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@@ -32,13 +32,17 @@
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package jme3test.model.anim;
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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 java.nio.ByteBuffer;
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+import java.nio.FloatBuffer;
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+
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+import com.jme3.anim.Armature;
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+import com.jme3.anim.Joint;
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+import com.jme3.anim.SkinningControl;
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import com.jme3.app.SimpleApplication;
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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.AmbientLight;
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import com.jme3.light.DirectionalLight;
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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.Quaternion;
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+import com.jme3.math.Transform;
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import com.jme3.math.Vector3f;
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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.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Node;
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@@ -47,105 +51,102 @@ 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.Type;
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import com.jme3.scene.VertexBuffer.Usage;
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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 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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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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-
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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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-
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- @Override
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- public void simpleInitApp() {
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-
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- AmbientLight al = new AmbientLight();
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- rootNode.addLight(al);
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-
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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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-
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- Box box = new Box(1, 1, 1);
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-
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- VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
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- VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
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- indicesHW.setUsage(Usage.CpuOnly);
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- weightsHW.setUsage(Usage.CpuOnly);
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- box.setBuffer(weightsHW);
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- box.setBuffer(indicesHW);
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-
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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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-
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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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-
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- // Create bind pose buffers
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- box.generateBindPose();
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-
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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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-
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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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-
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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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-
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- // Maximum number of weights per bone is 1
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- box.setMaxNumWeights(1);
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-
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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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-
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- // Create skeleton control
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- SkeletonControl skeletonControl = new SkeletonControl(skeleton);
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- model.addControl(skeletonControl);
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-
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- rootNode.attachChild(model);
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- }
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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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-
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- // Combine rotation with previous
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- rotation.multLocal(rotate);
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-
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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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-
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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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+ private Joint bone;
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+ private Armature armature;
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+ private Quaternion rotation = new Quaternion();
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+
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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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+
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+ @Override
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+ public void simpleInitApp() {
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+
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+ AmbientLight al = new AmbientLight();
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+ rootNode.addLight(al);
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+
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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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+
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+ Box box = new Box(1, 1, 1);
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+
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+ VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
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+ VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
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+ indicesHW.setUsage(Usage.CpuOnly);
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+ weightsHW.setUsage(Usage.CpuOnly);
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+ box.setBuffer(weightsHW);
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+ box.setBuffer(indicesHW);
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+
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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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+
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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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+
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+ // Create bind pose buffers
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+ box.generateBindPose();
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+
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+ // Create skeleton
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+ bone = new Joint("root");
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+ bone.setLocalTransform(new Transform(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ));
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+ armature = new Armature(new Joint[] { bone });
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+
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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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+
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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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+
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+ // Maximum number of weights per bone is 1
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+ box.setMaxNumWeights(1);
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+
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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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+
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+ // Create skeleton control
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+ SkinningControl skinningControl = new SkinningControl(armature);
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+ model.addControl(skinningControl);
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+
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+ rootNode.attachChild(model);
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+ }
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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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+
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+ // Combine rotation with previous
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+ rotation.multLocal(rotate);
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+
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+ // Set new rotation into bone
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+ bone.setLocalTransform(new Transform(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ));
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+
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+ // After changing skeleton transforms, must update world data
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+ armature.update();
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+ }
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}
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}
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