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143 lines
5.1 KiB
143 lines
5.1 KiB
/*
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* Copyright (c) 2009-2012 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.AnimChannel;
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import com.jme3.animation.AnimControl;
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import com.jme3.animation.Bone;
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import com.jme3.animation.LoopMode;
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import com.jme3.app.SimpleApplication;
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import com.jme3.light.DirectionalLight;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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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.Node;
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import com.jme3.scene.debug.SkeletonDebugger;
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public class TestOgreComplexAnim extends SimpleApplication {
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private AnimControl control;
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private float angle = 0;
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private float scale = 1;
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private float rate = 1;
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public static void main(String[] args) {
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TestOgreComplexAnim app = new TestOgreComplexAnim();
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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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flyCam.setMoveSpeed(10f);
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cam.setLocation(new Vector3f(6.4013605f, 7.488437f, 12.843031f));
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cam.setRotation(new Quaternion(-0.060740203f, 0.93925786f, -0.2398315f, -0.2378785f));
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DirectionalLight dl = new DirectionalLight();
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dl.setDirection(new Vector3f(-0.1f, -0.7f, -1).normalizeLocal());
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dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
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rootNode.addLight(dl);
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Node model = (Node) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
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control = model.getControl(AnimControl.class);
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AnimChannel feet = control.createChannel();
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AnimChannel leftHand = control.createChannel();
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AnimChannel rightHand = control.createChannel();
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// feet will dodge
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feet.addFromRootBone("hip.right");
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feet.addFromRootBone("hip.left");
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feet.setAnim("Dodge");
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feet.setSpeed(2);
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feet.setLoopMode(LoopMode.Cycle);
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// will blend over 15 seconds to stand
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feet.setAnim("Walk", 15);
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feet.setSpeed(0.25f);
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feet.setLoopMode(LoopMode.Cycle);
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// left hand will pull
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leftHand.addFromRootBone("uparm.right");
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leftHand.setAnim("pull");
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leftHand.setSpeed(.5f);
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// will blend over 15 seconds to stand
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leftHand.setAnim("stand", 15);
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// right hand will push
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rightHand.addBone("spinehigh");
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rightHand.addFromRootBone("uparm.left");
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rightHand.setAnim("push");
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SkeletonDebugger skeletonDebug = new SkeletonDebugger("skeleton", control.getSkeleton());
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Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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mat.getAdditionalRenderState().setWireframe(true);
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mat.setColor("Color", ColorRGBA.Green);
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mat.setFloat("PointSize", 7f);
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mat.getAdditionalRenderState().setDepthTest(false);
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skeletonDebug.setMaterial(mat);
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model.attachChild(skeletonDebug);
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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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Bone b = control.getSkeleton().getBone("spinehigh");
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Bone b2 = control.getSkeleton().getBone("uparm.left");
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angle += tpf * rate;
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if (angle > FastMath.HALF_PI / 2f){
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angle = FastMath.HALF_PI / 2f;
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rate = -1;
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}else if (angle < -FastMath.HALF_PI / 2f){
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angle = -FastMath.HALF_PI / 2f;
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rate = 1;
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}
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Quaternion q = new Quaternion();
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q.fromAngles(0, angle, 0);
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b.setUserControl(true);
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b.setUserTransforms(Vector3f.ZERO, q, Vector3f.UNIT_XYZ);
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b2.setUserControl(true);
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b2.setUserTransforms(Vector3f.ZERO, Quaternion.IDENTITY, new Vector3f(1+angle,1+ angle, 1+angle));
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}
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}
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