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Example 26 with Bone

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

the class KinematicRagdollControl method kinematicUpdate.

protected void kinematicUpdate(float tpf) {
    //the ragdoll does not have the controll, so the keyframed animation updates the physic position of the physic bonces
    TempVars vars = TempVars.get();
    Quaternion tmpRot1 = vars.quat1;
    Quaternion tmpRot2 = vars.quat2;
    Vector3f position = vars.vect1;
    for (PhysicsBoneLink link : boneLinks.values()) {
        //but to allow smooth transition, we blend this transformation with the saved position of the ragdoll
        if (blendedControl) {
            Vector3f position2 = vars.vect2;
            //initializing tmp vars with the start position/rotation of the ragdoll
            position.set(link.startBlendingPos);
            tmpRot1.set(link.startBlendingRot);
            //interpolating between ragdoll position/rotation and keyframed position/rotation
            tmpRot2.set(tmpRot1).nlerp(link.bone.getModelSpaceRotation(), blendStart / blendTime);
            position2.set(position).interpolateLocal(link.bone.getModelSpacePosition(), blendStart / blendTime);
            tmpRot1.set(tmpRot2);
            position.set(position2);
            //updating bones transforms
            if (boneList.isEmpty()) {
                //we ensure we have the control to update the bone
                link.bone.setUserControl(true);
                link.bone.setUserTransformsInModelSpace(position, tmpRot1);
                //we give control back to the key framed animation.
                link.bone.setUserControl(false);
            } else {
                RagdollUtils.setTransform(link.bone, position, tmpRot1, true, boneList);
            }
        }
        //setting skeleton transforms to the ragdoll
        matchPhysicObjectToBone(link, position, tmpRot1);
        modelPosition.set(targetModel.getLocalTranslation());
    }
    //time control for blending
    if (blendedControl) {
        blendStart += tpf;
        if (blendStart > blendTime) {
            blendedControl = false;
        }
    }
    vars.release();
}
Also used : Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars)

Example 27 with Bone

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

the class KinematicRagdollControl method blendToKinematicMode.

/**
     * Smoothly blend from Ragdoll mode to Kinematic mode This is useful to
     * blend ragdoll actual position to a keyframe animation for example
     *
     * @param blendTime the blending time between ragdoll to anim.
     */
public void blendToKinematicMode(float blendTime) {
    if (mode == Mode.Kinematic) {
        return;
    }
    blendedControl = true;
    this.blendTime = blendTime;
    mode = Mode.Kinematic;
    AnimControl animControl = targetModel.getControl(AnimControl.class);
    animControl.setEnabled(true);
    TempVars vars = TempVars.get();
    for (PhysicsBoneLink link : boneLinks.values()) {
        Vector3f p = link.rigidBody.getMotionState().getWorldLocation();
        Vector3f position = vars.vect1;
        targetModel.getWorldTransform().transformInverseVector(p, position);
        Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat();
        Quaternion q2 = vars.quat1;
        Quaternion q3 = vars.quat2;
        q2.set(q).multLocal(link.initalWorldRotation).normalizeLocal();
        q3.set(targetModel.getWorldRotation()).inverseLocal().mult(q2, q2);
        q2.normalizeLocal();
        link.startBlendingPos.set(position);
        link.startBlendingRot.set(q2);
        link.rigidBody.setKinematic(true);
    }
    vars.release();
    for (Bone bone : skeleton.getRoots()) {
        RagdollUtils.setUserControl(bone, false);
    }
    blendStart = 0;
}
Also used : Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars) Bone(com.jme3.animation.Bone) AnimControl(com.jme3.animation.AnimControl)

Example 28 with Bone

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

the class RagdollPreset method setupJointForBone.

public void setupJointForBone(String boneName, SixDofJoint joint) {
    if (boneMap.isEmpty()) {
        initBoneMap();
    }
    if (lexicon.isEmpty()) {
        initLexicon();
    }
    String resultName = "";
    int resultScore = 0;
    for (String key : lexicon.keySet()) {
        int score = lexicon.get(key).getScore(boneName);
        if (score > resultScore) {
            resultScore = score;
            resultName = key;
        }
    }
    JointPreset preset = boneMap.get(resultName);
    if (preset != null && resultScore >= 50) {
        logger.log(Level.FINE, "Found matching joint for bone {0} : {1} with score {2}", new Object[] { boneName, resultName, resultScore });
        preset.setupJoint(joint);
    } else {
        logger.log(Level.FINE, "No joint match found for bone {0}", boneName);
        if (resultScore > 0) {
            logger.log(Level.FINE, "Best match found is {0} with score {1}", new Object[] { resultName, resultScore });
        }
        new JointPreset().setupJoint(joint);
    }
}
Also used : SixDofJoint(com.jme3.bullet.joints.SixDofJoint)

Example 29 with Bone

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

the class RagdollUtils method getPoints.

