Created an AnimationHelper to ease the creation process of a spatial animation, based on key frames interpolation.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8955 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* Copyright (c) 2009-2011 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.animation; |
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|
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import com.jme3.math.FastMath; |
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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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|
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/** |
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* A convenience class to easily setup a spatial keyframed animation |
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* you can add some keyFrames for a given time or a given keyFrameIndex, for translation rotation and scale. |
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* The animationHelper will then generate an appropriate SpatialAnimation by interpolating values between the keyFrames. |
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* <br><br> |
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* Usage is : <br> |
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* - Create the AnimationHelper<br> |
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* - add some keyFrames<br> |
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* - call the buildAnimation() method that will retruna new Animation<br> |
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* - add the generated Animation to any existing AnimationControl<br> |
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* <br><br> |
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* Note that the first keyFrame (index 0) is defaulted with the identy transforms. |
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* If you want to change that you have to replace this keyFrame with any transform you want. |
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* |
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* @author Nehon |
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*/ |
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public class AnimationHelper { |
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|
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/** |
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* step for splitting rotation that have a n ange above PI/2 |
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*/ |
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private final static float EULER_STEP = FastMath.QUARTER_PI * 3; |
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|
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/** |
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* enum to determine the type of interpolation |
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*/ |
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private enum Type { |
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Translation, Rotation, Scale; |
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} |
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|
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/** |
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* Inner Rotation type class to kep track on a rotation Euler angle |
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*/ |
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protected class Rotation { |
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|
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/** |
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* The rotation Quaternion |
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*/ |
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Quaternion rotation = new Quaternion(); |
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/** |
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* This rotation expressed in Euler angles |
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*/ |
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Vector3f eulerAngles = new Vector3f(); |
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/** |
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* the index of the parent key frame is this keyFrame is a splitted rotation |
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*/ |
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int masterKeyFrame = -1; |
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public Rotation() { |
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rotation.loadIdentity(); |
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} |
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|
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void set(Quaternion rot) { |
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rotation.set(rot); |
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float[] a = new float[3]; |
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rotation.toAngles(a); |
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eulerAngles.set(a[0], a[1], a[2]); |
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} |
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|
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void set(float x, float y, float z) { |
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float[] a = {x, y, z}; |
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rotation.fromAngles(a); |
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eulerAngles.set(x, y, z); |
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} |
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} |
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/** |
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* Name of the animation |
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*/ |
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protected String name; |
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/** |
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* frames per seconds |
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*/ |
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protected int fps; |
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/** |
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* Animation duration in seconds |
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*/ |
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protected float duration; |
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/** |
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* total number of frames |
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*/ |
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protected int totalFrames; |
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/** |
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* time per frame |
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*/ |
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protected float tpf; |
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/** |
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* Time array for this animation |
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*/ |
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protected float[] times; |
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/** |
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* Translation array for this animation |
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*/ |
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protected Vector3f[] translations; |
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/** |
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* rotation array for this animation |
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*/ |
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protected Quaternion[] rotations; |
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/** |
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* scales array for this animation |
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*/ |
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protected Vector3f[] scales; |
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/** |
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* The map of keyFrames to compute the animation. The key is the index of the frame |
