Commit vor Änderung Umstellung auf eine einzelne Animation
This commit is contained in:
@@ -1,27 +0,0 @@
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package de.blight.game.animation;
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/**
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* Ein Keyframe für manuellen Positions-/Rotations-Versatz während einer blockierenden Animation.
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*
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* TX/TZ: Versatz in Charakter-lokalem Raum (TX=seitlich, TZ=vorwärts relativ zur Blickrichtung).
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* TY: Versatz in Welt-Y (hoch/runter).
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* RX/RY/RZ: Additiver Rotations-Versatz in Grad (Euler XYZ, relativ zur Startrotation).
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*
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* Keyframes einer Aktion werden nach {@code time} sortiert und linear interpoliert.
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*/
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public class AnimKeyframe {
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public float time; // Sekunden seit Animations-Start
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public float tx, ty, tz; // Positions-Versatz (Meter)
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public float rx, ry, rz; // Rotations-Versatz (Grad)
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public AnimKeyframe() {}
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public AnimKeyframe(float time,
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float tx, float ty, float tz,
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float rx, float ry, float rz) {
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this.time = time;
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this.tx = tx; this.ty = ty; this.tz = tz;
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this.rx = rx; this.ry = ry; this.rz = rz;
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}
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}
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@@ -26,8 +26,8 @@ public class AnimSet {
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private Map<String, String> actionMap = new LinkedHashMap<>();
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/** Zuletzt im Editor verwendeter Modell-Pfad (relativ zu Assets-Root). Wird beim Öffnen auto-geladen. */
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private String previewModelPath = null;
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/** Manueller Positions-/Rotations-Versatz: Aktion → sortierte Keyframe-Liste. */
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private Map<String, List<AnimKeyframe>> motionKeyframes = new LinkedHashMap<>();
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/** Manueller Positions-/Rotations-Versatz pro Clip-Name. */
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private Map<String, AnimOffset> animOffsets = new LinkedHashMap<>();
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public List<String> getClips() { return clips; }
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public void setClips(List<String> clips) { this.clips = clips; }
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@@ -35,11 +35,11 @@ public class AnimSet {
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public void setActionMap(Map<String, String> actionMap) { this.actionMap = actionMap; }
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public String getPreviewModelPath() { return previewModelPath; }
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public void setPreviewModelPath(String previewModelPath) { this.previewModelPath = previewModelPath; }
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public Map<String, List<AnimKeyframe>> getMotionKeyframes() {
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return motionKeyframes != null ? motionKeyframes : new LinkedHashMap<>();
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public Map<String, AnimOffset> getAnimOffsets() {
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return animOffsets != null ? animOffsets : new LinkedHashMap<>();
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}
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public void setMotionKeyframes(Map<String, List<AnimKeyframe>> motionKeyframes) {
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this.motionKeyframes = motionKeyframes;
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public void setAnimOffsets(Map<String, AnimOffset> animOffsets) {
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this.animOffsets = animOffsets;
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}
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/** Speichert dieses Set als {@code <setName>.animset.json} im Verzeichnis {@code setDir}. */
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@@ -1,226 +0,0 @@
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package de.blight.game.animation;
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import com.jme3.anim.Armature;
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import com.jme3.anim.Joint;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.control.AbstractControl;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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/**
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* 2-Bone-Foot-IK – hält die Füße an ihrer World-Space-Position fest.
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*
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* Muss NACH AnimComposer und SkinningControl zur Spatial hinzugefügt werden,
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* damit controlUpdate() nach der Animations-Anwendung läuft.
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*/
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public final class FootIKControl extends AbstractControl {
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private static final Logger log = LoggerFactory.getLogger(FootIKControl.class);
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private final Armature armature;
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private final Joint leftThigh, leftCalf, leftFoot;
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private final Joint rightThigh, rightCalf, rightFoot;
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// IK-Ziele in World-Space; null = IK inaktiv
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private Vector3f leftWorldTarget = null;
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private Vector3f rightWorldTarget = null;
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private static final float MIN_CORRECTION_DIST = 0.005f;
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private int debugFramesLeft = 0;
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public FootIKControl(Armature armature) {
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this.armature = armature;
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leftThigh = findJoint(armature, "L_Thigh", "LeftUpLeg", "mixamorig:LeftUpLeg");
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leftCalf = findJoint(armature, "L_Calf", "LeftLeg", "mixamorig:LeftLeg");
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leftFoot = findJoint(armature, "L_Foot", "LeftFoot", "mixamorig:LeftFoot");
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rightThigh = findJoint(armature, "R_Thigh", "RightUpLeg", "mixamorig:RightUpLeg");
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rightCalf = findJoint(armature, "R_Calf", "RightLeg", "mixamorig:RightLeg");
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rightFoot = findJoint(armature, "R_Foot", "RightFoot", "mixamorig:RightFoot");
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log.info("[FootIK] Init: L={} R={}",
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leftFoot != null ? leftFoot.getName() : "n/a",
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rightFoot != null ? rightFoot.getName() : "n/a");
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}
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/**
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* Fixiert die Füße an ihrer aktuellen World-Space-Position.
