Migrate TestCutomAnim to the new Animation system

master
Jérôme 5 years ago committed by Stephen Gold
parent bd4691e06b
commit 11d3bc67f8
  1. 201
      jme3-examples/src/main/java/jme3test/model/anim/TestCustomAnim.java

@ -32,13 +32,17 @@
package jme3test.model.anim;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.animation.SkeletonControl;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import com.jme3.anim.Armature;
import com.jme3.anim.Joint;
import com.jme3.anim.SkinningControl;
import com.jme3.app.SimpleApplication;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.Quaternion;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
@ -47,105 +51,102 @@ import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.scene.shape.Box;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
public class TestCustomAnim extends SimpleApplication {
private Bone bone;
private Skeleton skeleton;
private Quaternion rotation = new Quaternion();
public static void main(String[] args) {
TestCustomAnim app = new TestCustomAnim();
app.start();
}
@Override
public void simpleInitApp() {
AmbientLight al = new AmbientLight();
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(Vector3f.UNIT_XYZ.negate());
rootNode.addLight(dl);
Box box = new Box(1, 1, 1);
VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
indicesHW.setUsage(Usage.CpuOnly);
weightsHW.setUsage(Usage.CpuOnly);
box.setBuffer(weightsHW);
box.setBuffer(indicesHW);
// Setup bone weight buffer
FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 );
VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
box.setBuffer(weightsBuf);
// Setup bone index buffer
ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 );
VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
box.setBuffer(indicesBuf);
// Create bind pose buffers
box.generateBindPose();
// Create skeleton
bone = new Bone("root");
bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
bone.setUserControl(true);
skeleton = new Skeleton(new Bone[]{ bone });
// Assign all verticies to bone 0 with weight 1
for (int i = 0; i < box.getVertexCount() * 4; i += 4){
// assign vertex to bone index 0
indices.array()[i+0] = 0;
indices.array()[i+1] = 0;
indices.array()[i+2] = 0;
indices.array()[i+3] = 0;
// set weight to 1 only for first entry
weights.array()[i+0] = 1;
weights.array()[i+1] = 0;
weights.array()[i+2] = 0;
weights.array()[i+3] = 0;
}
// Maximum number of weights per bone is 1
box.setMaxNumWeights(1);
// Create model
Geometry geom = new Geometry("box", box);
geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
Node model = new Node("model");
model.attachChild(geom);
// Create skeleton control
SkeletonControl skeletonControl = new SkeletonControl(skeleton);
model.addControl(skeletonControl);
rootNode.attachChild(model);
}
@Override
public void simpleUpdate(float tpf){
// Rotate around X axis
Quaternion rotate = new Quaternion();
rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
// Combine rotation with previous
rotation.multLocal(rotate);
// Set new rotation into bone
bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
// After changing skeleton transforms, must update world data
skeleton.updateWorldVectors();
}
private Joint bone;
private Armature armature;
private Quaternion rotation = new Quaternion();
public static void main(String[] args) {
TestCustomAnim app = new TestCustomAnim();
app.start();
}
@Override
public void simpleInitApp() {
AmbientLight al = new AmbientLight();
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(Vector3f.UNIT_XYZ.negate());
rootNode.addLight(dl);
Box box = new Box(1, 1, 1);
VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
indicesHW.setUsage(Usage.CpuOnly);
weightsHW.setUsage(Usage.CpuOnly);
box.setBuffer(weightsHW);
box.setBuffer(indicesHW);
// Setup bone weight buffer
FloatBuffer weights = FloatBuffer.allocate(box.getVertexCount() * 4);
VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
box.setBuffer(weightsBuf);
// Setup bone index buffer
ByteBuffer indices = ByteBuffer.allocate(box.getVertexCount() * 4);
VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
box.setBuffer(indicesBuf);
// Create bind pose buffers
box.generateBindPose();
// Create skeleton
bone = new Joint("root");
bone.setLocalTransform(new Transform(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ));
armature = new Armature(new Joint[] { bone });
// Assign all verticies to bone 0 with weight 1
for (int i = 0; i < box.getVertexCount() * 4; i += 4) {
// assign vertex to bone index 0
indices.array()[i + 0] = 0;
indices.array()[i + 1] = 0;
indices.array()[i + 2] = 0;
indices.array()[i + 3] = 0;
// set weight to 1 only for first entry
weights.array()[i + 0] = 1;
weights.array()[i + 1] = 0;
weights.array()[i + 2] = 0;
weights.array()[i + 3] = 0;
}
// Maximum number of weights per bone is 1
box.setMaxNumWeights(1);
// Create model
Geometry geom = new Geometry("box", box);
geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
Node model = new Node("model");
model.attachChild(geom);
// Create skeleton control
SkinningControl skinningControl = new SkinningControl(armature);
model.addControl(skinningControl);
rootNode.attachChild(model);
}
@Override
public void simpleUpdate(float tpf) {
// Rotate around X axis
Quaternion rotate = new Quaternion();
rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
// Combine rotation with previous
rotation.multLocal(rotate);
// Set new rotation into bone
bone.setLocalTransform(new Transform(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ));
// After changing skeleton transforms, must update world data
armature.update();
}
}

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