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*/ |
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protected Vector3f[] keyFramesTranslation; |
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protected Vector3f[] keyFramesScale; |
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protected Rotation[] keyFramesRotation; |
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|
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/** |
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* Creates and AnimationHelper |
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* @param duration the desired duration for the resulting animation |
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* @param name the name of the resulting animation |
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*/ |
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public AnimationHelper(float duration, String name) { |
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this(duration, name, 30); |
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} |
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|
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/** |
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* Creates and AnimationHelper |
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* @param duration the desired duration for the resulting animation |
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* @param name the name of the resulting animation |
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* @param fps the number of frames per second for this animation (default is 30) |
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*/ |
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public AnimationHelper(float duration, String name, int fps) { |
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this.name = name; |
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this.duration = duration; |
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this.fps = fps; |
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totalFrames = (int) (fps * duration) + 1; |
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tpf = 1 / (float) fps; |
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times = new float[totalFrames]; |
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translations = new Vector3f[totalFrames]; |
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rotations = new Quaternion[totalFrames]; |
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scales = new Vector3f[totalFrames]; |
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keyFramesTranslation = new Vector3f[totalFrames]; |
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keyFramesTranslation[0] = new Vector3f(); |
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keyFramesScale = new Vector3f[totalFrames]; |
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keyFramesScale[0] = new Vector3f(1, 1, 1); |
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keyFramesRotation = new Rotation[totalFrames]; |
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keyFramesRotation[0] = new Rotation(); |
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} |
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/** |
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* Adds a key frame for the given Transform at the given time |
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* @param time the time at which the keyFrame must be inserted |
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* @param transform the transforms to use for this keyFrame |
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*/ |
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public void addTimeTransform(float time, Transform transform) { |
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addKeyFrameTransform((int) (time / tpf), transform); |
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} |
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/** |
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* Adds a key frame for the given Transform at the given keyFrame index |
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* @param keyFrameIndex the index at which the keyFrame must be inserted |
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* @param transform the transforms to use for this keyFrame |
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*/ |
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public void addKeyFrameTransform(int keyFrameIndex, Transform transform) { |
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addKeyFrameTranslation(keyFrameIndex, transform.getTranslation()); |
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addKeyFrameScale(keyFrameIndex, transform.getScale()); |
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addKeyFrameRotation(keyFrameIndex, transform.getRotation()); |
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} |
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/** |
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* Adds a key frame for the given translation at the given time |
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* @param time the time at which the keyFrame must be inserted |
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* @param translation the translation to use for this keyFrame |
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*/ |
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public void addTimeTranslation(float time, Vector3f translation) { |
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addKeyFrameTranslation((int) (time / tpf), translation); |
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} |
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/** |
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* Adds a key frame for the given translation at the given keyFrame index |
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* @param keyFrameIndex the index at which the keyFrame must be inserted |
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* @param translation the translation to use for this keyFrame |
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*/ |
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public void addKeyFrameTranslation(int keyFrameIndex, Vector3f translation) { |
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Vector3f t = getTranslationForFrame(keyFrameIndex); |
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t.set(translation); |
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} |
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/** |
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* Adds a key frame for the given rotation at the given time<br> |
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* This can't be used if the interpolated angle is higher than PI (180°)<br> |
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* Use {@link addTimeRotationAngles(float time, float x, float y, float z)} instead that uses Euler angles rotations.<br> * |
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* @param time the time at which the keyFrame must be inserted |
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* @param rotation the rotation Quaternion to use for this keyFrame |
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* @see #addTimeRotationAngles(float time, float x, float y, float z) |
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*/ |
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public void addTimeRotation(float time, Quaternion rotation) { |
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addKeyFrameRotation((int) (time / tpf), rotation); |
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} |
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/** |
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* Adds a key frame for the given rotation at the given keyFrame index<br> |
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* This can't be used if the interpolated angle is higher than PI (180°)<br> |
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* Use {@link addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z)} instead that uses Euler angles rotations. |
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* @param keyFrameIndex the index at which the keyFrame must be inserted |
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* @param rotation the rotation Quaternion to use for this keyFrame |
