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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 package jme3test.model.anim;
34 
35 import com.jme3.animation.Bone;
36 import com.jme3.animation.Skeleton;
37 import com.jme3.animation.SkeletonControl;
38 import com.jme3.app.SimpleApplication;
39 import com.jme3.light.AmbientLight;
40 import com.jme3.light.DirectionalLight;
41 import com.jme3.math.Quaternion;
42 import com.jme3.math.Vector3f;
43 import com.jme3.scene.Geometry;
44 import com.jme3.scene.Node;
45 import com.jme3.scene.VertexBuffer;
46 import com.jme3.scene.VertexBuffer.Format;
47 import com.jme3.scene.VertexBuffer.Type;
48 import com.jme3.scene.VertexBuffer.Usage;
49 import com.jme3.scene.shape.Box;
50 import java.nio.ByteBuffer;
51 import java.nio.FloatBuffer;
52 
53 public class TestCustomAnim extends SimpleApplication {
54 
55     private Bone bone;
56     private Skeleton skeleton;
57     private Quaternion rotation = new Quaternion();
58 
main(String[] args)59     public static void main(String[] args) {
60         TestCustomAnim app = new TestCustomAnim();
61         app.start();
62     }
63 
64     @Override
simpleInitApp()65     public void simpleInitApp() {
66 
67         AmbientLight al = new AmbientLight();
68         rootNode.addLight(al);
69 
70         DirectionalLight dl = new DirectionalLight();
71         dl.setDirection(Vector3f.UNIT_XYZ.negate());
72         rootNode.addLight(dl);
73 
74         Box box = new Box(1, 1, 1);
75 
76         // Setup bone weight buffer
77         FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 );
78         VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
79         weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
80         box.setBuffer(weightsBuf);
81 
82         // Setup bone index buffer
83         ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 );
84         VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
85         indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
86         box.setBuffer(indicesBuf);
87 
88         // Create bind pose buffers
89         box.generateBindPose(true);
90 
91         // Create skeleton
92         bone = new Bone("root");
93         bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
94         bone.setUserControl(true);
95         skeleton = new Skeleton(new Bone[]{ bone });
96 
97         // Assign all verticies to bone 0 with weight 1
98         for (int i = 0; i < box.getVertexCount() * 4; i += 4){
99             // assign vertex to bone index 0
100             indices.array()[i+0] = 0;
101             indices.array()[i+1] = 0;
102             indices.array()[i+2] = 0;
103             indices.array()[i+3] = 0;
104 
105             // set weight to 1 only for first entry
106             weights.array()[i+0] = 1;
107             weights.array()[i+1] = 0;
108             weights.array()[i+2] = 0;
109             weights.array()[i+3] = 0;
110         }
111 
112         // Maximum number of weights per bone is 1
113         box.setMaxNumWeights(1);
114 
115         // Create model
116         Geometry geom = new Geometry("box", box);
117         geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
118         Node model = new Node("model");
119         model.attachChild(geom);
120 
121         // Create skeleton control
122         SkeletonControl skeletonControl = new SkeletonControl(skeleton);
123         model.addControl(skeletonControl);
124 
125         rootNode.attachChild(model);
126     }
127 
128     @Override
simpleUpdate(float tpf)129     public void simpleUpdate(float tpf){
130         // Rotate around X axis
131         Quaternion rotate = new Quaternion();
132         rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
133 
134         // Combine rotation with previous
135         rotation.multLocal(rotate);
136 
137         // Set new rotation into bone
138         bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
139 
140         // After changing skeleton transforms, must update world data
141         skeleton.updateWorldVectors();
142     }
143 
144 }
145