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* Muss aufgerufen werden NACHDEM die neue Animation gesetzt wurde,
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* aber BEVOR der kfOffset die Armature verschoben hat.
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*/
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public void lockFeetAtCurrentWorldPos() {
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Spatial sp = getSpatial();
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if (sp == null || leftFoot == null || rightFoot == null) {
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return;
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}
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leftWorldTarget = sp.localToWorld(
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leftFoot.getModelTransform().getTranslation().clone(), new Vector3f());
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rightWorldTarget = sp.localToWorld(
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rightFoot.getModelTransform().getTranslation().clone(), new Vector3f());
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debugFramesLeft = 10;
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log.info("[FootIK] LockWorld: L={} R={}", fv(leftWorldTarget), fv(rightWorldTarget));
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}
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public void releaseFeet() {
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leftWorldTarget = null;
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rightWorldTarget = null;
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debugFramesLeft = 0;
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log.info("[FootIK] Freigegeben");
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}
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public boolean isActive() {
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return leftWorldTarget != null || rightWorldTarget != null;
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}
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// ── Control-Update ────────────────────────────────────────────────────────
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@Override
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protected void controlUpdate(float tpf) {
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if (leftWorldTarget == null && rightWorldTarget == null) {
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return;
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}
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Spatial sp = getSpatial();
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if (sp == null) {
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return;
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}
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boolean dbg = debugFramesLeft > 0;
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if (dbg) {
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debugFramesLeft--;
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}
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if (leftWorldTarget != null && leftThigh != null && leftCalf != null && leftFoot != null) {
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Vector3f modelTarget = sp.worldToLocal(leftWorldTarget, new Vector3f());
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solveLeg(leftThigh, leftCalf, leftFoot, modelTarget, dbg, "L");
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}
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if (rightWorldTarget != null && rightThigh != null && rightCalf != null && rightFoot != null) {
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Vector3f modelTarget = sp.worldToLocal(rightWorldTarget, new Vector3f());
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solveLeg(rightThigh, rightCalf, rightFoot, modelTarget, dbg, "R");
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}
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armature.update();
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {}
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// ── 2-Bone-IK-Solver ─────────────────────────────────────────────────────
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private void solveLeg(Joint thigh, Joint calf, Joint foot,
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Vector3f target, boolean dbg, String side) {
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Vector3f A = thigh.getModelTransform().getTranslation().clone();
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Vector3f B = calf.getModelTransform().getTranslation().clone();
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Vector3f C = foot.getModelTransform().getTranslation().clone();
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float L1 = A.distance(B);
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float L2 = B.distance(C);
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if (L1 < 0.0001f || L2 < 0.0001f) {
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return;
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}
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float footErr = C.distance(target);
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if (dbg) {
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log.info("[FootIK][{}] A={} B={} C={} T={} err={} L1={} L2={}",
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side, fv(A), fv(B), fv(C), fv(target),
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String.format("%.4f", footErr),
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String.format("%.3f", L1), String.format("%.3f", L2));
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}
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if (footErr < MIN_CORRECTION_DIST) {
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return;
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}
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float d = A.distance(target);
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d = FastMath.clamp(d, Math.abs(L1 - L2) + 0.0001f, L1 + L2 - 0.0001f);
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float cosA = (L1 * L1 + d * d - L2 * L2) / (2f * L1 * d);
