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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@ -47,105 +51,102 @@ 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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TestCustomAnim app = new TestCustomAnim();
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TestCustomAnim app = new TestCustomAnim();
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app.start();
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app.start();
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}
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}
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@Override
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@Override
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public void simpleInitApp() {
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public void simpleInitApp() {
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AmbientLight al = new AmbientLight();
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AmbientLight al = new AmbientLight();
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rootNode.addLight(al);
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rootNode.addLight(al);
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DirectionalLight dl = new DirectionalLight();
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DirectionalLight dl = new DirectionalLight();
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dl.setDirection(Vector3f.UNIT_XYZ.negate());
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dl.setDirection(Vector3f.UNIT_XYZ.negate());
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rootNode.addLight(dl);
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rootNode.addLight(dl);
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Box box = new Box(1, 1, 1);
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Box box = new Box(1, 1, 1);
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VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
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VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
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VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
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VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
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indicesHW.setUsage(Usage.CpuOnly);
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indicesHW.setUsage(Usage.CpuOnly);
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weightsHW.setUsage(Usage.CpuOnly);
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weightsHW.setUsage(Usage.CpuOnly);
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box.setBuffer(weightsHW);
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box.setBuffer(weightsHW);
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box.setBuffer(indicesHW);
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box.setBuffer(indicesHW);
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// Setup bone weight buffer
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// Setup bone weight buffer
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FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 );
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FloatBuffer weights = FloatBuffer.allocate(box.getVertexCount() * 4);
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VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
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VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
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weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
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weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
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box.setBuffer(weightsBuf);
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box.setBuffer(weightsBuf);
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// Setup bone index buffer
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// Setup bone index buffer
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ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 );
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ByteBuffer indices = ByteBuffer.allocate(box.getVertexCount() * 4);
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VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
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VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
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indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
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indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
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box.setBuffer(indicesBuf);
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box.setBuffer(indicesBuf);
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// Create bind pose buffers
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// Create bind pose buffers
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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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// assign vertex to bone index 0
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// assign vertex to bone index 0
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indices.array()[i+0] = 0;
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indices.array()[i + 0] = 0;
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indices.array()[i+1] = 0;
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indices.array()[i + 1] = 0;
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indices.array()[i+2] = 0;
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indices.array()[i + 2] = 0;
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indices.array()[i+3] = 0;
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indices.array()[i + 3] = 0;
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// set weight to 1 only for first entry
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// set weight to 1 only for first entry
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weights.array()[i+0] = 1;
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weights.array()[i + 0] = 1;
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weights.array()[i+1] = 0;
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weights.array()[i + 1] = 0;
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weights.array()[i+2] = 0;
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weights.array()[i + 2] = 0;
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weights.array()[i+3] = 0;
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weights.array()[i + 3] = 0;
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}
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}
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// Maximum number of weights per bone is 1
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// Maximum number of weights per bone is 1
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box.setMaxNumWeights(1);
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box.setMaxNumWeights(1);
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// Create model
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// Create model
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Geometry geom = new Geometry("box", box);
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Geometry geom = new Geometry("box", box);
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geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
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geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
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Node model = new Node("model");
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Node model = new Node("model");
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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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@Override
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@Override
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public void simpleUpdate(float tpf){
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public void simpleUpdate(float tpf) {
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// Rotate around X axis
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// Rotate around X axis
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Quaternion rotate = new Quaternion();
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Quaternion rotate = new Quaternion();
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rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
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rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
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// Combine rotation with previous
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// Combine rotation with previous
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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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