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Example 11 with Bone

use of com.jme3.animation.Bone in project jmonkeyengine by jMonkeyEngine.

the class SkeletonLoader method startElement.

public void startElement(String uri, String localName, String qName, Attributes attribs) throws SAXException {
    if (qName.equals("position") || qName.equals("translate")) {
        position = SAXUtil.parseVector3(attribs);
    } else if (qName.equals("rotation") || qName.equals("rotate")) {
        angle = SAXUtil.parseFloat(attribs.getValue("angle"));
    } else if (qName.equals("axis")) {
        assert elementStack.peek().equals("rotation") || elementStack.peek().equals("rotate");
        axis = SAXUtil.parseVector3(attribs);
    } else if (qName.equals("scale")) {
        scale = SAXUtil.parseVector3(attribs);
    } else if (qName.equals("keyframe")) {
        assert elementStack.peek().equals("keyframes");
        time = SAXUtil.parseFloat(attribs.getValue("time"));
    } else if (qName.equals("keyframes")) {
        assert elementStack.peek().equals("track");
    } else if (qName.equals("track")) {
        assert elementStack.peek().equals("tracks");
        String boneName = SAXUtil.parseString(attribs.getValue("bone"));
        Bone bone = nameToBone.get(boneName);
        int index = skeleton.getBoneIndex(bone);
        track = new BoneTrack(index);
    } else if (qName.equals("boneparent")) {
        assert elementStack.peek().equals("bonehierarchy");
        String boneName = attribs.getValue("bone");
        String parentName = attribs.getValue("parent");
        Bone bone = nameToBone.get(boneName);
        Bone parent = nameToBone.get(parentName);
        parent.addChild(bone);
    } else if (qName.equals("bone")) {
        assert elementStack.peek().equals("bones");
        // insert bone into indexed map
        bone = new Bone(attribs.getValue("name"));
        int id = SAXUtil.parseInt(attribs.getValue("id"));
        indexToBone.put(id, bone);
        nameToBone.put(bone.getName(), bone);
    } else if (qName.equals("tracks")) {
        assert elementStack.peek().equals("animation");
        tracks.clear();
    } else if (qName.equals("animation")) {
        assert elementStack.peek().equals("animations");
        String name = SAXUtil.parseString(attribs.getValue("name"));
        float length = SAXUtil.parseFloat(attribs.getValue("length"));
        animation = new Animation(name, length);
    } else if (qName.equals("bonehierarchy")) {
        assert elementStack.peek().equals("skeleton");
    } else if (qName.equals("animations")) {
        assert elementStack.peek().equals("skeleton");
        animations = new ArrayList<Animation>();
    } else if (qName.equals("bones")) {
        assert elementStack.peek().equals("skeleton");
    } else if (qName.equals("skeleton")) {
        assert elementStack.size() == 0;
    }
    elementStack.add(qName);
}
Also used : BoneTrack(com.jme3.animation.BoneTrack) Animation(com.jme3.animation.Animation) Bone(com.jme3.animation.Bone)

Example 12 with Bone

use of com.jme3.animation.Bone in project jmonkeyengine by jMonkeyEngine.

the class IrUtils method convertIrMeshToJmeMesh.