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float angleA = FastMath.acos(FastMath.clamp(cosA, -1f, 1f));
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Vector3f dirAT = target.subtract(A).normalizeLocal();
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Vector3f kneeDir = B.subtract(A).normalizeLocal();
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float proj = dirAT.dot(kneeDir);
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Vector3f perp = kneeDir.subtract(dirAT.mult(proj));
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if (perp.lengthSquared() < 0.0001f) {
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perp = findPerp(dirAT);
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}
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perp.normalizeLocal();
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Vector3f B_new = A.add(
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dirAT.mult(L1 * FastMath.cos(angleA)).addLocal(
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perp.mult(L1 * FastMath.sin(angleA)))
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);
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// Oberschenkel rotieren
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Vector3f curThighDir = B.subtract(A).normalizeLocal();
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Vector3f dstThighDir = B_new.subtract(A).normalizeLocal();
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Quaternion thighArc = rotArc(curThighDir, dstThighDir);
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Quaternion thighModelRot = thigh.getModelTransform().getRotation().clone();
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Quaternion newThighModelRot = thighArc.mult(thighModelRot);
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Joint thighParent = thigh.getParent();
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Quaternion parentRot = thighParent != null
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? thighParent.getModelTransform().getRotation() : new Quaternion();
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thigh.setLocalRotation(parentRot.inverse().mult(newThighModelRot));
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// Unterschenkel rotieren — Calf-Richtung NACH der Thigh-Rotation verwenden
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Vector3f curCalfDirOrig = C.subtract(B).normalizeLocal();
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Vector3f curCalfDirRotated = thighArc.mult(curCalfDirOrig);
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Vector3f dstCalfDir = target.subtract(B_new).normalizeLocal();
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Quaternion calfArc = rotArc(curCalfDirRotated, dstCalfDir);
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Quaternion oldCalfLocalRot = calf.getLocalRotation().clone();
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Quaternion actualCalfModel = newThighModelRot.mult(oldCalfLocalRot);
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Quaternion newCalfModelRot = calfArc.mult(actualCalfModel);
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calf.setLocalRotation(newThighModelRot.inverse().mult(newCalfModelRot));
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if (dbg) {
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float thighAngle = thighArc.toAngleAxis(new Vector3f()) * FastMath.RAD_TO_DEG;
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float calfAngle = calfArc.toAngleAxis(new Vector3f()) * FastMath.RAD_TO_DEG;
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log.info("[FootIK][{}] B_new={} thigh={}° calf={}°",
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side, fv(B_new),
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String.format("%.1f", thighAngle),
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String.format("%.1f", calfAngle));
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}
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}
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// ── Hilfsmethoden ────────────────────────────────────────────────────────
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private static Quaternion rotArc(Vector3f from, Vector3f to) {
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float dot = FastMath.clamp(from.dot(to), -1f, 1f);
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if (dot > 0.9999f) {
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return new Quaternion();
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}
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if (dot < -0.9999f) {
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return new Quaternion().fromAngleAxis(FastMath.PI, findPerp(from));
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}
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Vector3f axis = from.cross(to).normalizeLocal();
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Quaternion q = new Quaternion();
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q.fromAngleAxis(FastMath.acos(dot), axis);
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return q;
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}
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private static Vector3f findPerp(Vector3f v) {
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Vector3f p = v.cross(Vector3f.UNIT_X);
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if (p.lengthSquared() < 0.0001f) {
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p = v.cross(Vector3f.UNIT_Z);
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}
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return p.normalizeLocal();
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}
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private static Joint findJoint(Armature arm, String... names) {
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for (String n : names) {
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Joint j = arm.getJoint(n);
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if (j != null) {
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return j;
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}
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}
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return null;
