use of com.jme3.scene.plugins.blender.animations.BoneContext in project jmonkeyengine by jMonkeyEngine.
the class SimulationNode method applyConstraints.
/**
* Applies constraints to the given bone and its children.
* The goal is to apply constraint from root bone to the last child.
* @param bone
* the bone whose constraints will be applied
* @param alteredOmas
* the set of OMAS of the altered bones (is populated if necessary)
* @param frame
* the current frame of the animation
* @param bonesStack
* the stack of bones used to avoid infinite loops while applying constraints
*/
private void applyConstraints(Bone bone, Set<Long> alteredOmas, Set<Long> applied, int frame, Stack<Bone> bonesStack) {
if (!bonesStack.contains(bone)) {
bonesStack.push(bone);
BoneContext boneContext = blenderContext.getBoneContext(bone);
if (!applied.contains(boneContext.getBoneOma())) {
List<Constraint> constraints = this.findConstraints(boneContext.getBoneOma(), blenderContext);
if (constraints != null && constraints.size() > 0) {
for (Constraint constraint : constraints) {
if (constraint.getTargetOMA() != null && constraint.getTargetOMA() > 0L) {
// first apply constraints of the target bone
BoneContext targetBone = blenderContext.getBoneContext(constraint.getTargetOMA());
this.applyConstraints(targetBone.getBone(), alteredOmas, applied, frame, bonesStack);
}
constraint.apply(frame);
if (constraint.getAlteredOmas() != null) {
alteredOmas.addAll(constraint.getAlteredOmas());
}
alteredOmas.add(boneContext.getBoneOma());
}
}
applied.add(boneContext.getBoneOma());
}
List<Bone> children = bone.getChildren();
if (children != null && children.size() > 0) {
for (Bone child : bone.getChildren()) {
this.applyConstraints(child, alteredOmas, applied, frame, bonesStack);
}
}
bonesStack.pop();
}
}
use of com.jme3.scene.plugins.blender.animations.BoneContext in project jmonkeyengine by jMonkeyEngine.
the class SimulationNode method simulateSkeleton.
/**
* Simulates the bone node.
*/
private void simulateSkeleton() {
LOGGER.fine("Simulating skeleton.");
Set<Long> alteredOmas = new HashSet<Long>();
if (animations != null) {
TempVars vars = TempVars.get();
AnimChannel animChannel = animControl.createChannel();
for (Animation animation : animations) {
float[] animationTimeBoundaries = this.computeAnimationTimeBoundaries(animation);
int maxFrame = (int) animationTimeBoundaries[0];
float maxTime = animationTimeBoundaries[1];
Map<Integer, VirtualTrack> tracks = new HashMap<Integer, VirtualTrack>();
for (int frame = 0; frame < maxFrame; ++frame) {
// this MUST be done here, otherwise setting next frame of animation will
// lead to possible errors
this.reset();
// first set proper time for all bones in all the tracks ...
for (Track track : animation.getTracks()) {
float time = ((BoneTrack) track).getTimes()[frame];
track.setTime(time, 1, animControl, animChannel, vars);
skeleton.updateWorldVectors();
}
// ... and then apply constraints from the root bone to the last child ...
Set<Long> applied = new HashSet<Long>();
for (Bone rootBone : skeleton.getRoots()) {
// ignore the 0-indexed bone
if (skeleton.getBoneIndex(rootBone) > 0) {
this.applyConstraints(rootBone, alteredOmas, applied, frame, new Stack<Bone>());
}
}
// ... add virtual tracks if neccessary, for bones that were altered but had no tracks before ...