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* @see #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z) |
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*/ |
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public void addKeyFrameRotation(int keyFrameIndex, Quaternion rotation) { |
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Rotation r = getRotationForFrame(keyFrameIndex); |
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r.set(rotation); |
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} |
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/** |
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* Adds a key frame for the given rotation at the given time.<br> |
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* Rotation is expressed by Euler angles values in radians.<br> |
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* Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)<br> |
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* Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation<br> |
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* |
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* @param time the time at which the keyFrame must be inserted |
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* @param x the rotation around the x axis (aka yaw) in radians |
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* @param y the rotation around the y axis (aka roll) in radians |
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* @param z the rotation around the z axis (aka pitch) in radians |
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*/ |
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public void addTimeRotationAngles(float time, float x, float y, float z) { |
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addKeyFrameRotationAngles((int) (time / tpf), x, y, z); |
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} |
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/** |
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* Adds a key frame for the given rotation at the given key frame index.<br> |
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* Rotation is expressed by Euler angles values in radians.<br> |
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* Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)<br> |
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* Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation<br> |
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* |
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* @param keyFrameIndex the index at which the keyFrame must be inserted |
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* @param x the rotation around the x axis (aka yaw) in radians |
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* @param y the rotation around the y axis (aka roll) in radians |
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* @param z the rotation around the z axis (aka pitch) in radians |
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*/ |
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public void addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z) { |
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Rotation r = getRotationForFrame(keyFrameIndex); |
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r.set(x, y, z); |
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// if the delta of euler angles is higher than PI, we create intermediate keyframes
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// since we are using quaternions and slerp for rotation interpolation, we cannot interpolate over an angle higher than PI
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int prev = getPreviousKeyFrame(keyFrameIndex, keyFramesRotation); |
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//previous rotation keyframe
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Rotation prevRot = keyFramesRotation[prev]; |
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//the maximum delta angle (x,y or z)
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float delta = Math.max(Math.abs(x - prevRot.eulerAngles.x), Math.abs(y - prevRot.eulerAngles.y)); |
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delta = Math.max(delta, Math.abs(z - prevRot.eulerAngles.z)); |
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//if delta > PI we have to create intermediates key frames
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if (delta >= FastMath.PI) { |
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//frames delta
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int dF = keyFrameIndex - prev; |
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//angle per frame for x,y ,z
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float dXAngle = (x - prevRot.eulerAngles.x) / (float) dF; |
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float dYAngle = (y - prevRot.eulerAngles.y) / (float) dF; |
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float dZAngle = (z - prevRot.eulerAngles.z) / (float) dF; |
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// the keyFrame step
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int keyStep = (int) (((float) (dF)) / delta * (float) EULER_STEP); |
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// the current keyFrame
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int cursor = prev + keyStep; |
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while (cursor < keyFrameIndex) { |
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//for each step we create a new rotation by interpolating the angles
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Rotation dr = getRotationForFrame(cursor); |
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dr.masterKeyFrame = keyFrameIndex; |
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dr.set(prevRot.eulerAngles.x + cursor * dXAngle, prevRot.eulerAngles.y + cursor * dYAngle, prevRot.eulerAngles.z + cursor * dZAngle); |
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cursor += keyStep; |
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} |
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} |
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} |
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/** |
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* Adds a key frame for the given scale at the given time |
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* @param time the time at which the keyFrame must be inserted |
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* @param scale the scale to use for this keyFrame |
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*/ |
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public void addTimeScale(float time, Vector3f scale) { |
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addKeyFrameScale((int) (time / tpf), scale); |
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} |
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/** |
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* Adds a key frame for the given scale at the given keyFrame index |
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* @param keyFrameIndex the index at which the keyFrame must be inserted |
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* @param scale the scale to use for this keyFrame |
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*/ |
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public void addKeyFrameScale(int keyFrameIndex, Vector3f scale) { |
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Vector3f s = getScaleForFrame(keyFrameIndex); |
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s.set(scale); |
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} |
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/** |
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* returns the translation for a given frame index |
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* creates the translation if it doesn't exists |
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* @param keyFrameIndex index |
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* @return the translation |
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*/ |
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private Vector3f getTranslationForFrame(int keyFrameIndex) { |
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if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) { |