/**
     * Convert IrMesh to jME3 mesh.
     */
public static Mesh convertIrMeshToJmeMesh(IrMesh mesh) {
    Map<IrVertex, Integer> vertexToVertexIndex = new HashMap<IrVertex, Integer>();
    List<IrVertex> vertices = new ArrayList<IrVertex>();
    List<Integer> indexes = new ArrayList<Integer>();
    int vertexIndex = 0;
    for (IrPolygon polygon : mesh.polygons) {
        if (polygon.vertices.length != 3) {
            throw new UnsupportedOperationException("IrMesh must be triangulated first");
        }
        for (IrVertex vertex : polygon.vertices) {
            // Is this vertex already indexed?
            Integer existingIndex = vertexToVertexIndex.get(vertex);
            if (existingIndex == null) {
                // Not indexed yet, allocate index.
                indexes.add(vertexIndex);
                vertexToVertexIndex.put(vertex, vertexIndex);
                vertices.add(vertex);
                vertexIndex++;
            } else {
                // Index already allocated for this vertex, reuse it.
                indexes.add(existingIndex);
            }
        }
    }
    Mesh jmeMesh = new Mesh();
    jmeMesh.setMode(Mesh.Mode.Triangles);
    FloatBuffer posBuf = null;
    FloatBuffer normBuf = null;
    FloatBuffer tangBuf = null;
    FloatBuffer uv0Buf = null;
    FloatBuffer uv1Buf = null;
    ByteBuffer colorBuf = null;
    ByteBuffer boneIndices = null;
    FloatBuffer boneWeights = null;
    IndexBuffer indexBuf = null;
    IrVertex inspectionVertex = vertices.get(0);
    if (inspectionVertex.pos != null) {
        posBuf = BufferUtils.createVector3Buffer(vertices.size());
        jmeMesh.setBuffer(VertexBuffer.Type.Position, 3, posBuf);
    }
    if (inspectionVertex.norm != null) {
        normBuf = BufferUtils.createVector3Buffer(vertices.size());
        jmeMesh.setBuffer(VertexBuffer.Type.Normal, 3, normBuf);
    }
    if (inspectionVertex.tang4d != null) {
        tangBuf = BufferUtils.createFloatBuffer(vertices.size() * 4);
        jmeMesh.setBuffer(VertexBuffer.Type.Tangent, 4, tangBuf);
    }
    if (inspectionVertex.tang != null || inspectionVertex.bitang != null) {
        throw new IllegalStateException("Mesh is using 3D tangents, must be converted to 4D tangents first.");
    }
    if (inspectionVertex.uv0 != null) {
        uv0Buf = BufferUtils.createVector2Buffer(vertices.size());
        jmeMesh.setBuffer(VertexBuffer.Type.TexCoord, 2, uv0Buf);
    }
    if (inspectionVertex.uv1 != null) {
        uv1Buf = BufferUtils.createVector2Buffer(vertices.size());
        jmeMesh.setBuffer(VertexBuffer.Type.TexCoord2, 2, uv1Buf);
    }
    if (inspectionVertex.color != null) {
        colorBuf = BufferUtils.createByteBuffer(vertices.size() * 4);
        jmeMesh.setBuffer(VertexBuffer.Type.Color, 4, colorBuf);
        jmeMesh.getBuffer(VertexBuffer.Type.Color).setNormalized(true);
    }
    if (inspectionVertex.boneWeightsIndices != null) {
        boneIndices = BufferUtils.createByteBuffer(vertices.size() * 4);
        boneWeights = BufferUtils.createFloatBuffer(vertices.size() * 4);
        jmeMesh.setBuffer(VertexBuffer.Type.BoneIndex, 4, boneIndices);
        jmeMesh.setBuffer(VertexBuffer.Type.BoneWeight, 4, boneWeights);
        //creating empty buffers for HW skinning 
        //the buffers will be setup if ever used.
        VertexBuffer weightsHW = new VertexBuffer(VertexBuffer.Type.HWBoneWeight);