for (Long boneOMA : alteredOmas) {
BoneContext boneContext = blenderContext.getBoneContext(boneOMA);
int boneIndex = skeleton.getBoneIndex(boneContext.getBone());
if (!tracks.containsKey(boneIndex)) {
tracks.put(boneIndex, new VirtualTrack(boneContext.getBone().getName(), maxFrame, maxTime));
}
}
alteredOmas.clear();
// ... and fill in another frame in the result track
for (Entry<Integer, VirtualTrack> trackEntry : tracks.entrySet()) {
Bone bone = skeleton.getBone(trackEntry.getKey());
Transform startTransform = boneStartTransforms.get(bone);
// track contains differences between the frame position and bind positions of bones/spatials
Vector3f bonePositionDifference = bone.getLocalPosition().subtract(startTransform.getTranslation());
Quaternion boneRotationDifference = startTransform.getRotation().inverse().mult(bone.getLocalRotation()).normalizeLocal();
Vector3f boneScaleDifference = bone.getLocalScale().divide(startTransform.getScale());
trackEntry.getValue().setTransform(frame, new Transform(bonePositionDifference, boneRotationDifference, boneScaleDifference));
}
}
for (Entry<Integer, VirtualTrack> trackEntry : tracks.entrySet()) {
Track newTrack = trackEntry.getValue().getAsBoneTrack(trackEntry.getKey());
if (newTrack != null) {
boolean trackReplaced = false;
for (Track track : animation.getTracks()) {
if (((BoneTrack) track).getTargetBoneIndex() == trackEntry.getKey().intValue()) {
animation.removeTrack(track);
animation.addTrack(newTrack);
trackReplaced = true;
break;
}
}
if (!trackReplaced) {
animation.addTrack(newTrack);
}
}
}
}
vars.release();
animControl.clearChannels();
this.reset();
}
}
use of com.jme3.scene.plugins.blender.animations.BoneContext in project jmonkeyengine by jMonkeyEngine.
the class ConstraintDefinition method applyOwnerTransform.
/**
* The method applies the given transformation to the owner.
* @param ownerTransform
* the transformation to apply to the owner
* @param ownerSpace
* the space that defines which owner's transformation (ie. global, local, etc. will be set)
*/
protected void applyOwnerTransform(Transform ownerTransform, Space ownerSpace) {
if (this.getOwner() instanceof Bone) {
BoneContext boneContext = blenderContext.getBoneContext(ownerOMA);
constraintHelper.applyTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), ownerSpace, ownerTransform);
} else {
constraintHelper.applyTransform(ownerOMA, null, ownerSpace, ownerTransform);
}
}
use of com.jme3.scene.plugins.blender.animations.BoneContext in project jmonkeyengine by jMonkeyEngine.
the class ConstraintDefinitionIK method bake.
@Override
public void bake(Space ownerSpace, Space targetSpace, Transform targetTransform, float influence) {
if (influence == 0 || !trackToBeChanged || targetTransform == null || bonesCount == 0) {
// no need to do anything
return;
}
if (bones == null) {
bones = new BonesChain((Bone) this.getOwner(), useTail, bonesAffected, alteredOmas, blenderContext);
}
if (bones.size() == 0) {
bonesCount = 0;
// no need to do anything
return;
}
double distanceFromTarget = Double.MAX_VALUE;
target.set(targetTransform.getTranslation().x, targetTransform.getTranslation().y, targetTransform.getTranslation().z);
if (bonesCount < 0) {
bonesCount = bones.size();
rotationVectors = new Vector3d[bonesCount];
for (int i = 0; i < bonesCount; ++i) {
rotationVectors[i] = new Vector3d();
}
J = new Matrix(3, bonesCount);
}
BoneContext topBone = bones.get(0);
for (int i = 0; i < iterations; ++i) {
DTransform topBoneTransform = bones.getWorldTransform(topBone);
// effector
Vector3d e = topBoneTransform.getTranslation().add(topBoneTransform.getRotation().mult(Vector3d.UNIT_Y).multLocal(topBone.getLength()));
distanceFromTarget = e.distance(target);