/**
     * returns a list of points for the given bone
     * @param mesh
     * @param boneIndex
     * @param offset
     * @param link
     * @return 
     */
private static List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f initialScale, Vector3f offset, float weightThreshold) {
    FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
    ByteBuffer boneIndices = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData();
    FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData();
    vertices.rewind();
    boneIndices.rewind();
    boneWeight.rewind();
    ArrayList<Float> results = new ArrayList<Float>();
    int vertexComponents = mesh.getVertexCount() * 3;
    for (int i = 0; i < vertexComponents; i += 3) {
        int k;
        boolean add = false;
        int start = i / 3 * 4;
        for (k = start; k < start + 4; k++) {
            if (boneIndices.get(k) == boneIndex && boneWeight.get(k) >= weightThreshold) {
                add = true;
                break;
            }
        }
        if (add) {
            Vector3f pos = new Vector3f();
            pos.x = vertices.get(i);
            pos.y = vertices.get(i + 1);
            pos.z = vertices.get(i + 2);
            pos.subtractLocal(offset).multLocal(initialScale);
            results.add(pos.x);
            results.add(pos.y);
            results.add(pos.z);
        }
    }
    return results;
}
Also used : Vector3f(com.jme3.math.Vector3f) FloatBuffer(java.nio.FloatBuffer) ByteBuffer(java.nio.ByteBuffer) SixDofJoint(com.jme3.bullet.joints.SixDofJoint)

Example 30 with Bone

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

the class TemporalMesh method prepareFacesGeometry.