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}
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private static String fv(Vector3f v) {
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return String.format("(%.3f,%.3f,%.3f)", v.x, v.y, v.z);
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}
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}
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@@ -9,7 +9,7 @@ import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.scene.Spatial;
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import de.blight.game.animation.AnimKeyframe;
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import de.blight.game.animation.AnimOffset;
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import de.blight.game.animation.AnimSet;
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import de.blight.game.animation.AnimationAction;
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import de.blight.game.animation.AnimationLibrary;
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@@ -23,7 +23,6 @@ import org.slf4j.LoggerFactory;
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import java.nio.file.Path;
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import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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public class PlayerInputControl {
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@@ -58,20 +57,21 @@ public class PlayerInputControl {
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private com.jme3.anim.SkinningControl skinningControl = null;
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// ── Motion-Keyframe-Offsets ───────────────────────────────────────────────
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private Map<String, List<AnimKeyframe>> motionKeyframes = new LinkedHashMap<>();
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// ── Anim-Offsets ─────────────────────────────────────────────────────────
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private Map<String, AnimOffset> animOffsets = new LinkedHashMap<>();
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/** Basis-Local-Translation des Visual-Nodes; wird beim Laden des AnimSet einmalig gespeichert. */
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private Vector3f visualBaseTranslation = new Vector3f();
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private final Vector3f kfOffsetCurrent = new Vector3f();
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private final Vector3f kfOffsetTarget = new Vector3f();
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// Lineare Geschwindigkeit des KF-Offsets in m/s; 0 = kein aktiver Lerp
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private float kfOffsetSpeed = 0f;
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private final Vector3f animOffsetCurrent = new Vector3f();
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private final Vector3f animOffsetTarget = new Vector3f();
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private float animOffsetSpeed = 0f;
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// ── Navigation ────────────────────────────────────────────────────────────
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private CharacterNavigator navigator = null;
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private de.blight.game.navigation.PathFinder navPathFinder = null;
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private TerrainChunkState navTerrain = null;
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private int jumpFrames = 0;
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private int jumpFrames = 0;
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private int groundGraceFrames = 0;
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private double nextTransitionLength = 0.0;
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private boolean pickupActive = false;
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private float pickupRemaining = 0f;
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@@ -146,11 +146,11 @@ public class PlayerInputControl {
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}
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try {
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AnimSet as = AnimSet.load(assetRoot.resolve("animations/sets"), animSetName);
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motionKeyframes = as.getMotionKeyframes();
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log.info("[AnimCtx] {} Motion-KF-Einträge geladen.", motionKeyframes.size());
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animOffsets = as.getAnimOffsets();
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log.info("[AnimCtx] {} Anim-Offset-Einträge geladen.", animOffsets.size());
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} catch (Exception e) {
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log.warn("[AnimCtx] AnimSet-KF nicht ladbar: {}", e.getMessage());
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motionKeyframes = new LinkedHashMap<>();
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animOffsets = new LinkedHashMap<>();
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}
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// Navigator (neu) aufbauen sobald alle Abhängigkeiten bereit sind
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if (navPathFinder != null && navTerrain != null && physicsChar != null && visual != null) {
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@@ -219,7 +219,7 @@ public class PlayerInputControl {
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duration = resolveClipLength(action, 1.5f);
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}
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blockingAnimActive = true;
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blockingAnimRemaining = duration + (1f / 60f);
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blockingAnimRemaining = duration;
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blockingAnimTotal = duration;
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blockingAnimCallback = onComplete;
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autopilotDir = null;
