Migrate TestCutomAnim to the new Animation system

v3.3
Jérôme 5 years ago committed by Stephen Gold
parent 68c6f71c73
commit 821a18be21
  1. 31
      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;
@ -47,13 +51,11 @@ 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) {
@ -96,10 +98,9 @@ public class TestCustomAnim extends SimpleApplication {
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) {
@ -126,8 +127,8 @@ public class TestCustomAnim extends SimpleApplication {
model.attachChild(geom); model.attachChild(geom);
// Create skeleton control // Create skeleton control
SkeletonControl skeletonControl = new SkeletonControl(skeleton); SkinningControl skinningControl = new SkinningControl(armature);
model.addControl(skeletonControl); model.addControl(skinningControl);
rootNode.attachChild(model); rootNode.attachChild(model);
} }
@ -142,10 +143,10 @@ public class TestCustomAnim extends SimpleApplication {
rotation.multLocal(rotate); rotation.multLocal(rotate);
// Set new rotation into bone // Set new rotation into bone
bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ); bone.setLocalTransform(new Transform(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ));
// After changing skeleton transforms, must update world data // After changing skeleton transforms, must update world data
skeleton.updateWorldVectors(); armature.update();
} }
} }

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