/* * Copyright (c) 2009-2012 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.AnimChannel; import com.jme3.animation.AnimControl; import com.jme3.app.SimpleApplication; import com.jme3.input.KeyInput; import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.KeyTrigger; import com.jme3.light.DirectionalLight; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.scene.Node; import com.jme3.scene.debug.SkeletonDebugger; public class TestAnimBlendBug extends SimpleApplication implements ActionListener { // private AnimControl control; private AnimChannel channel1, channel2; private String[] animNames; private float blendTime = 0.5f; private float lockAfterBlending = blendTime + 0.25f; private float blendingAnimationLock; public static void main(String[] args) { TestAnimBlendBug app = new TestAnimBlendBug(); app.start(); } public void onAction(String name, boolean value, float tpf) { if (name.equals("One") && value){ channel1.setAnim(animNames[4], blendTime); channel2.setAnim(animNames[4], 0); channel1.setSpeed(0.25f); channel2.setSpeed(0.25f); blendingAnimationLock = lockAfterBlending; } } public void onPreUpdate(float tpf) { } public void onPostUpdate(float tpf) { } @Override public void simpleUpdate(float tpf) { // Is there currently a blending underway? if (blendingAnimationLock > 0f) { blendingAnimationLock -= tpf; } } @Override public void simpleInitApp() { inputManager.addMapping("One", new KeyTrigger(KeyInput.KEY_1)); inputManager.addListener(this, "One"); flyCam.setMoveSpeed(100f); cam.setLocation( new Vector3f( 0f, 150f, -325f ) ); cam.lookAt( new Vector3f( 0f, 100f, 0f ), Vector3f.UNIT_Y ); DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-0.1f, -0.7f, 1).normalizeLocal()); dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f)); rootNode.addLight(dl); Node model1 = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml"); Node model2 = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml"); // Node model2 = model1.clone(); model1.setLocalTranslation(-60, 0, 0); model2.setLocalTranslation(60, 0, 0); AnimControl control1 = model1.getControl(AnimControl.class); animNames = control1.getAnimationNames().toArray(new String[0]); channel1 = control1.createChannel(); AnimControl control2 = model2.getControl(AnimControl.class); channel2 = control2.createChannel(); SkeletonDebugger skeletonDebug = new SkeletonDebugger("skeleton1", control1.getSkeleton()); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); mat.setColor("Color", ColorRGBA.Red); mat.setFloat("PointSize", 7f); mat.getAdditionalRenderState().setDepthTest(false); skeletonDebug.setMaterial(mat); model1.attachChild(skeletonDebug); skeletonDebug = new SkeletonDebugger("skeleton2", control2.getSkeleton()); skeletonDebug.setMaterial(mat); model2.attachChild(skeletonDebug); rootNode.attachChild(model1); rootNode.attachChild(model2); } }