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@@ -310,7 +310,7 @@ public class PlayerInputControl {
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forward = backward = left = right = false;
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if (physicsChar != null) physicsChar.setWalkDirection(Vector3f.ZERO);
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autopilotDir = null;
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clearMotionKfOffset();
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clearAnimOffset();
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if (arriveRadius > 0f) {
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navigator.navigateTo(target, speed, arriveRadius, onArrival, onFailed);
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} else {
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@@ -350,17 +350,17 @@ public class PlayerInputControl {
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public void update(float tpf) {
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if (physicsChar == null) return;
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if (visual != null && kfOffsetSpeed > 0f) {
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Vector3f delta = kfOffsetTarget.subtract(kfOffsetCurrent);
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if (visual != null && animOffsetSpeed > 0f) {
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Vector3f delta = animOffsetTarget.subtract(animOffsetCurrent);
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float dist = delta.length();
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float step = kfOffsetSpeed * tpf;
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float step = animOffsetSpeed * tpf;
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if (dist <= step) {
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kfOffsetCurrent.set(kfOffsetTarget);
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kfOffsetSpeed = 0f;
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animOffsetCurrent.set(animOffsetTarget);
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animOffsetSpeed = 0f;
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} else {
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kfOffsetCurrent.addLocal(delta.normalizeLocal().multLocal(step));
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animOffsetCurrent.addLocal(delta.normalizeLocal().multLocal(step));
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}
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visual.setLocalTranslation(visualBaseTranslation.clone().addLocal(kfOffsetCurrent));
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visual.setLocalTranslation(visualBaseTranslation.clone().addLocal(animOffsetCurrent));
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}
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if (paused) {
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@@ -485,9 +485,10 @@ public class PlayerInputControl {
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// Animations-Auswahl
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if (jumpFrames > 0) jumpFrames--;
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if (groundGraceFrames > 0) groundGraceFrames--;
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AnimationAction target;
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if (jumpFrames > 0 || !physicsChar.onGround()) {
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if (jumpFrames > 0 || (!physicsChar.onGround() && groundGraceFrames <= 0)) {
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target = moving ? AnimationAction.RUNNING_JUMP : AnimationAction.JUMP;
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} else if (moving) {
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target = walk ? AnimationAction.WALK
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@@ -540,36 +541,66 @@ public class PlayerInputControl {
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return null;
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}
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private void applyMotionKfOffset(String clip) {
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private void applyAnimOffset(String clip) {
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if (visual == null) return;
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List<AnimKeyframe> kfs = (clip != null) ? motionKeyframes.get(clip) : null;
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if (kfs == null || kfs.isEmpty()) { clearMotionKfOffset(); return; }
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AnimKeyframe kf = kfs.get(0);
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AnimOffset off = (clip != null) ? animOffsets.get(clip) : null;
|
||||
if (off == null) { clearAnimOffset(); return; }
|
||||
Quaternion facing = visual.getLocalRotation().clone();
|
||||
Vector3f worldOffset = facing.mult(new Vector3f(kf.tx, kf.ty, kf.tz));
|
||||
kfOffsetTarget.set(worldOffset);
|
||||
if (kfOffsetCurrent.distanceSquared(worldOffset) > 1e-4f) {
|
||||
kfOffsetSpeed = 5.0f;
|
||||
Vector3f worldOffset = facing.mult(new Vector3f(off.tx, off.ty, off.tz));
|
||||
animOffsetTarget.set(worldOffset);
|
||||
if (animOffsetCurrent.distanceSquared(worldOffset) > 1e-4f) {
|
||||
animOffsetSpeed = 5.0f;
|
||||
}
|
||||
log.info("[KF] Clip '{}' → Offset-Ziel ({},{},{})", clip, worldOffset.x, worldOffset.y, worldOffset.z);
|
||||
log.info("[AnimOffset] Clip '{}' → Ziel ({},{},{})", clip, worldOffset.x, worldOffset.y, worldOffset.z);
|
||||
}
|
||||
|
||||
public void clearKfOffset() {
|
||||
log.info("[KF] clearKfOffset() → Lerp zu 0, current=({},{},{})", kfOffsetCurrent.x, kfOffsetCurrent.y, kfOffsetCurrent.z);
|
||||
kfOffsetTarget.set(0, 0, 0);
|
||||
kfOffsetSpeed = 5.0f;
|
||||
public void clearAnimOffset() {
|
||||
log.info("[AnimOffset] clearAnimOffset() → Lerp zu 0, current=({},{},{})", animOffsetCurrent.x, animOffsetCurrent.y, animOffsetCurrent.z);
|
||||
animOffsetTarget.set(0, 0, 0);
|
||||
animOffsetSpeed = 5.0f;
|
||||
}
|
||||
|
||||
private void clearMotionKfOffset() {
|
||||
clearKfOffset();
|
||||
/**
|
||||
* Setzt den Visual-Versatz sofort (kein Lerp), ohne den Physik-Körper zu bewegen.
|
||||
* tx/ty/tz in charakter-lokalem Raum (tz = vorwärts/rückwärts in Blickrichtung).
