blob: f1b89336f7aaab20cabac7a4ef2fb10aeaabe8b8 [file] [log] [blame]
/*
* Copyright (c) 2009-2010 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);
// 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();
}
}