Migrate TestCutomAnim to the new Animation system
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@ -32,13 +32,17 @@
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package jme3test.model.anim;
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package jme3test.model.anim;
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import com.jme3.animation.Bone;
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import java.nio.ByteBuffer;
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import com.jme3.animation.Skeleton;
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import java.nio.FloatBuffer;
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import com.jme3.animation.SkeletonControl;
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import com.jme3.anim.Armature;
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import com.jme3.anim.Joint;
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import com.jme3.anim.SkinningControl;
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import com.jme3.app.SimpleApplication;
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import com.jme3.app.SimpleApplication;
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import com.jme3.light.AmbientLight;
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import com.jme3.light.AmbientLight;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.DirectionalLight;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Transform;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Node;
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@ -47,13 +51,11 @@ import com.jme3.scene.VertexBuffer.Format;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.VertexBuffer.Usage;
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import com.jme3.scene.VertexBuffer.Usage;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Box;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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public class TestCustomAnim extends SimpleApplication {
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public class TestCustomAnim extends SimpleApplication {
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private Bone bone;
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private Joint bone;
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private Skeleton skeleton;
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private Armature armature;
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private Quaternion rotation = new Quaternion();
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private Quaternion rotation = new Quaternion();
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public static void main(String[] args) {
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public static void main(String[] args) {
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@ -96,10 +98,9 @@ public class TestCustomAnim extends SimpleApplication {
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box.generateBindPose();
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box.generateBindPose();
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// Create skeleton
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// Create skeleton
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bone = new Bone("root");
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bone = new Joint("root");
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bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
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bone.setLocalTransform(new Transform(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ));
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bone.setUserControl(true);
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armature = new Armature(new Joint[] { bone });
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skeleton = new Skeleton(new Bone[]{ bone });
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// Assign all verticies to bone 0 with weight 1
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// Assign all verticies to bone 0 with weight 1
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for (int i = 0; i < box.getVertexCount() * 4; i += 4) {
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for (int i = 0; i < box.getVertexCount() * 4; i += 4) {
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@ -126,8 +127,8 @@ public class TestCustomAnim extends SimpleApplication {
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model.attachChild(geom);
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model.attachChild(geom);
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// Create skeleton control
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// Create skeleton control
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SkeletonControl skeletonControl = new SkeletonControl(skeleton);
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SkinningControl skinningControl = new SkinningControl(armature);
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model.addControl(skeletonControl);
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model.addControl(skinningControl);
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rootNode.attachChild(model);
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rootNode.attachChild(model);
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}
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}
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@ -142,10 +143,10 @@ public class TestCustomAnim extends SimpleApplication {
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rotation.multLocal(rotate);
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rotation.multLocal(rotate);
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// Set new rotation into bone
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// Set new rotation into bone
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bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
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bone.setLocalTransform(new Transform(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ));
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// After changing skeleton transforms, must update world data
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// After changing skeleton transforms, must update world data
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skeleton.updateWorldVectors();
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armature.update();
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}
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}
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}
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}
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