|
||||
*/
|
||||
public void setAnimOffsetInstant(float tx, float ty, float tz) {
|
||||
if (visual == null) return;
|
||||
Quaternion facing = visual.getLocalRotation().clone();
|
||||
Vector3f worldOffset = facing.mult(new Vector3f(tx, ty, tz));
|
||||
animOffsetTarget.set(worldOffset);
|
||||
animOffsetCurrent.set(worldOffset);
|
||||
animOffsetSpeed = 0f;
|
||||
visual.setLocalTranslation(visualBaseTranslation.clone().addLocal(animOffsetCurrent));
|
||||
log.info("[AnimOffset] Instant: ({},{},{}) → world ({},{},{})", tx, ty, tz, worldOffset.x, worldOffset.y, worldOffset.z);
|
||||
}
|
||||
|
||||
/** Setzt den Visual-Versatz sofort auf 0 zurück (kein Lerp). */
|
||||
public void clearAnimOffsetInstant() {
|
||||
animOffsetTarget.set(0, 0, 0);
|
||||
animOffsetCurrent.set(0, 0, 0);
|
||||
animOffsetSpeed = 0f;
|
||||
if (visual != null) {
|
||||
visual.setLocalTranslation(visualBaseTranslation.clone());
|
||||
}
|
||||
log.info("[AnimOffset] Instant-Clear");
|
||||
}
|
||||
|
||||
/** Verhindert für {@code frames} Frames, dass die JUMP-Animation durch kurzes onGround=false nach Teleport ausgelöst wird. */
|
||||
public void setGroundGrace(int frames) {
|
||||
groundGraceFrames = frames;
|
||||
}
|
||||
|
||||
/** Setzt eine einmalige Überblend-Zeit für den nächsten Animations-Wechsel (sanfter Skelett-Übergang). */
|
||||
public void setNextAnimTransition(double seconds) {
|
||||
nextTransitionLength = seconds;
|
||||
}
|
||||
|
||||
/** Gibt die konfigurierte Bank-Approach-Distanz (|sitting.tz|) zurück; 0.25m als Fallback. */
|
||||
public float getBenchApproachDist() {
|
||||
List<AnimKeyframe> kfs = motionKeyframes.get("sitting");
|
||||
if (kfs == null || kfs.isEmpty()) return 0.25f;
|
||||
float tz = kfs.get(0).tz;
|
||||
return Math.abs(tz) > 0.01f ? Math.abs(tz) : 0.25f;
|
||||
AnimOffset off = animOffsets.get("sitting");
|
||||
if (off == null) return 0.25f;
|
||||
return Math.abs(off.tz) > 0.01f ? Math.abs(off.tz) : 0.25f;
|
||||
}
|
||||
|
||||
private boolean tryPlay(String clip) {
|
||||
@@ -577,6 +608,16 @@ public class PlayerInputControl {
|
||||
log.info("[Anim] tryPlay('{}') → applyTo FAILED", clip);
|
||||
return false;
|
||||
}
|
||||
// Optionale Überblend-Zeit (einmalig, wird nach Verwendung auf 0 zurückgesetzt)
|
||||
double transLen = nextTransitionLength;
|
||||
nextTransitionLength = 0.0;
|
||||
if (transLen > 0.0) {
|
||||
com.jme3.anim.tween.action.Action nextAction = animComposer.action(clip);
|
||||
if (nextAction instanceof com.jme3.anim.tween.action.BlendableAction) {
|
||||
((com.jme3.anim.tween.action.BlendableAction) nextAction).setTransitionLength(transLen);
|
||||
log.info("[Anim] Transition {} → '{}' über {:.2f}s", runningClip, clip, transLen);
|
||||
}
|
||||
}
|
||||
// Erst Action setzen, DANN SkinningControl aktivieren –
|
||||
// vermeidet 1 Frame in Bind-Pose × Armature-Rx90° = liegender Charakter.
|
||||
com.jme3.anim.tween.action.Action action = animComposer.setCurrentAction(clip);
|
||||
@@ -589,7 +630,7 @@ public class PlayerInputControl {
|
||||
log.info("[Anim] SkinningControl aktiviert nach Action '{}'", clip);
|
||||
}
|
||||
runningClip = clip;
|
||||
applyMotionKfOffset(clip);
|
||||
applyAnimOffset(clip);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ import com.jme3.input.controls.ActionListener;
|
||||
import com.jme3.input.controls.KeyTrigger;
|
||||
import com.jme3.input.controls.MouseButtonTrigger;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.scene.Spatial;
|
||||
import de.blight.common.PlacedModel;
|
||||
import de.blight.common.PlacedModelIO;
|
||||
import de.blight.common.model.Bed;
|
||||
@@ -53,17 +54,20 @@ public class WorldInteractableState extends BaseAppState {
|
||||
|
||||
private static final Logger log = LoggerFactory.getLogger(WorldInteractableState.class);
|
||||
|
||||
private static final float BENCH_RANGE = 5f;
|
||||
private static final float BED_RANGE = 6f;
