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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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+
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+package jme3test.model.anim;
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+
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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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+
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+public class TestCustomAnim extends SimpleApplication {
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+
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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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+ // 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(true);
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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(new Mesh[]{ box }, 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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+
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+}
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