        VertexBuffer indicesHW = new VertexBuffer(VertexBuffer.Type.HWBoneIndex);
        //setting usage to cpuOnly so that the buffer is not send empty to the GPU
        indicesHW.setUsage(VertexBuffer.Usage.CpuOnly);
        weightsHW.setUsage(VertexBuffer.Usage.CpuOnly);
        jmeMesh.setBuffer(weightsHW);
        jmeMesh.setBuffer(indicesHW);
    }
    if (vertices.size() >= 65536) {
        // too many verticies: use intbuffer instead of shortbuffer
        IntBuffer ib = BufferUtils.createIntBuffer(indexes.size());
        jmeMesh.setBuffer(VertexBuffer.Type.Index, 3, ib);
        indexBuf = new IndexIntBuffer(ib);
    } else {
        ShortBuffer sb = BufferUtils.createShortBuffer(indexes.size());
        jmeMesh.setBuffer(VertexBuffer.Type.Index, 3, sb);
        indexBuf = new IndexShortBuffer(sb);
    }
    jmeMesh.setStatic();
    int maxBonesPerVertex = -1;
    for (IrVertex vertex : vertices) {
        if (posBuf != null) {
            posBuf.put(vertex.pos.x).put(vertex.pos.y).put(vertex.pos.z);
        }
        if (normBuf != null) {
            normBuf.put(vertex.norm.x).put(vertex.norm.y).put(vertex.norm.z);
        }
        if (tangBuf != null) {
            tangBuf.put(vertex.tang4d.x).put(vertex.tang4d.y).put(vertex.tang4d.z).put(vertex.tang4d.w);
        }
        if (uv0Buf != null) {
            uv0Buf.put(vertex.uv0.x).put(vertex.uv0.y);
        }
        if (uv1Buf != null) {
            uv1Buf.put(vertex.uv1.x).put(vertex.uv1.y);
        }
        if (colorBuf != null) {
            colorBuf.putInt(vertex.color.asIntABGR());
        }
        if (boneIndices != null) {
            if (vertex.boneWeightsIndices != null) {
                if (vertex.boneWeightsIndices.length > 4) {
                    throw new UnsupportedOperationException("Mesh uses more than 4 weights per bone. " + "Call trimBoneWeights() to allieviate this");
                }
                for (int i = 0; i < vertex.boneWeightsIndices.length; i++) {
                    boneIndices.put((byte) (vertex.boneWeightsIndices[i].boneIndex & 0xFF));
                    boneWeights.put(vertex.boneWeightsIndices[i].boneWeight);
                }
                for (int i = 0; i < 4 - vertex.boneWeightsIndices.length; i++) {
                    boneIndices.put((byte) 0);
                    boneWeights.put(0f);
                }
            } else {
                boneIndices.putInt(0);
                boneWeights.put(0f).put(0f).put(0f).put(0f);
            }
            maxBonesPerVertex = Math.max(maxBonesPerVertex, vertex.boneWeightsIndices.length);
        }
    }
    for (int i = 0; i < indexes.size(); i++) {
        indexBuf.put(i, indexes.get(i));
    }
    jmeMesh.updateCounts();
    jmeMesh.updateBound();
    if (boneIndices != null) {
        jmeMesh.setMaxNumWeights(maxBonesPerVertex);
        jmeMesh.prepareForAnim(true);
        jmeMesh.generateBindPose(true);
    }
    return jmeMesh;
}
Also used : HashMap(java.util.HashMap) VertexBuffer(com.jme3.scene.VertexBuffer) ArrayList(java.util.ArrayList) Mesh(com.jme3.scene.Mesh) FloatBuffer(java.nio.FloatBuffer) ByteBuffer(java.nio.ByteBuffer) IndexBuffer(com.jme3.scene.mesh.IndexBuffer) IndexShortBuffer(com.jme3.scene.mesh.IndexShortBuffer) IndexIntBuffer(com.jme3.scene.mesh.IndexIntBuffer) IndexIntBuffer(com.jme3.scene.mesh.IndexIntBuffer) IntBuffer(java.nio.IntBuffer) IndexShortBuffer(com.jme3.scene.mesh.IndexShortBuffer) ShortBuffer(java.nio.ShortBuffer)

