You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
151 lines
5.4 KiB
151 lines
5.4 KiB
/*
|
|
* Copyright (c) 2009-2012 jMonkeyEngine
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
*
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
*
|
|
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
|
* may be used to endorse or promote products derived from this software
|
|
* without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
package jme3test.model.anim;
|
|
|
|
import com.jme3.animation.Bone;
|
|
import com.jme3.animation.Skeleton;
|
|
import com.jme3.animation.SkeletonControl;
|
|
import com.jme3.app.SimpleApplication;
|
|
import com.jme3.light.AmbientLight;
|
|
import com.jme3.light.DirectionalLight;
|
|
import com.jme3.math.Quaternion;
|
|
import com.jme3.math.Vector3f;
|
|
import com.jme3.scene.Geometry;
|
|
import com.jme3.scene.Node;
|
|
import com.jme3.scene.VertexBuffer;
|
|
import com.jme3.scene.VertexBuffer.Format;
|
|
import com.jme3.scene.VertexBuffer.Type;
|
|
import com.jme3.scene.VertexBuffer.Usage;
|
|
import com.jme3.scene.shape.Box;
|
|
import java.nio.ByteBuffer;
|
|
import java.nio.FloatBuffer;
|
|
|
|
public class TestCustomAnim extends SimpleApplication {
|
|
|
|
private Bone bone;
|
|
private Skeleton skeleton;
|
|
private Quaternion rotation = new Quaternion();
|
|
|
|
public static void main(String[] args) {
|
|
TestCustomAnim app = new TestCustomAnim();
|
|
app.start();
|
|
}
|
|
|
|
@Override
|
|
public void simpleInitApp() {
|
|
|
|
AmbientLight al = new AmbientLight();
|
|
rootNode.addLight(al);
|
|
|
|
DirectionalLight dl = new DirectionalLight();
|
|
dl.setDirection(Vector3f.UNIT_XYZ.negate());
|
|
rootNode.addLight(dl);
|
|
|
|
Box box = new Box(1, 1, 1);
|
|
|
|
VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
|
|
VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
|
|
indicesHW.setUsage(Usage.CpuOnly);
|
|
weightsHW.setUsage(Usage.CpuOnly);
|
|
box.setBuffer(weightsHW);
|
|
box.setBuffer(indicesHW);
|
|
|
|
// Setup bone weight buffer
|
|
FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 );
|
|
VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
|
|
weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
|
|
box.setBuffer(weightsBuf);
|
|
|
|
// Setup bone index buffer
|
|
ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 );
|
|
VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
|
|
indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
|
|
box.setBuffer(indicesBuf);
|
|
|
|
// Create bind pose buffers
|
|
box.generateBindPose(true);
|
|
|
|
// Create skeleton
|
|
bone = new Bone("root");
|
|
bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
|
|
bone.setUserControl(true);
|
|
skeleton = new Skeleton(new Bone[]{ bone });
|
|
|
|
// Assign all verticies to bone 0 with weight 1
|
|
for (int i = 0; i < box.getVertexCount() * 4; i += 4){
|
|
// assign vertex to bone index 0
|
|
indices.array()[i+0] = 0;
|
|
indices.array()[i+1] = 0;
|
|
indices.array()[i+2] = 0;
|
|
indices.array()[i+3] = 0;
|
|
|
|
// set weight to 1 only for first entry
|
|
weights.array()[i+0] = 1;
|
|
weights.array()[i+1] = 0;
|
|
weights.array()[i+2] = 0;
|
|
weights.array()[i+3] = 0;
|
|
}
|
|
|
|
// Maximum number of weights per bone is 1
|
|
box.setMaxNumWeights(1);
|
|
|
|
// Create model
|
|
Geometry geom = new Geometry("box", box);
|
|
geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
|
|
Node model = new Node("model");
|
|
model.attachChild(geom);
|
|
|
|
// Create skeleton control
|
|
SkeletonControl skeletonControl = new SkeletonControl(skeleton);
|
|
model.addControl(skeletonControl);
|
|
|
|
rootNode.attachChild(model);
|
|
}
|
|
|
|
@Override
|
|
public void simpleUpdate(float tpf){
|
|
// Rotate around X axis
|
|
Quaternion rotate = new Quaternion();
|
|
rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
|
|
|
|
// Combine rotation with previous
|
|
rotation.multLocal(rotate);
|
|
|
|
// Set new rotation into bone
|
|
bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
|
|
|
|
// After changing skeleton transforms, must update world data
|
|
skeleton.updateWorldVectors();
|
|
}
|
|
|
|
}
|
|
|