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Example 26 with Animation

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));
        }
    }
}
Also used : FileBlockHeader(com.jme3.scene.plugins.blender.file.FileBlockHeader) Structure(com.jme3.scene.plugins.blender.file.Structure)

Example 27 with Animation

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;
}
Also used : ConstIpo(com.jme3.scene.plugins.blender.animations.Ipo.ConstIpo) Pointer(com.jme3.scene.plugins.blender.file.Pointer) Structure(com.jme3.scene.plugins.blender.file.Structure) BezierCurve(com.jme3.scene.plugins.blender.curves.BezierCurve)

Example 28 with Animation

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;
}
Also used : SpatialTrack(com.jme3.animation.SpatialTrack) BoneTrack(com.jme3.animation.BoneTrack) Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f)

Example 29 with Animation

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);
    }
}
Also used : Bone(com.jme3.animation.Bone) Transform(com.jme3.math.Transform)

Example 30 with Animation

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);
        }
    }
}
Also used : Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars) Bone(com.jme3.animation.Bone) AnimControl(com.jme3.animation.AnimControl)

Aggregations

Vector3f (com.jme3.math.Vector3f)18 Animation (com.jme3.animation.Animation)12 Quaternion (com.jme3.math.Quaternion)12 AnimControl (com.jme3.animation.AnimControl)11 BoneTrack (com.jme3.animation.BoneTrack)10 HashMap (java.util.HashMap)9 Bone (com.jme3.animation.Bone)8 SpatialTrack (com.jme3.animation.SpatialTrack)7 TempVars (com.jme3.util.TempVars)6 Material (com.jme3.material.Material)5 Track (com.jme3.animation.Track)4 ParticleEmitter (com.jme3.effect.ParticleEmitter)4 DirectionalLight (com.jme3.light.DirectionalLight)4 Geometry (com.jme3.scene.Geometry)4 Node (com.jme3.scene.Node)4 ArrayList (java.util.ArrayList)4 AmbientLight (com.jme3.light.AmbientLight)3 ColorRGBA (com.jme3.math.ColorRGBA)3 Transform (com.jme3.math.Transform)3 Spatial (com.jme3.scene.Spatial)3