/* * Copyright (c) 2009-2017 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.animation.AnimEventListener; import com.jme3.animation.LoopMode; import com.jme3.animation.SkeletonControl; 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.Quaternion; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.scene.shape.Box; /** * Simple application to an test attachments node on the Jaime model. * * Derived from {@link jme3test.model.anim.TestOgreAnim}. */ public class TestAttachmentsNode extends SimpleApplication implements AnimEventListener, ActionListener { public static void main(String[] args) { TestAttachmentsNode app = new TestAttachmentsNode(); app.start(); } private AnimChannel channel; private AnimControl control; @Override public void simpleInitApp() { flyCam.setMoveSpeed(10f); cam.setLocation(new Vector3f(6.4f, 7.5f, 12.8f)); cam.setRotation(new Quaternion(-0.060740203f, 0.93925786f, -0.2398315f, -0.2378785f)); DirectionalLight dl = new DirectionalLight(); dl.setDirection(new Vector3f(-0.1f, -0.7f, -1).normalizeLocal()); dl.setColor(ColorRGBA.White); rootNode.addLight(dl); Spatial model = assetManager.loadModel("Models/Jaime/Jaime.j3o"); control = model.getControl(AnimControl.class); SkeletonControl skeletonControl = model.getControl(SkeletonControl.class); model.center(); model.setLocalScale(5f); control.addListener(this); channel = control.createChannel(); channel.setAnim("Idle"); Box box = new Box(0.3f, 0.02f, 0.02f); Geometry saber = new Geometry("saber", box); saber.move(0.4f, 0.05f, 0.01f); Material red = assetManager.loadMaterial("Common/Materials/RedColor.j3m"); saber.setMaterial(red); Node n = skeletonControl.getAttachmentsNode("hand.R"); n.attachChild(saber); rootNode.attachChild(model); inputManager.addListener(this, "Attack"); inputManager.addMapping("Attack", new KeyTrigger(KeyInput.KEY_SPACE)); } @Override public void onAnimCycleDone(AnimControl control, AnimChannel channel, String animName) { if (animName.equals("Punches")) { channel.setAnim("Idle", 0.5f); channel.setLoopMode(LoopMode.DontLoop); channel.setSpeed(1f); } } @Override public void onAnimChange(AnimControl control, AnimChannel channel, String animName) { } @Override public void onAction(String binding, boolean value, float tpf) { if (binding.equals("Attack") && value) { if (!channel.getAnimationName().equals("Punches")) { channel.setAnim("Punches", 0.5f); channel.setLoopMode(LoopMode.Cycle); channel.setSpeed(0.5f); } } } }