use of com.jme3.animation.Animation in project jmonkeyengine by jMonkeyEngine.
the class AnimationHelper method loadAnimations.
/**
* Loads all animations that are stored in the blender file. The animations are not yet applied to the scene features.
* This should be called before objects are loaded.
* @throws BlenderFileException
* an exception is thrown when problems with blender file reading occur
*/
public void loadAnimations() throws BlenderFileException {
LOGGER.info("Loading animations that will be later applied to scene features.");
List<FileBlockHeader> actionHeaders = blenderContext.getFileBlocks(BlockCode.BLOCK_AC00);
if (actionHeaders != null) {
for (FileBlockHeader header : actionHeaders) {
Structure actionStructure = header.getStructure(blenderContext);
LOGGER.log(Level.INFO, "Found animation: {0}.", actionStructure.getName());
blenderContext.addAction(this.getTracks(actionStructure, blenderContext));
}
}
}
use of com.jme3.animation.Animation in project jmonkeyengine by jMonkeyEngine.
the class AnimationHelper method getTracks250.
/**
* This method retuns the bone tracks for animation for blender version 2.50
* and higher.
*
* @param actionStructure
* the structure containing the tracks
* @param blenderContext
* the blender context
* @return a list of tracks for the specified animation
* @throws BlenderFileException
* an exception is thrown when there are problems with the blend
* file
*/
private BlenderAction getTracks250(Structure actionStructure, BlenderContext blenderContext) throws BlenderFileException {
LOGGER.log(Level.FINE, "Getting tracks!");
Structure groups = (Structure) actionStructure.getFieldValue("groups");
// bActionGroup
List<Structure> actionGroups = groups.evaluateListBase();
BlenderAction blenderAction = new BlenderAction(actionStructure.getName(), blenderContext.getBlenderKey().getFps());
int lastFrame = 1;
for (Structure actionGroup : actionGroups) {
String name = actionGroup.getFieldValue("name").toString();
List<Structure> channels = ((Structure) actionGroup.getFieldValue("channels")).evaluateListBase();
BezierCurve[] bezierCurves = new BezierCurve[channels.size()];
int channelCounter = 0;
for (Structure c : channels) {
int type = this.getCurveType(c, blenderContext);
Pointer pBezTriple = (Pointer) c.getFieldValue("bezt");
List<Structure> bezTriples = pBezTriple.fetchData();
bezierCurves[channelCounter++] = new BezierCurve(type, bezTriples, 2);
}
Ipo ipo = new Ipo(bezierCurves, fixUpAxis, blenderContext.getBlenderVersion());
lastFrame = Math.max(lastFrame, ipo.getLastFrame());
blenderAction.featuresTracks.put(name, ipo);
}
blenderAction.stopFrame = lastFrame;
return blenderAction;
}
use of com.jme3.animation.Animation in project jmonkeyengine by jMonkeyEngine.
the class Ipo method calculateTrack.
/**
* This method calculates the value of the curves as a bone track between
* the specified frames.
*
* @param targetIndex
* the index of the target for which the method calculates the
* tracks IMPORTANT! Aet to -1 (or any negative number) if you
* want to load spatial animation.
* @param localTranslation
* the local translation of the object/bone that will be animated by
* the track
* @param localRotation
* the local rotation of the object/bone that will be animated by
* the track
* @param localScale
* the local scale of the object/bone that will be animated by
* the track
* @param startFrame
* the first frame of tracks (inclusive)
* @param stopFrame
* the last frame of the tracks (inclusive)
* @param fps
* frame rate (frames per second)
* @param spatialTrack
* this flag indicates if the track belongs to a spatial or to a
* bone; the difference is important because it appears that bones
* in blender have the same type of coordinate system (Y as UP)
* as jme while other features have different one (Z is UP)
* @return bone track for the specified bone
*/
public Track calculateTrack(int targetIndex, BoneContext boneContext, Vector3f localTranslation, Quaternion localRotation, Vector3f localScale, int startFrame, int stopFrame, int fps, boolean spatialTrack) {
if (calculatedTrack == null) {
// preparing data for track
int framesAmount = stopFrame - startFrame;
float timeBetweenFrames = 1.0f / fps;
float[] times = new float[framesAmount + 1];
Vector3f[] translations = new Vector3f[framesAmount + 1];
float[] translation = new float[3];
Quaternion[] rotations = new Quaternion[framesAmount + 1];
float[] quaternionRotation = new float[] { localRotation.getX(), localRotation.getY(), localRotation.getZ(), localRotation.getW() };
float[] eulerRotation = localRotation.toAngles(null);
Vector3f[] scales = new Vector3f[framesAmount + 1];
float[] scale = new float[] { localScale.x, localScale.y, localScale.z };
float degreeToRadiansFactor = 1;
if (blenderVersion < 250) {
// in blender earlier than 2.50 the values are stored in degrees
// the values in blender are divided by 10, so we need to mult it here
degreeToRadiansFactor *= FastMath.DEG_TO_RAD * 10;
}
int yIndex = 1, zIndex = 2;
boolean swapAxes = spatialTrack && fixUpAxis;
if (swapAxes) {
yIndex = 2;
zIndex = 1;
}
boolean eulerRotationUsed = false, queternionRotationUsed = false;
