Migrate TestOgreComplexAnim to new anim system

Lots of code that did nothing in old test (on feet, hand). Only eft hand anim with the bone anim in simpleUpdate works. So I rework the test to do how actionSquence work and manipulate Armature and Joint with ArmatureMask apply.
So I think there is a bug in ArmatureDebugger when apply PointSize in material. In the render view all points on armature debug have same size.
master
Jérôme 5 years ago committed by Stephen Gold
parent 3385cdaa3f
commit 2a0fa2554a
  1. 95
      jme3-examples/src/main/java/jme3test/model/anim/TestOgreComplexAnim.java

@ -32,20 +32,26 @@
package jme3test.model.anim;
import com.jme3.animation.*;
import com.jme3.anim.AnimComposer;
import com.jme3.anim.ArmatureMask;
import com.jme3.anim.Joint;
import com.jme3.anim.SkinningControl;
import com.jme3.anim.tween.action.Action;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.debug.SkeletonDebugger;
import com.jme3.scene.debug.custom.ArmatureDebugger;
//TODO rework this Test when the new animation system is done.
public class TestOgreComplexAnim extends SimpleApplication {
private AnimControl control;
private SkinningControl skinningControl;
private float angle = 0;
private float scale = 1;
private float rate = 1;
public static void main(String[] args) {
@ -64,61 +70,57 @@ public class TestOgreComplexAnim extends SimpleApplication {
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
Node model = (Node) assetManager.loadModel("Models/Oto/OtoOldAnim.j3o");
control = model.getControl(AnimControl.class);
Node model = (Node) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
AnimChannel feet = control.createChannel();
AnimChannel leftHand = control.createChannel();
AnimChannel rightHand = control.createChannel();
skinningControl = model.getControl(SkinningControl.class);
AnimComposer ac = model.getControl(AnimComposer.class);
// feet will dodge
feet.addFromRootBone("hip.right");
feet.addFromRootBone("hip.left");
feet.setAnim("Dodge");
feet.setSpeed(2);
feet.setLoopMode(LoopMode.Cycle);
ArmatureMask feet = ArmatureMask.createMask(skinningControl.getArmature(), "hip.right", "hip.left");
Action dodgeAction = ac.action("Dodge");
dodgeAction.setMask(feet);
dodgeAction.setSpeed(2f);
Action walkAction = ac.action("Walk");
walkAction.setMask(feet);
walkAction.setSpeed(0.25f);
// will blend over 15 seconds to stand
feet.setAnim("Walk", 15);
feet.setSpeed(0.25f);
feet.setLoopMode(LoopMode.Cycle);
ArmatureMask rightHand = ArmatureMask.createMask(skinningControl.getArmature(), "uparm.right");
Action pullAction = ac.action("pull");
pullAction.setMask(rightHand);
pullAction.setSpeed(0.5f);
Action standAction = ac.action("stand");
standAction.setMask(rightHand);
standAction.setSpeed(0.5f);
// left hand will pull
leftHand.addFromRootBone("uparm.right");
leftHand.setAnim("pull");
leftHand.setSpeed(.5f);
ac.actionSequence("complexAction",
ac.actionSequence("feetAction", dodgeAction, walkAction),
ac.actionSequence("rightHandAction", pullAction, standAction));
// will blend over 15 seconds to stand
leftHand.setAnim("stand", 15);
ac.setCurrentAction("complexAction");
// right hand will push
rightHand.addBone("spinehigh");
rightHand.addFromRootBone("uparm.left");
rightHand.setAnim("push");
SkeletonDebugger skeletonDebug = new SkeletonDebugger("skeleton", control.getSkeleton());
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Green);
mat.setFloat("PointSize", 7f);
mat.setFloat("PointSize", 7f); // Bug ? do not change size of debug points ?
mat.getAdditionalRenderState().setDepthTest(false);
skeletonDebug.setMaterial(mat);
model.attachChild(skeletonDebug);
ArmatureDebugger armatureDebug = new ArmatureDebugger("armature", skinningControl.getArmature(),
skinningControl.getArmature().getJointList());
armatureDebug.setMaterial(mat);
model.attachChild(armatureDebug);
rootNode.attachChild(model);
}
@Override
public void simpleUpdate(float tpf){
Bone b = control.getSkeleton().getBone("spinehigh");
Bone b2 = control.getSkeleton().getBone("uparm.left");
public void simpleUpdate(float tpf) {
Joint j = skinningControl.getArmature().getJoint("spinehigh");
Joint j2 = skinningControl.getArmature().getJoint("uparm.left");
angle += tpf * rate;
if (angle > FastMath.HALF_PI / 2f){
if (angle > FastMath.HALF_PI / 2f) {
angle = FastMath.HALF_PI / 2f;
rate = -1;
}else if (angle < -FastMath.HALF_PI / 2f){
} else if (angle < -FastMath.HALF_PI / 2f) {
angle = -FastMath.HALF_PI / 2f;
rate = 1;
}
@ -126,13 +128,8 @@ public class TestOgreComplexAnim extends SimpleApplication {
Quaternion q = new Quaternion();
q.fromAngles(0, angle, 0);
b.setUserControl(true);
b.setUserTransforms(Vector3f.ZERO, q, Vector3f.UNIT_XYZ);
b2.setUserControl(true);
b2.setUserTransforms(Vector3f.ZERO, Quaternion.IDENTITY, new Vector3f(1+angle,1+ angle, 1+angle));
j.setLocalRotation(j.getInitialTransform().getRotation().mult(q));
j2.setLocalScale(j.getInitialTransform().getScale().mult(new Vector3f(1 + angle, 1 + angle, 1 + angle)));
}
}

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