private void applySkinning() { for(FbxBindPose pose : bindMap.values()) pose.fillBindTransforms(); if(limbMap == null) return; List<Bone> bones = new ArrayList<>(); for(FbxNode limb : limbMap.values()) { if(limb.bone != null) { bones.add(limb.bone); limb.buildBindPoseBoneTransform(); } } skeleton = new Skeleton(bones.toArray(new Bone[bones.size()])); skeleton.setBindingPose(); for(FbxNode limb : limbMap.values()) limb.setSkeleton(skeleton); for(FbxSkin skin : skinMap.values()) skin.generateSkinning(); // Attach controls animControl = new AnimControl(skeleton); sceneNode.addControl(animControl); SkeletonControl control = new SkeletonControl(skeleton); sceneNode.addControl(control); }
private void applySkinning() { for(FbxBindPose pose : bindMap.values()) pose.fillBindTransforms(); if(limbMap == null) return; List<Bone> bones = new ArrayList<>(); for(FbxNode limb : limbMap.values()) { if(limb.bone != null) { bones.add(limb.bone); limb.buildBindPoseBoneTransform(); } } skeleton = new Skeleton(bones.toArray(new Bone[bones.size()])); skeleton.setBindingPose(); for(FbxNode limb : limbMap.values()) limb.setSkeleton(skeleton); for(FbxSkin skin : skinMap.values()) skin.generateSkinning(); // Attach controls animControl = new AnimControl(skeleton); sceneNode.addControl(animControl); SkeletonControl control = new SkeletonControl(skeleton); sceneNode.addControl(control); }
skeleton.setBindingPose(); for(long limbId : bones.keySet()) { Bone bone = bones.get(limbId);
private void computeBindTransforms(BoneWrapper boneWrapper, Skeleton skeleton) { Bone bone = boneWrapper.bone; tmpTransforms.fromTransformMatrix(boneWrapper.modelBindMatrix); if (bone.getParent() != null) { //root bone, model transforms are the same as the local transforms //but for child bones we need to combine it with the parents inverse model transforms. tmpMat.setTranslation(bone.getParent().getModelSpacePosition()); tmpMat.setRotationQuaternion(bone.getParent().getModelSpaceRotation()); tmpMat.setScale(bone.getParent().getModelSpaceScale()); tmpMat.invertLocal(); tmpTransforms2.fromTransformMatrix(tmpMat); tmpTransforms.combineWithParent(tmpTransforms2); } bone.setBindTransforms(tmpTransforms.getTranslation(), tmpTransforms.getRotation(), tmpTransforms.getScale()); //resets the local transforms to bind transforms for all bones. //then computes the model transforms from local transforms for each bone. skeleton.resetAndUpdate(); skeleton.setBindingPose(); for (Integer childIndex : boneWrapper.children) { BoneWrapper child = fetchFromCache("nodes", childIndex, BoneWrapper.class); computeBindTransforms(child, skeleton); } }
skeleton.setBindingPose();
skeleton.setBindingPose(); skeleton.updateWorldVectors(); skeleton.resetAndUpdate();