|
||||
private static final float WALK_TIMEOUT = 12f;
|
||||
private static final float BENCH_RANGE = 5f;
|
||||
private static final float BED_RANGE = 6f;
|
||||
private static final float WALK_TIMEOUT = 12f;
|
||||
private static final float BENCH_SIT_MOVE_DIST = 0.5f;
|
||||
|
||||
// Nach dem Aufstehen: Bank-Physik erst re-enablen wenn Charakter weit genug weg
|
||||
private static final float BENCH_REENABLE_DIST_SQ = 0.36f; // 0.6m Radius
|
||||
private static final float BENCH_REENABLE_TIMEOUT = 8f;
|
||||
private String benchPendingId = null;
|
||||
private float benchPendingX = 0f;
|
||||
private float benchPendingZ = 0f;
|
||||
private float benchPendingTimer = 0f;
|
||||
private String benchPendingId = null;
|
||||
private float benchPendingX = 0f;
|
||||
private float benchPendingZ = 0f;
|
||||
private float benchPendingTimer = 0f;
|
||||
/** Blickrichtung des Charakters beim Hinsetzen (weg von der Bank); für Positions-Versatz nach Anim. */
|
||||
private Vector3f currentBenchSitDir = null;
|
||||
|
||||
// ── Abhängigkeiten ────────────────────────────────────────────────────────
|
||||
|
||||
@@ -264,6 +268,9 @@ public class WorldInteractableState extends BaseAppState {
|
||||
InteractableEntry entry = entries.get(targetIdx);
|
||||
float rotY = getSitFacingRotY(entry);
|
||||
Vector3f sitDir = new Vector3f((float) Math.cos(rotY), 0f, (float) Math.sin(rotY));
|
||||
if (isBench(entry)) {
|
||||
currentBenchSitDir = sitDir.clone();
|
||||
}
|
||||
playerInput.requestTurn(sitDir, 0.35f, () -> startSitAnim(entry));
|
||||
}
|
||||
|
||||
@@ -289,8 +296,20 @@ public class WorldInteractableState extends BaseAppState {
|
||||
AnimationAction idleAction = isBench(entry) ? AnimationAction.SITTING : AnimationAction.LYING;
|
||||
|
||||
playerInput.requestAnimation(downAction, 0f, () -> {
|
||||
if (!isBench(entry)) snapToSitPos(entry); // Bank: Physik bleibt am Approach-Punkt
|
||||
if (isBench(entry) && currentBenchSitDir != null) {
|
||||
Vector3f cur = physicsChar.getPhysicsLocation();
|
||||
Vector3f delta = currentBenchSitDir.mult(-BENCH_SIT_MOVE_DIST);
|
||||
physicsChar.setPhysicsLocation(cur.add(delta));
|
||||
// Sofortiges Spatial-Update verhindert 1-Frame-Kamerazuckeln
|
||||
Spatial phySpatial = physicsChar.getSpatial();
|
||||
if (phySpatial != null) {
|
||||
phySpatial.setLocalTranslation(phySpatial.getLocalTranslation().add(delta));
|
||||
}
|
||||
log.info("[WorldInteractable] Charakter 50cm zur Bank verschoben.");
|
||||
}
|
||||
if (!isBench(entry)) snapToSitPos(entry);
|
||||
playerInput.lockInPlace();
|
||||
if (isBench(entry)) playerInput.setNextAnimTransition(0.2);
|
||||
playerInput.playLockedAnimation(idleAction);
|
||||
phase = Phase.RESTING;
|
||||
log.info("[WorldInteractable] Ruhezustand: {}", entry.type());
|
||||
@@ -328,7 +347,21 @@ public class WorldInteractableState extends BaseAppState {
|
||||
|
||||
playerInput.requestAnimation(upAction, 0f, () -> {
|
||||
if (isBench(entry)) {
|
||||
playerInput.clearKfOffset();
|
||||
// Nach stand_up_bench: Charakter 50cm von Bank wegbewegen
|
||||
if (currentBenchSitDir != null) {
|
||||
Vector3f cur = physicsChar.getPhysicsLocation();
|
||||
Vector3f delta = currentBenchSitDir.mult(BENCH_SIT_MOVE_DIST);
|
||||
physicsChar.setPhysicsLocation(cur.add(delta));
|
||||
Spatial phySpatial = physicsChar.getSpatial();
|
||||
if (phySpatial != null) {
|
||||
phySpatial.setLocalTranslation(phySpatial.getLocalTranslation().add(delta));
|
||||
}
|
||||
currentBenchSitDir = null;
|
||||
playerInput.setGroundGrace(4);
|
||||
playerInput.setNextAnimTransition(0.2);
|
||||
log.info("[WorldInteractable] Charakter 50cm von Bank wegbewegt.");
|
||||
}
|
||||
playerInput.clearAnimOffset();
|
||||
benchPendingId = entry.interactableId();
|
||||
benchPendingX = entry.worldX();
|
||||
benchPendingZ = entry.worldZ();
|
||||
|
||||
Reference in New Issue
Block a user