if (distanceFromTarget <= MIN_DISTANCE) {
break;
}
deltaP.setColumn(0, 0, target.x - e.x, target.y - e.y, target.z - e.z);
int column = 0;
for (BoneContext boneContext : bones) {
DTransform boneWorldTransform = bones.getWorldTransform(boneContext);
// current join position
Vector3d j = boneWorldTransform.getTranslation();
Vector3d vectorFromJointToEffector = e.subtract(j);
vectorFromJointToEffector.cross(target.subtract(j), rotationVectors[column]).normalizeLocal();
rotationVectors[column].cross(vectorFromJointToEffector, col);
J.setColumn(col, column++);
}
Matrix J_1 = J.pseudoinverse();
SimpleMatrix deltaThetas = J_1.mult(deltaP);
if (deltaThetas.elementMaxAbs() < MIN_ANGLE_CHANGE) {
break;
}
for (int j = 0; j < deltaThetas.numRows(); ++j) {
double angle = deltaThetas.get(j, 0);
Vector3d rotationVector = rotationVectors[j];
tempDQuaternion.fromAngleAxis(angle, rotationVector);
BoneContext boneContext = bones.get(j);
Bone bone = boneContext.getBone();
if (bone.equals(this.getOwner())) {
if (boneContext.isLockX()) {
tempDQuaternion.set(0, tempDQuaternion.getY(), tempDQuaternion.getZ(), tempDQuaternion.getW());
}
if (boneContext.isLockY()) {
tempDQuaternion.set(tempDQuaternion.getX(), 0, tempDQuaternion.getZ(), tempDQuaternion.getW());
}
if (boneContext.isLockZ()) {
tempDQuaternion.set(tempDQuaternion.getX(), tempDQuaternion.getY(), 0, tempDQuaternion.getW());
}
}
DTransform boneTransform = bones.getWorldTransform(boneContext);
boneTransform.getRotation().set(tempDQuaternion.mult(boneTransform.getRotation()));
bones.setWorldTransform(boneContext, boneTransform);
}
}
// applying the results
for (int i = bonesCount - 1; i >= 0; --i) {
BoneContext boneContext = bones.get(i);
DTransform transform = bones.getWorldTransform(boneContext);
constraintHelper.applyTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD, transform.toTransform());
}
// need to reload them again
bones = null;
}
use of com.jme3.scene.plugins.blender.animations.BoneContext in project jmonkeyengine by jMonkeyEngine.
the class Ipo method calculateTrack.
/**
* This method calculates the value of the curves as a bone track between
* the specified frames.
*
* @param targetIndex
* the index of the target for which the method calculates the
* tracks IMPORTANT! Aet to -1 (or any negative number) if you
* want to load spatial animation.
* @param localTranslation
* the local translation of the object/bone that will be animated by
* the track
* @param localRotation
* the local rotation of the object/bone that will be animated by
* the track
* @param localScale
* the local scale of the object/bone that will be animated by
* the track
* @param startFrame
* the first frame of tracks (inclusive)
* @param stopFrame
* the last frame of the tracks (inclusive)
* @param fps
* frame rate (frames per second)
* @param spatialTrack
* this flag indicates if the track belongs to a spatial or to a
* bone; the difference is important because it appears that bones
* in blender have the same type of coordinate system (Y as UP)
* as jme while other features have different one (Z is UP)
* @return bone track for the specified bone
*/
public Track calculateTrack(int targetIndex, BoneContext boneContext, Vector3f localTranslation, Quaternion localRotation, Vector3f localScale, int startFrame, int stopFrame, int fps, boolean spatialTrack) {
if (calculatedTrack == null) {
// preparing data for track
int framesAmount = stopFrame - startFrame;
float timeBetweenFrames = 1.0f / fps;
float[] times = new float[framesAmount + 1];
Vector3f[] translations = new Vector3f[framesAmount + 1];
float[] translation = new float[3];
Quaternion[] rotations = new Quaternion[framesAmount + 1];