/**
     * The method creates geometries from faces.
     * @param result
     *            the list where new geometries will be appended
     * @param meshHelper
     *            the mesh helper
     */
protected void prepareFacesGeometry(List<Geometry> result, MeshHelper meshHelper) {
    LOGGER.fine("Preparing faces geometries.");
    this.triangulate();
    Vector3f[] tempVerts = new Vector3f[3];
    Vector3f[] tempNormals = new Vector3f[3];
    byte[][] tempVertColors = new byte[3][];
    List<Map<Float, Integer>> boneBuffers = new ArrayList<Map<Float, Integer>>(3);
    LOGGER.log(Level.FINE, "Appending {0} faces to mesh buffers.", faces.size());
    Map<Integer, MeshBuffers> faceMeshes = new HashMap<Integer, MeshBuffers>();
    for (Face face : faces) {
        MeshBuffers meshBuffers = faceMeshes.get(face.getMaterialNumber());
        if (meshBuffers == null) {
            meshBuffers = new MeshBuffers(face.getMaterialNumber());
            faceMeshes.put(face.getMaterialNumber(), meshBuffers);
        }
        List<List<Integer>> triangulatedIndexes = face.getCurrentIndexes();
        List<byte[]> vertexColors = face.getVertexColors();
        for (List<Integer> indexes : triangulatedIndexes) {
            assert indexes.size() == 3 : "The mesh has not been properly triangulated!";
            Vector3f normal = null;
            if (!face.isSmooth()) {
                normal = FastMath.computeNormal(vertices.get(indexes.get(0)), vertices.get(indexes.get(1)), vertices.get(indexes.get(2)));
            }
            boneBuffers.clear();
            for (int i = 0; i < 3; ++i) {
                int vertIndex = indexes.get(i);
                tempVerts[i] = vertices.get(vertIndex);
                tempNormals[i] = normal != null ? normal : normals.get(vertIndex);
                tempVertColors[i] = vertexColors != null ? vertexColors.get(face.getIndexes().indexOf(vertIndex)) : null;
                if (boneIndexes.size() > 0 && vertexGroups.size() > 0) {
                    Map<Float, Integer> boneBuffersForVertex = new HashMap<Float, Integer>();
                    Map<String, Float> vertexGroupsForVertex = vertexGroups.get(vertIndex);
                    for (Entry<String, Integer> entry : boneIndexes.entrySet()) {
                        if (vertexGroupsForVertex.containsKey(entry.getKey())) {
                            float weight = vertexGroupsForVertex.get(entry.getKey());
                            if (weight > MINIMUM_BONE_WEIGHT) {
                                // only values of weight greater than MINIMUM_BONE_WEIGHT are used
                                // if all non zero weights were used, and they were samm enough, problems with normalisation would occur
                                // because adding a very small value to 1.0 will give 1.0
                                // so in order to avoid such errors, which can cause severe animation artifacts we need to use some minimum weight value
                                boneBuffersForVertex.put(weight, entry.getValue());
                            }
                        }
                    }
                    if (boneBuffersForVertex.size() == 0) {
                        // attach the vertex to zero-indexed bone so that it does not collapse to (0, 0, 0)
                        boneBuffersForVertex.put(1.0f, 0);
                    }
                    boneBuffers.add(boneBuffersForVertex);
                }
            }
            Map<String, List<Vector2f>> uvs = meshHelper.selectUVSubset(face, indexes.toArray(new Integer[indexes.size()]));
            meshBuffers.append(face.isSmooth(), tempVerts, tempNormals, uvs, tempVertColors, boneBuffers);
        }
    }
    LOGGER.fine("Converting mesh buffers to geometries.");
    Map<Geometry, MeshBuffers> geometryToBuffersMap = new HashMap<Geometry, MeshBuffers>();
    for (Entry<Integer, MeshBuffers> entry : faceMeshes.entrySet()) {
        MeshBuffers meshBuffers = entry.getValue();
        Mesh mesh = new Mesh();
        if (meshBuffers.isShortIndexBuffer()) {
            mesh.setBuffer(Type.Index, 1, (ShortBuffer) meshBuffers.getIndexBuffer());
        } else {
            mesh.setBuffer(Type.Index, 1, (IntBuffer) meshBuffers.getIndexBuffer());
        }
        mesh.setBuffer(meshBuffers.getPositionsBuffer());
        mesh.setBuffer(meshBuffers.getNormalsBuffer());
        if (meshBuffers.areVertexColorsUsed()) {
            mesh.setBuffer(Type.Color, 4, meshBuffers.getVertexColorsBuffer());
            mesh.getBuffer(Type.Color).setNormalized(true);
        }
        BoneBuffersData boneBuffersData = meshBuffers.getBoneBuffers();
        if (boneBuffersData != null) {
            mesh.setMaxNumWeights(boneBuffersData.maximumWeightsPerVertex);
            mesh.setBuffer(boneBuffersData.verticesWeights);
            mesh.setBuffer(boneBuffersData.verticesWeightsIndices);
            LOGGER.fine("Generating bind pose and normal buffers.");
            mesh.generateBindPose(true);
            // change the usage type of vertex and normal buffers from Static to Stream
            mesh.getBuffer(Type.Position).setUsage(Usage.Stream);
            mesh.getBuffer(Type.Normal).setUsage(Usage.Stream);
            // creating empty buffers for HW skinning; the buffers will be setup if ever used
            VertexBuffer verticesWeightsHW = new VertexBuffer(Type.HWBoneWeight);
            VertexBuffer verticesWeightsIndicesHW = new VertexBuffer(Type.HWBoneIndex);
            mesh.setBuffer(verticesWeightsHW);
            mesh.setBuffer(verticesWeightsIndicesHW);
        }
        Geometry geometry = new Geometry(name + (result.size() + 1), mesh);
        if (properties != null && properties.getValue() != null) {
            meshHelper.applyProperties(geometry, properties);
        }
        result.add(geometry);
        geometryToBuffersMap.put(geometry, meshBuffers);
    }
    LOGGER.fine("Applying materials to geometries.");
    for (Entry<Geometry, MeshBuffers> entry : geometryToBuffersMap.entrySet()) {
        int materialIndex = entry.getValue().getMaterialIndex();
        Geometry geometry = entry.getKey();
        if (materialIndex >= 0 && materials != null && materials.length > materialIndex && materials[materialIndex] != null) {
            materials[materialIndex].applyMaterial(geometry, meshStructure.getOldMemoryAddress(), entry.getValue().getUvCoords(), blenderContext);
        } else {
            Material defaultMaterial = blenderContext.getDefaultMaterial().clone();
            defaultMaterial.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
            geometry.setMaterial(defaultMaterial);
        }
    }
}
Also used : HashMap(java.util.HashMap) LinkedHashMap(java.util.LinkedHashMap) VertexBuffer(com.jme3.scene.VertexBuffer) ArrayList(java.util.ArrayList) BoneBuffersData(com.jme3.scene.plugins.blender.meshes.MeshBuffers.BoneBuffersData) ArrayList(java.util.ArrayList) List(java.util.List) Mesh(com.jme3.scene.Mesh) Material(com.jme3.material.Material) Geometry(com.jme3.scene.Geometry) Vector3f(com.jme3.math.Vector3f) HashMap(java.util.HashMap) LinkedHashMap(java.util.LinkedHashMap) Map(java.util.Map)

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