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throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")"); |
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} |
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Vector3f v = keyFramesTranslation[keyFrameIndex]; |
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if (v == null) { |
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v = new Vector3f(); |
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keyFramesTranslation[keyFrameIndex] = v; |
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} |
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return v; |
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} |
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/** |
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* returns the scale for a given frame index |
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* creates the scale if it doesn't exists |
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* @param keyFrameIndex index |
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* @return the scale |
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*/ |
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private Vector3f getScaleForFrame(int keyFrameIndex) { |
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if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) { |
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throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")"); |
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} |
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Vector3f v = keyFramesScale[keyFrameIndex]; |
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if (v == null) { |
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v = new Vector3f(); |
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keyFramesScale[keyFrameIndex] = v; |
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} |
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return v; |
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} |
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/** |
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* returns the rotation for a given frame index |
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* creates the rotation if it doesn't exists |
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* @param keyFrameIndex index |
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* @return the rotation |
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*/ |
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private Rotation getRotationForFrame(int keyFrameIndex) { |
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if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) { |
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throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")"); |
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} |
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Rotation v = keyFramesRotation[keyFrameIndex]; |
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if (v == null) { |
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v = new Rotation(); |
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keyFramesRotation[keyFrameIndex] = v; |
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} |
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return v; |
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} |
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/** |
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* Creates an Animation based on the keyFrames previously added to the helper. |
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* @return the generated animation |
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*/ |
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public Animation buildAnimation() { |
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interpolateTime(); |
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interpolate(keyFramesTranslation, Type.Translation); |
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interpolate(keyFramesRotation, Type.Rotation); |
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interpolate(keyFramesScale, Type.Scale); |
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SpatialTrack spatialTrack = new SpatialTrack(times, translations, rotations, scales); |
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//creating the animation
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Animation spatialAnimation = new Animation(name, duration); |
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spatialAnimation.setTracks(new SpatialTrack[]{spatialTrack}); |
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return spatialAnimation; |
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} |
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/** |
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* interpolates time values |
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*/ |
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private void interpolateTime() { |
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for (int i = 0; i < totalFrames; i++) { |
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times[i] = i * tpf; |
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} |
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} |
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/** |
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* Interpolates over the key frames for the given keyFrame array and the given type of transform |
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* @param keyFrames the keyFrames array |
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* @param type the type of transforms |
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*/ |
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private void interpolate(Object[] keyFrames, Type type) { |
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int i = 0; |
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while (i < totalFrames) { |
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//fetching the next keyFrame index transform in the array
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int key = getNextKeyFrame(i, keyFrames); |
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if (key != -1) { |
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//computing the frame span to interpolate over
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int span = key - i; |
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//interating over the frames
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for (int j = i; j <= key; j++) { |
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// computing interpolation value
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float val = (float) (j - i) / (float) span; |
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//interpolationg depending on the transform type
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switch (type) { |
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case Translation: |
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translations[j] = FastMath.interpolateLinear(val, (Vector3f) keyFrames[i], (Vector3f) keyFrames[key]); |
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break; |
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case Rotation: |
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Quaternion rot = new Quaternion(); |
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rotations[j] = rot.slerp(((Rotation) keyFrames[i]).rotation, ((Rotation) keyFrames[key]).rotation, val); |
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break; |
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case Scale: |
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scales[j] = FastMath.interpolateLinear(val, (Vector3f) keyFrames[i], (Vector3f) keyFrames[key]); |
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break; |
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} |
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} |
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//jumping to the next keyFrame
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i = key; |
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} else { |
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//No more key frame, filling the array witht he last transform computed.
