Java Code Examples for com.jme3.scene.shape.Box#getVertexCount()
The following examples show how to use
com.jme3.scene.shape.Box#getVertexCount() .
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Example 1
Source File: TestCustomAnim.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void simpleInitApp() { AmbientLight al = new AmbientLight(); rootNode.addLight(al); DirectionalLight dl = new DirectionalLight(); dl.setDirection(Vector3f.UNIT_XYZ.negate()); rootNode.addLight(dl); Box box = new Box(1, 1, 1); VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight); VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex); indicesHW.setUsage(Usage.CpuOnly); weightsHW.setUsage(Usage.CpuOnly); box.setBuffer(weightsHW); box.setBuffer(indicesHW); // Setup bone weight buffer FloatBuffer weights = FloatBuffer.allocate(box.getVertexCount() * 4); VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight); weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights); box.setBuffer(weightsBuf); // Setup bone index buffer ByteBuffer indices = ByteBuffer.allocate(box.getVertexCount() * 4); VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex); indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices); box.setBuffer(indicesBuf); // Create bind pose buffers box.generateBindPose(); // Create skeleton bone = new Joint("root"); bone.setLocalTransform(new Transform(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ)); armature = new Armature(new Joint[] { bone }); // Assign all verticies to bone 0 with weight 1 for (int i = 0; i < box.getVertexCount() * 4; i += 4) { // assign vertex to bone index 0 indices.array()[i + 0] = 0; indices.array()[i + 1] = 0; indices.array()[i + 2] = 0; indices.array()[i + 3] = 0; // set weight to 1 only for first entry weights.array()[i + 0] = 1; weights.array()[i + 1] = 0; weights.array()[i + 2] = 0; weights.array()[i + 3] = 0; } // Maximum number of weights per bone is 1 box.setMaxNumWeights(1); // Create model Geometry geom = new Geometry("box", box); geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m")); Node model = new Node("model"); model.attachChild(geom); // Create skeleton control SkinningControl skinningControl = new SkinningControl(armature); model.addControl(skinningControl); rootNode.attachChild(model); }
Example 2
Source File: TestCustomAnim.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { AmbientLight al = new AmbientLight(); rootNode.addLight(al); DirectionalLight dl = new DirectionalLight(); dl.setDirection(Vector3f.UNIT_XYZ.negate()); rootNode.addLight(dl); Box box = new Box(1, 1, 1); // Setup bone weight buffer FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 ); VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight); weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights); box.setBuffer(weightsBuf); // Setup bone index buffer ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 ); VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex); indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices); box.setBuffer(indicesBuf); // Create bind pose buffers box.generateBindPose(true); // Create skeleton bone = new Bone("root"); bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ); bone.setUserControl(true); skeleton = new Skeleton(new Bone[]{ bone }); // Assign all verticies to bone 0 with weight 1 for (int i = 0; i < box.getVertexCount() * 4; i += 4){ // assign vertex to bone index 0 indices.array()[i+0] = 0; indices.array()[i+1] = 0; indices.array()[i+2] = 0; indices.array()[i+3] = 0; // set weight to 1 only for first entry weights.array()[i+0] = 1; weights.array()[i+1] = 0; weights.array()[i+2] = 0; weights.array()[i+3] = 0; } // Maximum number of weights per bone is 1 box.setMaxNumWeights(1); // Create model Geometry geom = new Geometry("box", box); geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m")); Node model = new Node("model"); model.attachChild(geom); // Create skeleton control SkeletonControl skeletonControl = new SkeletonControl(skeleton); model.addControl(skeletonControl); rootNode.attachChild(model); }