// calculating track data
for (int frame = startFrame; frame <= stopFrame; ++frame) {
boolean translationSet = false;
translation[0] = translation[1] = translation[2] = 0;
int index = frame - startFrame;
// start + (frame - 1) * timeBetweenFrames;
times[index] = index * timeBetweenFrames;
for (int j = 0; j < bezierCurves.length; ++j) {
double value = bezierCurves[j].evaluate(frame, BezierCurve.Y_VALUE);
switch(bezierCurves[j].getType()) {
// LOCATION
case AC_LOC_X:
translation[0] = (float) value;
translationSet = true;
break;
case AC_LOC_Y:
if (swapAxes && value != 0) {
value = -value;
}
translation[yIndex] = (float) value;
translationSet = true;
break;
case AC_LOC_Z:
translation[zIndex] = (float) value;
translationSet = true;
break;
// EULER ROTATION
case OB_ROT_X:
eulerRotationUsed = true;
eulerRotation[0] = (float) value * degreeToRadiansFactor;
break;
case OB_ROT_Y:
eulerRotationUsed = true;
if (swapAxes && value != 0) {
value = -value;
}
eulerRotation[yIndex] = (float) value * degreeToRadiansFactor;
break;
case OB_ROT_Z:
eulerRotationUsed = true;
eulerRotation[zIndex] = (float) value * degreeToRadiansFactor;
break;
// SIZE
case AC_SIZE_X:
scale[0] = (float) value;
break;
case AC_SIZE_Y:
scale[yIndex] = (float) value;
break;
case AC_SIZE_Z:
scale[zIndex] = (float) value;
break;
// QUATERNION ROTATION (used with bone animation)
case AC_QUAT_W:
queternionRotationUsed = true;
quaternionRotation[3] = (float) value;
break;
case AC_QUAT_X:
queternionRotationUsed = true;
quaternionRotation[0] = (float) value;
break;
case AC_QUAT_Y:
queternionRotationUsed = true;
if (swapAxes && value != 0) {
value = -value;
}
quaternionRotation[yIndex] = (float) value;
break;
case AC_QUAT_Z:
quaternionRotation[zIndex] = (float) value;
break;
default:
LOGGER.log(Level.WARNING, "Unknown ipo curve type: {0}.", bezierCurves[j].getType());
}
}
if (translationSet) {
translations[index] = localRotation.multLocal(new Vector3f(translation[0], translation[1], translation[2]));
} else {
translations[index] = new Vector3f();
}
if (boneContext != null) {
if (boneContext.getBone().getParent() == null && boneContext.is(BoneContext.NO_LOCAL_LOCATION)) {
float temp = translations[index].z;
translations[index].z = -translations[index].y;
translations[index].y = temp;
}
}
if (queternionRotationUsed) {
rotations[index] = new Quaternion(quaternionRotation[0], quaternionRotation[1], quaternionRotation[2], quaternionRotation[3]);
} else {
rotations[index] = new Quaternion().fromAngles(eulerRotation);
}
scales[index] = new Vector3f(scale[0], scale[1], scale[2]);
}
if (spatialTrack) {
calculatedTrack = new SpatialTrack(times, translations, rotations, scales);
} else {
calculatedTrack = new BoneTrack(targetIndex, times, translations, rotations, scales);
}
if (queternionRotationUsed && eulerRotationUsed) {
LOGGER.warning("Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!");
}
}
return calculatedTrack;
}
use of com.jme3.animation.Animation in project jmonkeyengine by jMonkeyEngine.
the class RagdollUtils method setTransform.
/**
* Updates a bone position and rotation.
* if the child bones are not in the bone list this means, they are not associated with a physic shape.
* So they have to be updated
* @param bone the bone
* @param pos the position
* @param rot the rotation
*/
public static void setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean restoreBoneControl, Set<String> boneList) {
//we ensure that we have the control
if (restoreBoneControl) {
bone.setUserControl(true);
}
//we set te user transforms of the bone
bone.setUserTransformsInModelSpace(pos, rot);
for (Bone childBone : bone.getChildren()) {
//each child bone that is not in the list is updated
if (!boneList.contains(childBone.getName())) {
Transform t = childBone.getCombinedTransform(pos, rot);
setTransform(childBone, t.getTranslation(), t.getRotation(), restoreBoneControl, boneList);
}
}
//we give back the control to the keyframed animation
if (restoreBoneControl) {
bone.setUserControl(false);
}
}
use of com.jme3.animation.Animation in project jmonkeyengine by jMonkeyEngine.
the class KinematicRagdollControl method setMode.
/**
* Enable or disable the ragdoll behaviour. if ragdollEnabled is true, the
* character motion will only be powerd by physics else, the characted will
* be animated by the keyframe animation, but will be able to physically
* interact with its physic environnement
*
* @param ragdollEnabled
*/
protected void setMode(Mode mode) {
this.mode = mode;
AnimControl animControl = targetModel.getControl(AnimControl.class);
animControl.setEnabled(mode == Mode.Kinematic);
baseRigidBody.setKinematic(mode == Mode.Kinematic);
if (mode != Mode.IK) {
TempVars vars = TempVars.get();
for (PhysicsBoneLink link : boneLinks.values()) {
link.rigidBody.setKinematic(mode == Mode.Kinematic);
if (mode == Mode.Ragdoll) {
Quaternion tmpRot1 = vars.quat1;
Vector3f position = vars.vect1;
//making sure that the ragdoll is at the correct place.
matchPhysicObjectToBone(link, position, tmpRot1);
}
}
vars.release();
}
if (mode != Mode.IK) {
for (Bone bone : skeleton.getRoots()) {
RagdollUtils.setUserControl(bone, mode == Mode.Ragdoll);
}
}
}
Aggregations