Package com.l2client.test

Source Code of com.l2client.test.TestAnimations

package com.l2client.test;

import java.awt.Color;
import java.util.ArrayList;

import javax.swing.JDesktopPane;
import javax.swing.JInternalFrame;
import javax.swing.SwingUtilities;

import com.jme3.animation.AnimControl;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.swingGui.JMEDesktop;
import com.l2client.app.Assembler2;
import com.l2client.app.ExtendedApplication;
import com.l2client.app.Singleton;
import com.l2client.gui.AnimationSwitchSideBar;
import com.l2client.model.PartSet;
import com.l2client.util.PartSetManager;

public class TestAnimations extends ExtendedApplication {


  int MAX_NODES = 10;
 
  PartSetManager man;
 
  Node[] nodes = new Node[MAX_NODES];
 
  int currentNode = 0;

  private PartSet con;

  private JMEDesktop jmeDesktop;
 

    public void simpleInitApp() {
     
      Singleton.get().init(null);
      man = Singleton.get().getPartManager();
      man.loadParts("megaset.csv");
        
        //move cam a bit closer
        cam.setLocation(cam.getLocation().mult(0.5f));
        inputManager.setCursorVisible(true);
        flyCam.setEnabled(false);
       
        DirectionalLight dr = new DirectionalLight();
        dr.setColor(ColorRGBA.White);
        dr.setDirection(new Vector3f(1, 0 , 1));
       
        AmbientLight am = new AmbientLight();
        am.setColor(ColorRGBA.White);
        rootNode.addLight(am);
        rootNode.addLight(dr);

        setupGUI();
        setupScene();

    }
    private void setupGUI() {
    this.jmeDesktop = new JMEDesktop("Swing Desktop",settings.getWidth(),settings.getHeight(),
        FastMath.nearestPowerOfTwo(settings.getWidth()),FastMath.nearestPowerOfTwo(settings.getHeight()),
        false/*no mipmap*/,inputManager,
        settings /*we pass it in so desktop will rescale on resizing*/, renderManager);
    jmeDesktop.getJDesktop().setBackground( new Color( 1, 1, 1, 0.0f ) );
    jmeDesktop.setCullHint( Spatial.CullHint.Never );
    //this is needed to offset the desktop into the view direction, which is in negative z, so we pull the desktop  a little bit before the cam
    //if you have some effects where your gui does not show up, but shows when the view is rotated (flycam) it could be a problem with this offset
    jmeDesktop.getLocalTranslation().set( 0, 0, -1 );
    jmeDesktop.updateGeometricState();
    jmeDesktop.getJDesktop().repaint();
    jmeDesktop.getJDesktop().revalidate();
   
    rootNode.attachChild(jmeDesktop);
   
  }

  /**
     * add terrain
     */
    private void setupScene() {

      //TODO could use getTemplates to switch through models..
      Node n = Assembler2.getModel3("DwarfWarriorM"); //"pelffwarrior");//humanhalberd"); //goblin");

      if(n != null){
        rootNode.attachChild(n);
//        n.updateGeometricState();
     

        final AnimControl conn = n.getControl(AnimControl.class);
        SwingUtilities.invokeLater(new Runnable() {

          public void run() {
            final JDesktopPane desktopPane = jmeDesktop.getJDesktop();
            final JInternalFrame internalFrame = new JInternalFrame();

            internalFrame.setLocation(20, 20);
            internalFrame.setResizable(false);
            internalFrame.setFrameIcon(null);
            AnimationSwitchSideBar bar = new AnimationSwitchSideBar();
            bar.setTarget(conn, getAnimations());
            internalFrame.add(bar);
           
            internalFrame.setVisible(true);
            internalFrame.setSize(new java.awt.Dimension(200, 180));
            internalFrame.pack();

            desktopPane.add(internalFrame);
          }
        });      
     
      }
    }
   
  /**
     * Entry point
     */
    public static void main(String[] args) {
      TestAnimations app = new TestAnimations();
        app.start();
    }
   
