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     32 
     33 package jme3test.model.anim;
     34 
     35 import com.jme3.animation.Bone;
     36 import com.jme3.animation.Skeleton;
     37 import com.jme3.animation.SkeletonControl;
     38 import com.jme3.app.SimpleApplication;
     39 import com.jme3.light.AmbientLight;
     40 import com.jme3.light.DirectionalLight;
     41 import com.jme3.math.Quaternion;
     42 import com.jme3.math.Vector3f;
     43 import com.jme3.scene.Geometry;
     44 import com.jme3.scene.Node;
     45 import com.jme3.scene.VertexBuffer;
     46 import com.jme3.scene.VertexBuffer.Format;
     47 import com.jme3.scene.VertexBuffer.Type;
     48 import com.jme3.scene.VertexBuffer.Usage;
     49 import com.jme3.scene.shape.Box;
     50 import java.nio.ByteBuffer;
     51 import java.nio.FloatBuffer;
     52 
     53 public class TestCustomAnim extends SimpleApplication {
     54 
     55     private Bone bone;
     56     private Skeleton skeleton;
     57     private Quaternion rotation = new Quaternion();
     58 
     59     public static void main(String[] args) {
     60         TestCustomAnim app = new TestCustomAnim();
     61         app.start();
     62     }
     63 
     64     @Override
     65     public void simpleInitApp() {
     66 
     67         AmbientLight al = new AmbientLight();
     68         rootNode.addLight(al);
     69 
     70         DirectionalLight dl = new DirectionalLight();
     71         dl.setDirection(Vector3f.UNIT_XYZ.negate());
     72         rootNode.addLight(dl);
     73 
     74         Box box = new Box(1, 1, 1);
     75 
     76         // Setup bone weight buffer
     77         FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 );
     78         VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight);
     79         weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights);
     80         box.setBuffer(weightsBuf);
     81 
     82         // Setup bone index buffer
     83         ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 );
     84         VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex);
     85         indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices);
     86         box.setBuffer(indicesBuf);
     87 
     88         // Create bind pose buffers
     89         box.generateBindPose(true);
     90 
     91         // Create skeleton
     92         bone = new Bone("root");
     93         bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ);
     94         bone.setUserControl(true);
     95         skeleton = new Skeleton(new Bone[]{ bone });
     96 
     97         // Assign all verticies to bone 0 with weight 1
     98         for (int i = 0; i < box.getVertexCount() * 4; i += 4){
     99             // assign vertex to bone index 0
    100             indices.array()[i+0] = 0;
    101             indices.array()[i+1] = 0;
    102             indices.array()[i+2] = 0;
    103             indices.array()[i+3] = 0;
    104 
    105             // set weight to 1 only for first entry
    106             weights.array()[i+0] = 1;
    107             weights.array()[i+1] = 0;
    108             weights.array()[i+2] = 0;
    109             weights.array()[i+3] = 0;
    110         }
    111 
    112         // Maximum number of weights per bone is 1
    113         box.setMaxNumWeights(1);
    114 
    115         // Create model
    116         Geometry geom = new Geometry("box", box);
    117         geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"));
    118         Node model = new Node("model");
    119         model.attachChild(geom);
    120 
    121         // Create skeleton control
    122         SkeletonControl skeletonControl = new SkeletonControl(skeleton);
    123         model.addControl(skeletonControl);
    124 
    125         rootNode.attachChild(model);
    126     }
    127 
    128     @Override
    129     public void simpleUpdate(float tpf){
    130         // Rotate around X axis
    131         Quaternion rotate = new Quaternion();
    132         rotate.fromAngleAxis(tpf, Vector3f.UNIT_X);
    133 
    134         // Combine rotation with previous
    135         rotation.multLocal(rotate);
    136 
    137         // Set new rotation into bone
    138         bone.setUserTransforms(Vector3f.ZERO, rotation, Vector3f.UNIT_XYZ);
    139 
    140         // After changing skeleton transforms, must update world data
    141         skeleton.updateWorldVectors();
    142     }
    143 
    144 }
    145