float[] quaternionRotation = new float[] { localRotation.getX(), localRotation.getY(), localRotation.getZ(), localRotation.getW() };
float[] eulerRotation = localRotation.toAngles(null);
Vector3f[] scales = new Vector3f[framesAmount + 1];
float[] scale = new float[] { localScale.x, localScale.y, localScale.z };
float degreeToRadiansFactor = 1;
if (blenderVersion < 250) {
// in blender earlier than 2.50 the values are stored in degrees
// the values in blender are divided by 10, so we need to mult it here
degreeToRadiansFactor *= FastMath.DEG_TO_RAD * 10;
}
int yIndex = 1, zIndex = 2;
boolean swapAxes = spatialTrack && fixUpAxis;
if (swapAxes) {
yIndex = 2;
zIndex = 1;
}
boolean eulerRotationUsed = false, queternionRotationUsed = false;
// calculating track data
for (int frame = startFrame; frame <= stopFrame; ++frame) {
boolean translationSet = false;
translation[0] = translation[1] = translation[2] = 0;
int index = frame - startFrame;
// start + (frame - 1) * timeBetweenFrames;
times[index] = index * timeBetweenFrames;
for (int j = 0; j < bezierCurves.length; ++j) {
double value = bezierCurves[j].evaluate(frame, BezierCurve.Y_VALUE);
switch(bezierCurves[j].getType()) {
// LOCATION
case AC_LOC_X:
translation[0] = (float) value;
translationSet = true;
break;
case AC_LOC_Y:
if (swapAxes && value != 0) {
value = -value;
}
translation[yIndex] = (float) value;
translationSet = true;
break;
case AC_LOC_Z:
translation[zIndex] = (float) value;
translationSet = true;
break;
// EULER ROTATION
case OB_ROT_X:
eulerRotationUsed = true;
eulerRotation[0] = (float) value * degreeToRadiansFactor;
break;
case OB_ROT_Y:
eulerRotationUsed = true;
if (swapAxes && value != 0) {
value = -value;
}
eulerRotation[yIndex] = (float) value * degreeToRadiansFactor;
break;
case OB_ROT_Z:
eulerRotationUsed = true;
eulerRotation[zIndex] = (float) value * degreeToRadiansFactor;
break;
// SIZE
case AC_SIZE_X:
scale[0] = (float) value;
break;
case AC_SIZE_Y:
scale[yIndex] = (float) value;
break;
case AC_SIZE_Z:
scale[zIndex] = (float) value;
break;
// QUATERNION ROTATION (used with bone animation)
case AC_QUAT_W:
queternionRotationUsed = true;
quaternionRotation[3] = (float) value;
break;
case AC_QUAT_X:
queternionRotationUsed = true;
quaternionRotation[0] = (float) value;
break;
case AC_QUAT_Y:
queternionRotationUsed = true;
if (swapAxes && value != 0) {
value = -value;
}
quaternionRotation[yIndex] = (float) value;
break;
case AC_QUAT_Z:
quaternionRotation[zIndex] = (float) value;
break;
default:
LOGGER.log(Level.WARNING, "Unknown ipo curve type: {0}.", bezierCurves[j].getType());
}
}
if (translationSet) {
translations[index] = localRotation.multLocal(new Vector3f(translation[0], translation[1], translation[2]));
} else {
translations[index] = new Vector3f();
}
if (boneContext != null) {
if (boneContext.getBone().getParent() == null && boneContext.is(BoneContext.NO_LOCAL_LOCATION)) {
float temp = translations[index].z;
translations[index].z = -translations[index].y;
translations[index].y = temp;
}
}
if (queternionRotationUsed) {
rotations[index] = new Quaternion(quaternionRotation[0], quaternionRotation[1], quaternionRotation[2], quaternionRotation[3]);
} else {
rotations[index] = new Quaternion().fromAngles(eulerRotation);
}
scales[index] = new Vector3f(scale[0], scale[1], scale[2]);
}
if (spatialTrack) {
calculatedTrack = new SpatialTrack(times, translations, rotations, scales);
} else {
calculatedTrack = new BoneTrack(targetIndex, times, translations, rotations, scales);
}
if (queternionRotationUsed && eulerRotationUsed) {
LOGGER.warning("Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!");
}
}
return calculatedTrack;
}
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