2
0
Эх сурвалжийг харах

Migrate TestCutomAnim to the new Animation system

Jérôme 5 жил өмнө
parent
commit
821a18be21

+ 101 - 100
jme3-examples/src/main/java/jme3test/model/anim/TestCustomAnim.java

@@ -32,13 +32,17 @@
 
 package jme3test.model.anim;
 
-import com.jme3.animation.Bone;
-import com.jme3.animation.Skeleton;
-import com.jme3.animation.SkeletonControl;
+import java.nio.ByteBuffer;
+import java.nio.FloatBuffer;
+
+import com.jme3.anim.Armature;
+import com.jme3.anim.Joint;
+import com.jme3.anim.SkinningControl;
 import com.jme3.app.SimpleApplication;
 import com.jme3.light.AmbientLight;
 import com.jme3.light.DirectionalLight;
 import com.jme3.math.Quaternion;
+import com.jme3.math.Transform;
 import com.jme3.math.Vector3f;
 import com.jme3.scene.Geometry;
 import com.jme3.scene.Node;
@@ -47,105 +51,102 @@ 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();
-
-        // 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();
-    }
+	private Joint bone;
+	private Armature armature;
+	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();
+
+		// Create skeleton
+		bone = new Joint("root");
+		bone.setLocalTransform(new Transform(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ));
+		armature = new Armature(new Joint[] { 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
+		SkinningControl skinningControl = new SkinningControl(armature);
+		model.addControl(skinningControl);
+
+		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.setLocalTransform(new Transform(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ));
+
+		// After changing skeleton transforms, must update world data
+		armature.update();
+	}
 
 }