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TestOgreComplexAnim.java
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142 lines (120 loc) · 5.5 KB
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/*
* 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.anim.AnimComposer;
import com.jme3.anim.ArmatureMask;
import com.jme3.anim.Joint;
import com.jme3.anim.SkinningControl;
import com.jme3.anim.tween.action.Action;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.debug.custom.ArmatureDebugger;
/**
* Example demonstrating complex Ogre model animations with armature masks and advanced blending.
*
* @deprecated as of jMonkeyEngine 3.10, for removal in a future version.
* Consider using glTF.
*/
@Deprecated
public class TestOgreComplexAnim extends SimpleApplication {
private SkinningControl skinningControl;
private float angle = 0;
private float rate = 1;
public static void main(String[] args) {
TestOgreComplexAnim app = new TestOgreComplexAnim();
app.start();
}
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10f);
cam.setLocation(new Vector3f(6.4013605f, 7.488437f, 12.843031f));
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(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
Node model = (Node) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
skinningControl = model.getControl(SkinningControl.class);
AnimComposer ac = model.getControl(AnimComposer.class);
ArmatureMask feet = ArmatureMask.createMask(skinningControl.getArmature(), "hip.right", "hip.left");
Action dodgeAction = ac.action("Dodge");
dodgeAction.setMask(feet);
dodgeAction.setSpeed(2f);
Action walkAction = ac.action("Walk");
walkAction.setMask(feet);
walkAction.setSpeed(0.25f);
ArmatureMask rightHand = ArmatureMask.createMask(skinningControl.getArmature(), "uparm.right");
Action pullAction = ac.action("pull");
pullAction.setMask(rightHand);
pullAction.setSpeed(0.5f);
Action standAction = ac.action("stand");
standAction.setMask(rightHand);
standAction.setSpeed(0.5f);
ac.actionSequence("complexAction",
ac.actionSequence("feetAction", dodgeAction, walkAction),
ac.actionSequence("rightHandAction", pullAction, standAction));
ac.setCurrentAction("complexAction");
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Green);
mat.setFloat("PointSize", 7f); // Bug ? do not change size of debug points ?
mat.getAdditionalRenderState().setDepthTest(false);
ArmatureDebugger armatureDebug = new ArmatureDebugger("armature", skinningControl.getArmature(),
skinningControl.getArmature().getJointList());
armatureDebug.setMaterial(mat);
model.attachChild(armatureDebug);
rootNode.attachChild(model);
}
@Override
public void simpleUpdate(float tpf) {
Joint j = skinningControl.getArmature().getJoint("spinehigh");
Joint j2 = skinningControl.getArmature().getJoint("uparm.left");
angle += tpf * rate;
if (angle > FastMath.HALF_PI / 2f) {
angle = FastMath.HALF_PI / 2f;
rate = -1;
} else if (angle < -FastMath.HALF_PI / 2f) {
angle = -FastMath.HALF_PI / 2f;
rate = 1;
}
Quaternion q = new Quaternion();
q.fromAngles(0, angle, 0);
j.setLocalRotation(j.getInitialTransform().getRotation().mult(q));
j2.setLocalScale(j.getInitialTransform().getScale().mult(new Vector3f(1 + angle, 1 + angle, 1 + angle)));
}
}