* Moved bind pose generation to Mesh away from Ogre loader as its a fairly common operation for animation loaders * Added TestCustomAnim test which demonstrates how to generate an animated model from scratch git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7277 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* Copyright (c) 2009-2010 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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|
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package jme3test.model.anim; |
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import com.jme3.animation.Bone; |
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import com.jme3.animation.Skeleton; |
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import com.jme3.animation.SkeletonControl; |
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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.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.Mesh; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.VertexBuffer; |
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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.Usage; |
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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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private Bone bone; |
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private Skeleton skeleton; |
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private Quaternion rotation = new Quaternion(); |
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public static void main(String[] args) { |
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TestCustomAnim app = new TestCustomAnim(); |
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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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DirectionalLight dl = new DirectionalLight(); |
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dl.setDirection(Vector3f.UNIT_XYZ.negate()); |
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rootNode.addLight(dl); |
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Box box = new Box(1, 1, 1); |
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// Setup bone weight buffer
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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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weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights); |
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box.setBuffer(weightsBuf); |
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// Setup bone index buffer
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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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indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices); |
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box.setBuffer(indicesBuf); |
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// Create bind pose buffers
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box.generateBindPose(true); |
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// Create skeleton
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bone = new Bone("root"); |
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bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ); |
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bone.setUserControl(true); |
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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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for (int i = 0; i < box.getVertexCount() * 4; i += 4){ |
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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+1] = 0; |
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indices.array()[i+2] = 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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weights.array()[i+0] = 1; |
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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+3] = 0; |
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} |
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// Maximum number of weights per bone is 1
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box.setMaxNumWeights(1); |
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// Create model
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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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Node model = new Node("model"); |
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model.attachChild(geom); |
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// Create skeleton control
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SkeletonControl skeletonControl = new SkeletonControl(new Mesh[]{ box }, skeleton); |
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model.addControl(skeletonControl); |
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rootNode.attachChild(model); |
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} |
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@Override |
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public void simpleUpdate(float tpf){ |
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// Rotate around X axis
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Quaternion rotate = new Quaternion(); |
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rotate.fromAngleAxis(tpf, Vector3f.UNIT_X); |
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// Combine rotation with previous
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rotation.multLocal(rotate); |
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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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// After changing skeleton transforms, must update world data
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skeleton.updateWorldVectors(); |
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} |
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} |
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