com.mygdx.game.debugdrawers.ArmatureDebugDrawer.java Source code

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/*******************************************************************************
 * Copyright 2015 See AUTHORS file.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.mygdx.game.debugdrawers;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.mygdx.game.objects.DogCharacter;
import com.mygdx.game.objects.GameCharacter;
import com.mygdx.game.objects.HumanCharacter;
import com.mygdx.game.utilities.MyShapeRenderer;

/**
 * @author jsjolund
 */
public class ArmatureDebugDrawer {

    private final static Vector3 TMP_V1 = new Vector3();
    private final static Vector3 TMP_V2 = new Vector3();
    private final static Vector3 TMP_V3 = new Vector3();
    private final static Quaternion TMP_Q = new Quaternion();

    private MyShapeRenderer shapeRenderer;

    public void drawArmature(MyShapeRenderer shapeRenderer, GameCharacter character, String rootNodeId) {
        this.shapeRenderer = shapeRenderer;
        if (character == null) {
            return;
        }
        if (shapeRenderer.isDrawing()) {
            shapeRenderer.end();
        }

        shapeRenderer.begin(MyShapeRenderer.ShapeType.Line);
        shapeRenderer.setColor(Color.YELLOW);

        Node skeleton = character.modelInstance.getNode(rootNodeId);
        if (skeleton != null) {
            Vector3 modelPos = TMP_V1;
            Vector3 rootNodeGlobalPos = TMP_V2;
            Vector3 debugNodePos = TMP_V3;
            Quaternion modelRot = TMP_Q;

            character.modelInstance.transform.getTranslation(modelPos);
            character.modelInstance.transform.getRotation(modelRot);
            skeleton.globalTransform.getTranslation(rootNodeGlobalPos);
            drawArmatureNodes(skeleton, modelPos, modelRot, rootNodeGlobalPos, debugNodePos);
        }
        if (character instanceof HumanCharacter) {
            HumanCharacter human = (HumanCharacter) character;

            human.getBoneMidpointWorldPosition(HumanCharacter.HumanArmature.RIGHT_HAND.id, TMP_V1);
            drawVertex(TMP_V1, 0.05f, Color.RED);
            human.getBoneMidpointWorldPosition(HumanCharacter.HumanArmature.LEFT_HAND.id, TMP_V1);
            drawVertex(TMP_V1, 0.05f, Color.GREEN);
        }
        if (character instanceof DogCharacter) {
            DogCharacter dog = (DogCharacter) character;

            dog.getBoneMidpointWorldPosition(DogCharacter.DogArmature.HEAD.id, TMP_V1);
            drawVertex(TMP_V1, 0.05f, Color.RED);
            dog.getBoneDirection(DogCharacter.DogArmature.HEAD.id, TMP_V2);
            drawVertex(TMP_V1.add(TMP_V2.scl(0.5f)), 0.05f, Color.GREEN);
        }

        shapeRenderer.end();
    }

    private void drawArmatureNodes(Node currentNode, Vector3 modelPos, Quaternion modelRot, Vector3 parentNodePos,
            Vector3 currentNodePos) {
        currentNode.globalTransform.getTranslation(currentNodePos);
        modelRot.transform(currentNodePos);
        currentNodePos.add(modelPos);
        drawVertex(currentNodePos, 0.02f, Color.GREEN);
        shapeRenderer.setColor(Color.YELLOW);
        if (currentNode.hasParent()) {
            shapeRenderer.line(parentNodePos, currentNodePos);
        }
        if (currentNode.hasChildren()) {
            float x = currentNodePos.x;
            float y = currentNodePos.y;
            float z = currentNodePos.z;
            for (Node child : currentNode.getChildren()) {
                drawArmatureNodes(child, modelPos, modelRot, currentNodePos, parentNodePos);
                currentNodePos.set(x, y, z);
            }
        }
    }

    private void drawVertex(Vector3 pos, float size, Color color) {
        float offset = size / 2;
        shapeRenderer.setColor(color);
        shapeRenderer.box(pos.x - offset, pos.y - offset, pos.z + offset, size, size, size);
    }

}