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/*
 * Copyright (c) 2009-2010 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.jme3.scene.debug;

import com.jme3.animation.Skeleton;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;

public class SkeletonDebugger extends Node {

    private SkeletonWire wires;
    private SkeletonPoints points;
    private Skeleton skeleton;

    public SkeletonDebugger(String name, Skeleton skeleton){
        super(name);

        this.skeleton = skeleton;
        wires = new SkeletonWire(skeleton);
        points = new SkeletonPoints(skeleton);

        attachChild(new Geometry(name+"_wires", wires));
        attachChild(new Geometry(name+"_points", points));

        setQueueBucket(Bucket.Transparent);
    }

    public SkeletonDebugger(){
    }

    @Override
    public void updateLogicalState(float tpf){
        super.updateLogicalState(tpf);

//        skeleton.resetAndUpdate();
        wires.updateGeometry();
        points.updateGeometry();
    }

    public SkeletonPoints getPoints() {
        return points;
    }

    public SkeletonWire getWires() {
        return wires;
    }
    
    
}