (int i = 0; i < rootBones.length; i++) {
106             rootBones[i] = recreateBoneStructure(source.rootBones[i]);
107         }
108         createSkinningMatrices();
109 
110         for (int i = rootBones.length - 1; i >= 0; i--) {
111             rootBones[i].update();
112         }
113     }
114 
115     /**
116      * Serialization only. Do not use.
117      */
Skeleton()118     public Skeleton() {
119     }
120 
createSkinningMatrices()121     private void createSkinningMatrices() {
122         skinningMatrixes = new Matrix4f[boneList.length];
123         for (int i = 0; i < skinningMatrixes.length; i++) {
124             skinningMatrixes[i] = new Matrix4f();
125         }
126     }
127 
recreateBoneStructure(Bone sourceRoot)128     private Bone recreateBoneStructure(Bone sourceRoot) {
129         Bone targetRoot = getBone(sourceRoot.getName());
130         List<Bone> children = sourceRoot.getChildren();
131         for (int i = 0; i < children.size(); i++) {
132             Bone sourceChild = children.get(i);
133             // find my version of the child
134             Bone targetChild = getBone(sourceChild.getName());
135             targetRoot.addChild(targetChild);
136             recreateBoneStructure(sourceChild);
137         }
138 
139         return targetRoot;
140     }
141 
142     /**
143      * Updates world transforms for all bones in this skeleton.
144      * Typically called after setting local animation transforms.
145      */
updateWorldVectors()146     public void updateWorldVectors() {
147         for (int i = rootBones.length - 1; i >= 0; i--) {
148             rootBones[i].update();
149         }
150     }
151 
152     /**
153      * Saves the current skeleton state as it's binding pose.
154      */
setBindingPose()155     public void setBindingPose() {
156         for (int i = rootBones.length - 1; i >= 0; i--) {
157             rootBones[i].setBindingPose();
158         }
159     }
160 
161     /**
162      * Reset the skeleton to bind pose.
163      */
reset()164     public final void reset() {
165         for (int i = rootBones.length - 1; i >= 0; i--) {
166             rootBones[i].reset();
167         }
168     }
169 
170     /**
171      * Reset the skeleton to bind pose and updates the bones
172      */
resetAndUpdate()173     public final void resetAndUpdate() {
174         for (int i = rootBones.length - 1; i >= 0; i--) {
175             Bone rootBone = rootBones[i];
176             rootBone.reset();
177             rootBone.update();
178         }
179     }
180 
181     /**
182      * returns the array of all root bones of this skeleton
183      * @return
184      */
getRoots()185     public Bone[] getRoots() {
186         return rootBones;
187     }
188 
189     /**
190      * return a bone for the given index
191      * @param index
192      * @return
193      */
getBone(int index)194     public Bone getBone(int index) {
195         return boneList[index];
196     }
197 
198     /**
199      * returns the bone with the given name
200      * @param name
201      * @return
202      */
getBone(String name)203     public Bone getBone(String name) {
204         for (int i = 0; i < boneList.length; i++) {
205             if (boneList[i].getName().equals(name)) {
206                 return boneList[i];
207             }
208         }
209         return null;
210     }
211 
212     /**
213      * returns the bone index of the given bone
214      * @param bone
215      * @return
216      */
getBoneIndex(Bone bone)217     public int getBoneIndex(Bone bone) {
218         for (int i = 0; i < boneList.length; i++) {
219             if (boneList[i] == bone) {
220                 return i;
221             }
222         }
223 
224         return -1;
225     }
226 
227     /**
228      * returns the bone index of the bone that has the given name
229      * @param name
230      * @return
231      */
getBoneIndex(String name)232     public int getBoneIndex(String name) {
233         for (int i = 0; i < boneList.length; i++) {
234             if (boneList[i].getName().equals(name)) {
235                 return i;
236             }
237         }
238 
239         return -1;
240     }
241 
242     /**
243      * Compute the skining matrices for each bone of the skeleton that would be used to transform vertices of associated meshes
244      * @return
245      */
computeSkinningMatrices()246     public Matrix4f[] computeSkinningMatrices() {
247         TempVars vars = TempVars.get();
248         for (int i = 0; i < boneList.length; i++) {
249             boneList[i].getOffsetTransform(skinningMatrixes[i], vars.quat1, vars.vect1, vars.vect2, vars.tempMat3);
250         }
251         vars.release();
252         return skinningMatrixes;
253     }
254 
255     /**
256      * returns the number of bones of this skeleton
257      * @return
258      */
getBoneCount()259     public int getBoneCount() {
260         return boneList.length;
261     }
262 
263     @Override
toString()264     public String toString() {
265         StringBuilder sb = new StringBuilder();
266         sb.append("Skeleton - ").append(boneList.length).append(" bones, ").append(rootBones.length).append(" roots\n");
267         for (Bone rootBone : rootBones) {
268             sb.append(rootBone.toString());
269         }
270         return sb.toString();
271     }
272 
read(JmeImporter im)273     public void read(JmeImporter im) throws IOException {
274         InputCapsule input = im.getCapsule(this);
275 
276         Savable[] boneRootsAsSav = input.readSavableArray("rootBones", null);
277         rootBones = new Bone[boneRootsAsSav.length];
278         System.arraycopy(boneRootsAsSav, 0, rootBones, 0, boneRootsAsSav.length);
279 
280         Savable[] boneListAsSavable = input.readSavableArray("boneList", null);
281         boneList = new Bone[boneListAsSavable.length];
282         System.arraycopy(boneListAsSavable, 0, boneList, 0, boneListAsSavable.length);
283 
284         createSkinningMatrices();
285 
286         for (Bone rootBone : rootBones) {
287             rootBone.update();
288             rootBone.setBindingPose();
289         }
290     }
291 
write(JmeExporter ex)292     public void write(JmeExporter ex) throws IOException {
293         OutputCapsule output = ex.getCapsule(this);
294         output.write(rootBones, "rootBones", null);
295         output.write(boneList, "boneList", null);
296     }
297 }
298