Add new animations. Prepare code for animation implementation.
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#
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#Thu Jun 13 01:11:59 KST 2019
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ORIGINAL_PATH=Models/Archer_finalrig/Archer_finalrig.obj
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#Thu Jun 13 01:32:08 KST 2019
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ORIGINAL_PATH=Models/Archer_finalrig/Archer_finalrig.mesh.xml
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#
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#Thu Jun 13 01:32:08 KST 2019
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ORIGINAL_PATH=Models/Archer_finalrig/Archer_finalrig.mesh.xml
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SigDN/src/mygame/GenericFunctions.java
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32
SigDN/src/mygame/GenericFunctions.java
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/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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package mygame;
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import com.jme3.asset.AssetManager;
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import com.jme3.scene.Spatial;
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/**
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*
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* @author Joshua Sigona
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*/
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public class GenericFunctions {
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/**
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* Specify a model name. Returns the entire path.
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* @return
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*/
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public static String ModelName(String name) {
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StringBuilder sb = new StringBuilder("Models/")
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.append(name)
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.append("/")
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.append(name)
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.append(".j3o");
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return sb.toString();
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}
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public static Spatial LoadModel(AssetManager assetManager, String name) {
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return (Spatial)(assetManager.loadModel(ModelName(name)));
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}
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}
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@ -26,7 +26,7 @@ import com.jme3.scene.Node;
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* @author normenhansen
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*/
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public class Main extends SimpleApplication implements
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AnimEventListener{
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AnimEventListener, ActionListener{
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public static Main game;
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private AnimChannel channel;
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private AnimControl control;
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@ -61,7 +61,7 @@ public class Main extends SimpleApplication implements
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dl2.setColor(new ColorRGBA(1f, 1f, 1f, 0.5f));
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dl2.setDirection(new Vector3f(0.1f, -0.7f, -1).normalizeLocal());
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rootNode.addLight(dl2);
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Spatial Archer = (Spatial) assetManager.loadModel("Models/Archer_finalrig/Archer_finalrig.mesh.j3o");
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Spatial Archer = (Spatial) assetManager.loadModel("Models/Archer_finalrig/Archer_finalrig.j3o");
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float scale = 0.05f;
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Archer.scale(scale, scale, scale);
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@ -97,10 +97,10 @@ public class Main extends SimpleApplication implements
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rootNode.attachChild(Archer);
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//rootNode.attachChild(bow);
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inputManager.addMapping("Swap Weapon",
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new KeyTrigger(KeyInput.KEY_SPACE));
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inputManager.addMapping("Combat Stance",
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new KeyTrigger(KeyInput.KEY_TAB));
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ActionListener actionListener = new ActionListener(){
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/*ActionListener actionListener = new ActionListener(){
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public void onAction(String name, boolean pressed, float tpf){
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if (pressed) {
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n.detachChild(bow);
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@ -117,14 +117,14 @@ public class Main extends SimpleApplication implements
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n.attachChild(bow);
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}
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}
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};
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};*/
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inputManager.addListener(actionListener, "Swap Weapon");
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inputManager.addListener(this, "Combat Stance");
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}
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@Override
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public void simpleUpdate(float tpf) {
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//TODO: add update code
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System.out.println(tpf);
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}
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@Override
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@ -139,4 +139,15 @@ public class Main extends SimpleApplication implements
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@Override
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public void onAnimChange(AnimControl control, AnimChannel channel, String animName) {
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}
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@Override
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public void onAction(String name, boolean isPressed, float tpf) {
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switch (name) {
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case "Combat Stance":{
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if (isPressed) {
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//
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}
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}break;
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}
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}
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}
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60
SigDN/src/mygame/character/CharacterRig.java
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SigDN/src/mygame/character/CharacterRig.java
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/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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package mygame.character;
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import com.jme3.animation.AnimChannel;
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import com.jme3.animation.AnimControl;
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import com.jme3.animation.SkeletonControl;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import mygame.GenericFunctions;
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import mygame.Main;
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/**
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*
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* @author Joshua Sigona
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*/
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public class CharacterRig extends Main{
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Spatial character;
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String[] topbones; //Controlled only by top motion. Anything not specified here is bottom control.
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AnimChannel top_channel,bot_channel;
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AnimControl control;
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SkeletonControl skeleton;
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Node primary_hand,secondary_hand,torso;
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Spatial weapon;
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boolean combat_stance=false;
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//Combat stance
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CharacterRig(String model,String... topbones) {
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this.character = GenericFunctions.LoadModel(assetManager,model);
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this.topbones = topbones;
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control = character.getControl(AnimControl.class);
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control.addListener(Main.game);
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bot_channel = control.createChannel();
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top_channel = control.createChannel();
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SkeletonControl skeleton = character.getControl(SkeletonControl.class);
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primary_hand = skeleton.getAttachmentsNode("Left Wrist");
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secondary_hand = skeleton.getAttachmentsNode("Right Wrist");
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torso = skeleton.getAttachmentsNode("Torso");
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}
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public void setWeapon(Spatial weapon) {
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this.weapon=weapon;
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}
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public void update(float tpf) {
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}
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}
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dragon nest_bgm_80lv_stage1.ogg
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dragon nest_bgm_battle_guardian_boss.ogg
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dragon nest_bgm_field_alteia.ogg
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player_archer2_so_13_g.wav
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player_archer2_social_01_a.wav
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player_archer2_social_01_b.wav
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player_archer2_social_01_b.wav
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player_archer3_bvh_01_a.ogg
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player_archer3_bvh_01_a.ogg
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player_archer4_sksp01_01.ogg
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player_archer4_sksp01_01.ogg
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player_archer4_sksp04_03.ogg
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player_archer_bva_01_a.wav
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player_archer_bva_01_a.wav
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