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

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