/* * Copyright (c) 2009-2010 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.Bone; import com.jme3.animation.LoopMode; 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.SkeletonDebugger; public class TestOgreComplexAnim extends SimpleApplication { private AnimControl control; private float angle = 0; private float scale = 1; 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"); control = model.getControl(AnimControl.class); AnimChannel feet = control.createChannel(); AnimChannel leftHand = control.createChannel(); AnimChannel rightHand = control.createChannel(); // feet will dodge feet.addFromRootBone("hip.right"); feet.addFromRootBone("hip.left"); feet.setAnim("Dodge"); feet.setSpeed(2); feet.setLoopMode(LoopMode.Cycle); // will blend over 15 seconds to stand feet.setAnim("Walk", 15); feet.setSpeed(0.25f); feet.setLoopMode(LoopMode.Cycle); // left hand will pull leftHand.addFromRootBone("uparm.right"); leftHand.setAnim("pull"); leftHand.setSpeed(.5f); // will blend over 15 seconds to stand leftHand.setAnim("stand", 15); // right hand will push rightHand.addBone("spinehigh"); rightHand.addFromRootBone("uparm.left"); rightHand.setAnim("push"); SkeletonDebugger skeletonDebug = new SkeletonDebugger("skeleton", control.getSkeleton()); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); mat.setColor("Color", ColorRGBA.Green); mat.getAdditionalRenderState().setDepthTest(false); skeletonDebug.setMaterial(mat); model.attachChild(skeletonDebug); rootNode.attachChild(model); } @Override public void simpleUpdate(float tpf){ Bone b = control.getSkeleton().getBone("spinehigh"); Bone b2 = control.getSkeleton().getBone("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); b.setUserControl(true); b.setUserTransforms(Vector3f.ZERO, q, Vector3f.UNIT_XYZ); b2.setUserControl(true); b2.setUserTransforms(Vector3f.ZERO, Quaternion.IDENTITY, new Vector3f(1+angle,1+ angle, 1+angle)); } }