   
    private ArrayList<String> getAnimations(){
      ArrayList<String> ret = new ArrayList<String>();
    ret.add("advance");
    ret.add("advance_to_combat_jog");
    ret.add("advance_to_ready");
    ret.add("at_hi_a_punch_fail");
    ret.add("at_hi_a_punch_success");
    ret.add("at_hi_c_slashrl_fail");
    ret.add("at_hi_c_slashrl_success");
    ret.add("at_mid_c_slashlr_v0_fail");
    ret.add("at_mid_c_slashlr_v0_success");
    ret.add("at_mid_c_slashlr_v1_s0_fail");
    ret.add("at_mid_c_slashlr_v1_s0_success");
    ret.add("at_mid_c_slashrl_s0_fail");
    ret.add("at_mid_c_slashrl_s0_success");
    ret.add("at_mid_c_slashrl_s1_slashlr_fail");
    ret.add("at_mid_c_slashrl_s1_slashlr_success");
    ret.add("aztec_coyote_preist_druid_chant");
    ret.add("aztec_coyote_preist_druid_chant_to_idle");
    ret.add("aztec_coyote_preist_idle_to_druid_chant");
    ret.add("basepose");
    ret.add("celebrate");
    ret.add("charge");
    ret.add("charge_attack");
    ret.add("charge_to_ready");
    ret.add("climb_down");
    ret.add("climb_down_to_stand_a");
    ret.add("climb_idle");
    ret.add("climb_up");
    ret.add("climb_up_to_stand_a");
    ret.add("combat_jog");
    ret.add("combat_jog_to_advance");
    ret.add("combat_jog_to_ready");
    ret.add("defend_hi_slashlr");
    ret.add("defend_hi_slashrl");
    ret.add("defend_hi_stab");
    ret.add("defend_lo_slashlr");
    ret.add("defend_lo_slashrl");
    ret.add("defend_lo_stab");
    ret.add("defend_mid_slashlr");
    ret.add("defend_mid_slashrl");
    ret.add("defend_mid_stab");
    ret.add("die_backward");
    ret.add("die_flailing_cycle");
    ret.add("die_flailing_cycle_end");
    ret.add("die_forward");
    ret.add("die_to_back_left");
    ret.add("die_to_back_right");
    ret.add("fast_run");
    ret.add("hide_idle");
    ret.add("hide_to_stand_a");
    ret.add("hide_to_stealthy_walk");
    ret.add("knockback_from_back");
    ret.add("knockback_from_front");
    ret.add("knockback_from_left");
    ret.add("knockback_from_right");
    ret.add("knockback_move_from_back");
    ret.add("knockback_move_from_front");
    ret.add("knockback_move_from_left");
    ret.add("knockback_move_from_right");
    ret.add("knockdown_backward_launch");
    ret.add("knockdown_backward_lying");
    ret.add("knockdown_backward_recover");
    ret.add("knockdown_forward_launch");
    ret.add("knockdown_forward_lying");
    ret.add("knockdown_forward_recover");
    ret.add("ready_15_ccw");
    ret.add("ready_15_cw");
    ret.add("ready_45_ccw");
    ret.add("ready_45_cw");
    ret.add("ready_90_ccw");
    ret.add("ready_90_cw");
    ret.add("ready_hf_idle");
    ret.add("ready_idle");
    ret.add("ready_lf_high_morale");
    ret.add("ready_lf_low_morale");
    ret.add("ready_to_advance");
    ret.add("ready_to_charge");
    ret.add("ready_to_combat_jog");
    ret.add("ready_to_retreat");
    ret.add("ready_to_stand_a");
    ret.add("retreat");
    ret.add("retreat_to_ready");
    ret.add("run");
    ret.add("run_attack");
    ret.add("run_to_charge");
    ret.add("run_to_stand_a");
    ret.add("run_to_walk");
    ret.add("shuffle_backward");
    ret.add("shuffle_forward");
    ret.add("shuffle_left");
    ret.add("shuffle_right");
    ret.add("signal_charge");
    ret.add("signal_halt");
    ret.add("signal_move");
    ret.add("signal_reform");
    ret.add("stand_a_hf_idle");
    ret.add("stand_a_idle");
    ret.add("stand_a_lf_idle");
    ret.add("stand_a_step_backward");
    ret.add("stand_a_step_forward");
    ret.add("stand_a_step_left");
    ret.add("stand_a_step_right");
    ret.add("stand_a_to_charge");
    ret.add("stand_a_to_climb_down");
    ret.add("stand_a_to_climb_up");
    ret.add("stand_a_to_hide");
    ret.add("stand_a_to_ready");
    ret.add("stand_a_to_run");
    ret.add("stand_a_to_stand_b");
    ret.add("stand_a_to_stand_c");
    ret.add("stand_a_to_walk");
    ret.add("stand_a_turn_45_ccw");
    ret.add("stand_a_turn_45_cw");
    ret.add("stand_a_turn_90_ccw");
    ret.add("stand_a_turn_90_cw");
    ret.add("stand_b_hf_idle");
    ret.add("stand_b_idle");
    ret.add("stand_b_lf_idle");
    ret.add("stand_b_to_ready");
    ret.add("stand_b_to_run");
    ret.add("stand_b_to_stand_a");
    ret.add("stand_b_to_stand_c");
    ret.add("stand_b_to_walk");
    ret.add("stand_c_hf_idle");
    ret.add("stand_c_idle");
    ret.add("stand_c_lf_idle");
    ret.add("stand_c_to_ready");
    ret.add("stand_c_to_run");
    ret.add("stand_c_to_stand_a");
    ret.add("stand_c_to_stand_b");
    ret.add("stand_c_to_walk");
    ret.add("stealthy_walk");
    ret.add("stealthy_walk_to_hide");
    ret.add("stealthy_walk_to_stand_a");
    ret.add("stealthy_walk_to_walk");
    ret.add("taunt");
    ret.add("walk");
    ret.add("walk_to_run");
    ret.add("walk_to_stand_a");

      return ret;
    }
}
TOP

Related Classes of com.l2client.test.TestAnimations

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.