Example 13 with Bone

use of com.jme3.animation.Bone in project jmonkeyengine by jMonkeyEngine.

the class FbxLimbNode method getJmeBone.

public Bone getJmeBone() {
    if (bone == null) {
        bone = new Bone(name);
        bone.setBindTransforms(jmeLocalBindPose.getTranslation(), jmeLocalBindPose.getRotation(), jmeLocalBindPose.getScale());
    }
    return bone;
}
Also used : Bone(com.jme3.animation.Bone)

Example 14 with Bone

use of com.jme3.animation.Bone in project jmonkeyengine by jMonkeyEngine.

the class FbxLoader method constructAnimations.

private void constructAnimations() {
    // In FBX, animation are not attached to any root.
    // They are implicitly global.
    // So, we need to use hueristics to find which node(s) 
    // an animation is associated with, so we can create the AnimControl
    // in the appropriate location in the scene.
    Map<FbxToJmeTrack, FbxToJmeTrack> pairs = new HashMap<FbxToJmeTrack, FbxToJmeTrack>();
    for (FbxAnimStack stack : animStacks) {
        for (FbxAnimLayer layer : stack.getLayers()) {
            for (FbxAnimCurveNode curveNode : layer.getAnimationCurveNodes()) {
                for (Map.Entry<FbxNode, String> nodePropertyEntry : curveNode.getInfluencedNodeProperties().entrySet()) {
                    FbxToJmeTrack lookupPair = new FbxToJmeTrack();
                    lookupPair.animStack = stack;
                    lookupPair.animLayer = layer;
                    lookupPair.node = nodePropertyEntry.getKey();
                    // Find if this pair is already stored
                    FbxToJmeTrack storedPair = pairs.get(lookupPair);
                    if (storedPair == null) {
                        // If not, store it.
                        storedPair = lookupPair;
                        pairs.put(storedPair, storedPair);
                    }
                    String property = nodePropertyEntry.getValue();
                    storedPair.animCurves.put(property, curveNode);
                }
            }
        }
    }
    // At this point we can construct the animation for all pairs ...
    for (FbxToJmeTrack pair : pairs.values()) {
        String animName = pair.animStack.getName();
        float duration = pair.animStack.getDuration();
        System.out.println("ANIMATION: " + animName + ", duration = " + duration);
        System.out.println("NODE: " + pair.node.getName());
        duration = pair.getDuration();
        if (pair.node instanceof FbxLimbNode) {
            // Find the spatial that has the skeleton for this limb.
            FbxLimbNode limbNode = (FbxLimbNode) pair.node;
            Bone bone = limbNode.getJmeBone();
            Spatial jmeSpatial = limbNode.getSkeletonHolder().getJmeObject();
            Skeleton skeleton = limbNode.getSkeletonHolder().getJmeSkeleton();
            // Get the animation control (create if missing).
            AnimControl animControl = jmeSpatial.getControl(AnimControl.class);
            if (animControl.getSkeleton() != skeleton) {
                throw new UnsupportedOperationException();
            }
            // Get the animation (create if missing).
            Animation anim = animControl.getAnim(animName);
            if (anim == null) {
                anim = new Animation(animName, duration);
                animControl.addAnim(anim);
            }
            // Find the bone index from the spatial's skeleton.
            int boneIndex = skeleton.getBoneIndex(bone);
            // Generate the bone track.
            BoneTrack bt = pair.toJmeBoneTrack(boneIndex, bone.getBindInverseTransform());
            // Add the bone track to the animation.
            anim.addTrack(bt);
        } else {
            // Create the spatial animation
            Animation anim = new Animation(animName, duration);
            anim.setTracks(new Track[] { pair.toJmeSpatialTrack() });
            // Get the animation control (create if missing).
            Spatial jmeSpatial = pair.node.getJmeObject();
            AnimControl animControl = jmeSpatial.getControl(AnimControl.class);
            if (animControl == null) {
                animControl = new AnimControl(null);
                jmeSpatial.addControl(animControl);
            }
            // Add the spatial animation
            animControl.addAnim(anim);
        }
    }
}
Also used : BoneTrack(com.jme3.animation.BoneTrack) HashMap(java.util.HashMap) FbxAnimCurveNode(com.jme3.scene.plugins.fbx.anim.FbxAnimCurveNode) AnimControl(com.jme3.animation.AnimControl) FbxNode(com.jme3.scene.plugins.fbx.node.FbxNode) Spatial(com.jme3.scene.Spatial) Animation(com.jme3.animation.Animation) FbxToJmeTrack(com.jme3.scene.plugins.fbx.anim.FbxToJmeTrack) Skeleton(com.jme3.animation.Skeleton) Bone(com.jme3.animation.Bone) FbxLimbNode(com.jme3.scene.plugins.fbx.anim.FbxLimbNode) FbxAnimLayer(com.jme3.scene.plugins.fbx.anim.FbxAnimLayer) HashMap(java.util.HashMap) Map(java.util.Map) FbxAnimStack(com.jme3.scene.plugins.fbx.anim.FbxAnimStack)

Example 15 with Bone

use of com.jme3.animation.Bone in project jmonkeyengine by jMonkeyEngine.

the class MaskModifier method readBoneNames.

/**
     * Reads the names of the bones from the given bone base.
     * @param boneBase
     *            the list of bone base structures
     * @return a list of bones' names
     * @throws BlenderFileException
     *             is thrown if problems with reading the child bones' bases occur
     */
private List<String> readBoneNames(List<Structure> boneBase) throws BlenderFileException {
    List<String> result = new ArrayList<String>();
    for (Structure boneStructure : boneBase) {
        int flag = ((Number) boneStructure.getFieldValue("flag")).intValue();
        if ((flag & BoneContext.SELECTED) != 0) {
            result.add(boneStructure.getFieldValue("name").toString());
        }
        List<Structure> childbase = ((Structure) boneStructure.getFieldValue("childbase")).evaluateListBase();
        result.addAll(this.readBoneNames(childbase));
    }
    return result;
}
Also used : ArrayList(java.util.ArrayList) Structure(com.jme3.scene.plugins.blender.file.Structure) Point(com.jme3.scene.plugins.blender.meshes.Point)

Aggregations

Bone (com.jme3.animation.Bone)35 Vector3f (com.jme3.math.Vector3f)25 Quaternion (com.jme3.math.Quaternion)17 TempVars (com.jme3.util.TempVars)13 SixDofJoint (com.jme3.bullet.joints.SixDofJoint)10 FloatBuffer (java.nio.FloatBuffer)10 VertexBuffer (com.jme3.scene.VertexBuffer)8 HashMap (java.util.HashMap)8 Skeleton (com.jme3.animation.Skeleton)7 Matrix4f (com.jme3.math.Matrix4f)7 Transform (com.jme3.math.Transform)7 BoneContext (com.jme3.scene.plugins.blender.animations.BoneContext)7 ByteBuffer (java.nio.ByteBuffer)7 BoneTrack (com.jme3.animation.BoneTrack)6 Structure (com.jme3.scene.plugins.blender.file.Structure)6 ArrayList (java.util.ArrayList)6 AnimControl (com.jme3.animation.AnimControl)5 Spatial (com.jme3.scene.Spatial)5 Map (java.util.Map)5 Animation (com.jme3.animation.Animation)4