* Removed deprecated AnimControl constructor
* 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-a2c5-0572b91ccdca
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@ -111,7 +111,7 @@ public final class AnimControl extends AbstractControl implements Savable, Clone
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this.skeleton = skeleton;
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this.skeleton = skeleton;
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skeletonControl = new SkeletonControl(model, meshes, this.skeleton);
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skeletonControl = new SkeletonControl(meshes, this.skeleton);
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reset();
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reset();
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}
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}
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@ -389,7 +389,7 @@ public final class AnimControl extends AbstractControl implements Savable, Clone
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Mesh[] tg = null;
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Mesh[] tg = null;
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tg = new Mesh[sav.length];
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tg = new Mesh[sav.length];
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System.arraycopy(sav, 0, tg, 0, sav.length);
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System.arraycopy(sav, 0, tg, 0, sav.length);
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skeletonControl = new SkeletonControl((Node) spatial, tg, skeleton);
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skeletonControl = new SkeletonControl(tg, skeleton);
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spatial.addControl(skeletonControl);
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spatial.addControl(skeletonControl);
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}
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}
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//------
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//------
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@ -384,9 +384,11 @@ public final class Bone implements Savable {
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protected Vector3f tmpVec = new Vector3f();
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protected Vector3f tmpVec = new Vector3f();
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protected Quaternion tmpQuat = new Quaternion();
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protected Quaternion tmpQuat = new Quaternion();
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public Quaternion getTmpQuat() {
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public Quaternion getTmpQuat() {
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return tmpQuat;
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return tmpQuat;
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}
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}
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public Vector3f getTmpVec() {
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public Vector3f getTmpVec() {
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return tmpVec;
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return tmpVec;
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}
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}
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@ -44,8 +44,7 @@ public class SkeletonControl extends AbstractControl implements Savable, Cloneab
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public SkeletonControl() {
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public SkeletonControl() {
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}
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}
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public SkeletonControl(Node model, Mesh[] targets, Skeleton skeleton) {
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public SkeletonControl(Mesh[] targets, Skeleton skeleton) {
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super(model);
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this.skeleton = skeleton;
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this.skeleton = skeleton;
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this.targets = targets;
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this.targets = targets;
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}
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}
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@ -95,6 +94,9 @@ public class SkeletonControl extends AbstractControl implements Savable, Cloneab
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private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {
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private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {
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int maxWeightsPerVert = mesh.getMaxNumWeights();
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int maxWeightsPerVert = mesh.getMaxNumWeights();
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if (maxWeightsPerVert <= 0)
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throw new IllegalStateException("Max weights per vert is incorrectly set!");
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int fourMinusMaxWeights = 4 - maxWeightsPerVert;
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int fourMinusMaxWeights = 4 - maxWeightsPerVert;
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// NOTE: This code assumes the vertex buffer is in bind pose
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// NOTE: This code assumes the vertex buffer is in bind pose
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@ -168,6 +168,41 @@ public class Mesh implements Savable, Cloneable {
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return clone;
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return clone;
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}
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}
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public void generateBindPose(boolean swAnim){
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if (swAnim){
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VertexBuffer pos = getBuffer(Type.Position);
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if (pos == null || getBuffer(Type.BoneIndex) == null) {
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// ignore, this mesh doesn't have positional data
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// or it doesn't have bone-vertex assignments, so its not animated
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return;
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}
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VertexBuffer bindPos = new VertexBuffer(Type.BindPosePosition);
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bindPos.setupData(Usage.CpuOnly,
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3,
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Format.Float,
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BufferUtils.clone(pos.getData()));
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setBuffer(bindPos);
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// XXX: note that this method also sets stream mode
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// so that animation is faster. this is not needed for hardware skinning
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pos.setUsage(Usage.Stream);
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VertexBuffer norm = getBuffer(Type.Normal);
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if (norm != null) {
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VertexBuffer bindNorm = new VertexBuffer(Type.BindPoseNormal);
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bindNorm.setupData(Usage.CpuOnly,
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3,
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Format.Float,
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BufferUtils.clone(norm.getData()));
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setBuffer(bindNorm);
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norm.setUsage(Usage.Stream);
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}
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norm.setUsage(Usage.Stream);
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}
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}
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public void prepareForAnim(boolean swAnim){
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public void prepareForAnim(boolean swAnim){
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if (swAnim){
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if (swAnim){
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// convert indices
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// convert indices
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@ -705,37 +705,6 @@ public class MeshLoader extends DefaultHandler implements AssetLoader {
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public void characters(char ch[], int start, int length) {
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public void characters(char ch[], int start, int length) {
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}
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}
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private void createBindPose(Mesh mesh) {
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VertexBuffer pos = mesh.getBuffer(Type.Position);
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if (pos == null || mesh.getBuffer(Type.BoneIndex) == null) {
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// ignore, this mesh doesn't have positional data
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// or it doesn't have bone-vertex assignments, so its not animated
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return;
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}
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VertexBuffer bindPos = new VertexBuffer(Type.BindPosePosition);
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bindPos.setupData(Usage.CpuOnly,
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3,
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Format.Float,
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BufferUtils.clone(pos.getData()));
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mesh.setBuffer(bindPos);
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// XXX: note that this method also sets stream mode
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// so that animation is faster. this is not needed for hardware skinning
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pos.setUsage(Usage.Stream);
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VertexBuffer norm = mesh.getBuffer(Type.Normal);
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if (norm != null) {
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VertexBuffer bindNorm = new VertexBuffer(Type.BindPoseNormal);
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bindNorm.setupData(Usage.CpuOnly,
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3,
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Format.Float,
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BufferUtils.clone(norm.getData()));
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mesh.setBuffer(bindNorm);
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norm.setUsage(Usage.Stream);
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}
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}
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private Node compileModel() {
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private Node compileModel() {
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String nodeName;
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String nodeName;
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if (meshName == null) {
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if (meshName == null) {
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@ -757,7 +726,7 @@ public class MeshLoader extends DefaultHandler implements AssetLoader {
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boolean useShared = usesSharedGeom.get(i);
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boolean useShared = usesSharedGeom.get(i);
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// create bind pose
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// create bind pose
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if (!useShared) {
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if (!useShared) {
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createBindPose(m);
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m.generateBindPose(!HARDWARE_SKINNING);
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newMeshes.add(m);
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newMeshes.add(m);
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} else {
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} else {
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VertexBuffer bindPos = sharedmesh.getBuffer(Type.BindPosePosition);
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VertexBuffer bindPos = sharedmesh.getBuffer(Type.BindPosePosition);
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145
engine/src/test/jme3test/model/anim/TestCustomAnim.java
Normal file
145
engine/src/test/jme3test/model/anim/TestCustomAnim.java
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@ -0,0 +1,145 @@
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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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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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