diff --git a/jme3-examples/src/main/java/jme3test/model/anim/TestCustomAnim.java b/jme3-examples/src/main/java/jme3test/model/anim/TestCustomAnim.java index 93403587a..1f5d814ea 100644 --- a/jme3-examples/src/main/java/jme3test/model/anim/TestCustomAnim.java +++ b/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(); + } }