How To Animate An Object Rotating In Jme 3
Lesson seven: Animation
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// most applications volition want to extend the SimpleGame grade import com.jme.app.SimpleGame; // a vector containing 3 bladder numbers; // used to store positions and translations import com.jme.math.Vector3f; import com.jme.math.Quaternion; import com.jme.math.FastMath; // geometric shapes used in program import com.jme.scene.shape.Box; // use predefined colors and create custom colors import com.jme.renderer.ColorRGBA; // work with bones materials import com.jme.scene.state.MaterialState; // process user input import com.jme.input.InputHandler; import com.jme.input.KeyInput; import com.jme.input.KeyBindingManager; import com.jme.input.FirstPersonHandler; // an internal vertex of the scenegraph tree; // use to group together objects, // utilize render settings, which affects all child vertices import com.jme.scene.Node; import com.jme.scene.Spatial; import com.jme.scene.Geometry; // animate spatials import com.jme.blitheness.SpatialTransformer; /** * Demonstrate two types of movement: * translation (uses Vectors) * and rotation (using Quaternions). */ public class AnimDemo extends SimpleGame { // a geometric shape that will exist rendered Box myBox; SpatialTransformer myMover; public static void principal(String[] args) { // create an instance of this programme AnimDemo app = new AnimDemo(); // before the main program starts, brandish the graphics configuration window // where the user tin choose amongst screen resolution, colour depth, and full screen options app.setConfigShowMode(ConfigShowMode.AlwaysShow); // The start() method runs simpleInitGame(), // so starts the game loop: simpleUpdate(), then simpleRender() // To stop game loop, telephone call finish() app.start(); } protected void simpleInitGame() { // brand the standard cursor visible. org.lwjgl.input.Mouse.setGrabbed(fake); // SimpleGame class defaults mouse behavior to rotate view; here we disable this. ((FirstPersonHandler)input).getMouseLookHandler().setEnabled(false); // create a material to utilize to geometric objects, use objects' default colour, // apply to front and back, and assign rendering to root node MaterialState customMaterial = brandish.getRenderer().createMaterialState(); customMaterial.setColorMaterial(MaterialState.ColorMaterial.AmbientAndDiffuse); customMaterial.setMaterialFace(MaterialState.MaterialFace.FrontAndBack); rootNode.setRenderState(customMaterial); myBox = new Box("south", new Vector3f(0,0,0), 1, ane, 1 ); myBox.setRandomColors(); rootNode.attachChild( myBox ); buildInput(); myMover = new SpatialTransformer(); // parameter: number of spatial objects this transformer will motility. myMover = new SpatialTransformer(1); // load spatial(due south) to be affected into the transformer. // parameters: spatial variable, index in SpatialTransformer (like an array), -1 (always). myMover.setObject( myBox, 0, -1 ); // draw transformations of each object at each betoken in fourth dimension. // parameters: index in SpatialTransformer, fourth dimension at which this state should be reached, // and Vector3f||Quaternion||Vector3f (for Position||Rotation||Scale) myMover.setPosition( 0, 0, new Vector3f(0,0,0) ); myMover.setRotation( 0, 0, new Quaternion() ); myMover.setScale( 0, 0, new Vector3f(1,one,one) ); // from starting time until given time, the given transformation volition be continuously applied myMover.setPosition( 0, 1, new Vector3f(5,5,v) ); myMover.setPosition( 0, ii, new Vector3f(0,0,0) ); myMover.setRotation( 0, 2, new Quaternion() ); myMover.setRotation( 0, iii, new Quaternion().fromAngleAxis(FastMath.PI / 3, new Vector3f(1,i,1)) ); myMover.setScale( 0, iii, new Vector3f(1,1,1) ); myMover.setScale( 0, four, new Vector3f(1,3,one) ); myMover.setScale( 0, 5, new Vector3f(iii,3,one) ); myMover.setScale( 0, half dozen, new Vector3f(ane,1,i) ); myMover.setPosition( 0, 6.0f, new Vector3f(0,0,0) ); myMover.setPosition( 0, vi.5f, new Vector3f(2,0,0) ); myMover.setPosition( 0, vii.0f, new Vector3f(2,2,0) ); myMover.setPosition( 0, 7.5f, new Vector3f(0,2,0) ); myMover.setPosition( 0, 8.0f, new Vector3f(0,0,0) ); // automatically generate all of the small, incrimental values not specified above. Makes the animation dainty and smooth myMover.interpolateMissing(); // choose the object(southward) to exist controlled by this SpatialTransformer // Notation: user will not be able to move myBox unless myBox.clearControllers() is called myBox.addController(myMover); // don't start animator until nosotros say so. myMover.setActive(faux); } protected void simpleUpdate() { effort { Thread.sleep(g/120); } // force decrease in frames per second catch (Exception e) { } processInput(); } protected void simpleRender() { // nothing to add } // create input bindings public void buildInput() { // remove all pre-existing key assignments // KeyBindingManager.getKeyBindingManager().removeAll(); KeyBindingManager.getKeyBindingManager().set up( "exit", KeyInput.KEY_ESCAPE ); KeyBindingManager.getKeyBindingManager().set( "animateBox", KeyInput.KEY_1 ); KeyBindingManager.getKeyBindingManager().set up( "animatePause", KeyInput.KEY_2 ); KeyBindingManager.getKeyBindingManager().set( "animateRestart", KeyInput.KEY_3 ); KeyBindingManager.getKeyBindingManager().ready( "animateStats", KeyInput.KEY_4 ); } // process input entered since concluding update. public void processInput() { // to determine if SpatialTransformer is currently animative // (because it remains agile even when animation sequence has completed) boolean currentlyTransforming = ( myMover.getCurTime() > 0 && myMover.getCurTime() < myMover.getMaxTime() ); if (KeyBindingManager.getKeyBindingManager().isValidCommand("animateBox", false)) myMover.setActive(true); if (KeyBindingManager.getKeyBindingManager().isValidCommand("animatePause", false)) myMover.setActive( !myMover.isActive() ); if (KeyBindingManager.getKeyBindingManager().isValidCommand("animateRestart", false)) myMover.setCurTime( 0 ); if (KeyBindingManager.getKeyBindingManager().isValidCommand("animateStats", false)) { Organization.out.println("Animator fourth dimension: " + myMover.getCurTime() ); System.out.println("Animator active? " + myMover.isActive() ); } } }
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Source: https://home.adelphi.edu/~ni18128/jmet/tutorials/lesson7.html
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