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for (int j = i; j < totalFrames; j++) { |
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switch (type) { |
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case Translation: |
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translations[j] = ((Vector3f) keyFrames[i]).clone(); |
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break; |
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case Rotation: |
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rotations[j] = ((Quaternion) ((Rotation) keyFrames[i]).rotation).clone(); |
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break; |
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case Scale: |
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scales[j] = ((Vector3f) keyFrames[i]).clone(); |
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break; |
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} |
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} |
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//we're done
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i = totalFrames; |
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} |
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} |
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} |
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/** |
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* Get the index of the next keyFrame that as a transform |
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* @param index the start index |
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* @param keyFrames the keyFrames array |
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* @return the index of the next keyFrame |
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*/ |
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private int getNextKeyFrame(int index, Object[] keyFrames) { |
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for (int i = index + 1; i < totalFrames; i++) { |
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if (keyFrames[i] != null) { |
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return i; |
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} |
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} |
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return -1; |
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} |
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/** |
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* Get the index of the previous keyFrame that as a transform |
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* @param index the start index |
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* @param keyFrames the keyFrames array |
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* @return the index of the previous keyFrame |
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*/ |
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private int getPreviousKeyFrame(int index, Object[] keyFrames) { |
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for (int i = index - 1; i >= 0; i--) { |
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if (keyFrames[i] != null) { |
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return i; |
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} |
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} |
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return -1; |
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} |
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} |
@ -0,0 +1,85 @@ |
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package jme3test.model.anim; |
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import com.jme3.animation.AnimControl; |
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import com.jme3.animation.AnimationHelper; |
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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.DirectionalLight; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Quaternion; |
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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.Node; |
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import com.jme3.scene.shape.Box; |
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import com.jme3.util.TangentBinormalGenerator; |
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public class TestAnimationHelper extends SimpleApplication { |
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public static void main(String[] args) { |
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TestSpatialAnim app = new TestSpatialAnim(); |
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app.start(); |
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} |
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@Override |
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public void simpleInitApp() { |
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AmbientLight al = new AmbientLight(); |
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rootNode.addLight(al); |
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|
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DirectionalLight dl = new DirectionalLight(); |
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dl.setDirection(Vector3f.UNIT_XYZ.negate()); |
||||
rootNode.addLight(dl); |
||||
|
||||
// Create model
|
||||
Box box = new Box(1, 1, 1); |
||||
Geometry geom = new Geometry("box", box); |
||||
geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m")); |
||||
Node model = new Node("model"); |
||||
model.attachChild(geom); |
||||
|
||||
Box child = new Box(0.5f, 0.5f, 0.5f); |
||||
Geometry childGeom = new Geometry("box", child); |
||||
childGeom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m")); |
||||
Node childModel = new Node("childmodel"); |
||||
childModel.setLocalTranslation(2, 2, 2); |
||||
childModel.attachChild(childGeom); |
||||
model.attachChild(childModel); |
||||
TangentBinormalGenerator.generate(model); |
||||
|
||||
//creating quite complex animation witht the AnimationHelper
|
||||
// animation of 6 seconds named "anim" and with 25 frames per second
|
||||
AnimationHelper animationHelper = new AnimationHelper(6, "anim", 25); |
||||
|
||||
//creating a translation keyFrame at time = 3 with a translation on the x axis of 5 WU
|
||||
animationHelper.addTimeTranslation(3, new Vector3f(5, 0, 0)); |
||||
//reseting the translation to the start position at time = 6
|
||||
animationHelper.addTimeTranslation(6, new Vector3f(0, 0, 0)); |
||||
|
||||
//Creating a scale keyFrame at time = 2 with the unit scale.
|
||||
animationHelper.addTimeScale(2, new Vector3f(1, 1, 1)); |
||||
//Creating a scale keyFrame at time = 4 scaling to 1.5
|
||||
animationHelper.addTimeScale(4, new Vector3f(1.5f, 1.5f, 1.5f)); |
||||
//reseting the scale to the start value at time = 5
|
||||
animationHelper.addTimeScale(5, new Vector3f(1, 1, 1)); |
||||
|
||||
|
||||
//Creating a rotation keyFrame at time = 0.5 of quarter PI around the Z axis
|
||||
animationHelper.addTimeRotation(0.5f,new Quaternion().fromAngleAxis(FastMath.QUARTER_PI, Vector3f.UNIT_Z)); |
||||
//rotating back to initial rotation value at time = 1
|
||||
animationHelper.addTimeRotation(1,Quaternion.IDENTITY); |
||||
//Creating a rotation keyFrame at time = 2. Note that i used the Euler angle version because the angle is higher than PI
|
||||
//this should result in a complete revolution of the spatial around the x axis in 1 second (from 1 to 2)
|
||||
animationHelper.addTimeRotationAngles(2, FastMath.TWO_PI,0, 0); |
||||
|
||||
|
||||
AnimControl control = new AnimControl(); |
||||
control.addAnim(animationHelper.buildAnimation()); |
||||
|
||||
model.addControl(control); |
||||
|
||||
rootNode.attachChild(model); |
||||
|
||||
//run animation
|
||||
control.createChannel().setAnim("anim"); |
||||
} |
||||
} |
Loading…
Reference in new issue