/* * 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.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); VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight); VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex); indicesHW.setUsage(Usage.CpuOnly); weightsHW.setUsage(Usage.CpuOnly); box.setBuffer(weightsHW); box.setBuffer(indicesHW); // 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(); } }