Charakter-Liegend-Fix: T-Pose im Editor, CullHint im Spiel, Strip in src+bin
Editor (AnimPreviewState): - __tpose__ AnimClip mit Einzel-Frame-Track für Root-Joints (behebt NPE in ClipAction.doInterpolate; leerer Clip hatte null-tracks-Array) - Beim Laden: eingebettete Clips automatisch strippt und in src+bin speichern; danach __tpose__ abspielen → Charakter steht in Bind-Pose - stopAll(): zurück zur T-Pose statt SkinningControl deaktivieren - Achsen-Indikator immer fest auf (0,0,0) statt bounding-box-Mitte Spiel (WorldScene): - CullHint.Always beim Laden, Inherit nach Animation-Setup (kein liegender Charakter) - stripEmbeddedClips: speichert jetzt in src + bin + build (alle bekannten Pfade); besseres Logging bei fehlendem Pfad Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -200,9 +200,7 @@ public class AnimPreviewState extends BaseAppState {
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currentAction = ac.setCurrentAction(currentClipName);
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if (currentAction != null) currentAction.setSpeed(input.animPreviewSpeed);
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} else {
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currentAction = null;
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currentClipName = null;
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setSkinningEnabled(currentModel, false);
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stopAll();
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}
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}
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}
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@@ -227,11 +225,11 @@ public class AnimPreviewState extends BaseAppState {
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previewTarget.z + FastMath.cos(rotY) * FastMath.cos(rotX) * dist));
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c.lookAt(previewTarget, Vector3f.UNIT_Y);
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// Achsen: Größe proportional zur Kameradistanz, immer am Ursprung
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// Achsen: Größe proportional zur Kameradistanz, immer am Weltpunkt (0,0,0)
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if (axesNode != null) {
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float s = previewCamDist * input.animPreviewZoom * 0.18f;
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axesNode.setLocalScale(s);
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axesNode.setLocalTranslation(previewTarget);
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axesNode.setLocalTranslation(Vector3f.ZERO);
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}
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previewScene.updateLogicalState(tpf);
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@@ -249,12 +247,6 @@ public class AnimPreviewState extends BaseAppState {
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try {
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Spatial model = loadFresh(assetPath);
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// SkinningControl deaktiviert + Modell unsichtbar bis Animation läuft:
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// das Armature-Node hat Rx(90°) aus dem GLB-Import → ohne Animation liegt
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// das Mesh auf dem Boden (Bind-Pose × Rx90° = liegender Charakter).
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setSkinningEnabled(model, false);
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model.setCullHint(com.jme3.scene.Spatial.CullHint.Always);
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// Im Animations-Editor soll der Charakter immer am Ursprung stehen.
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// Eventuelle Translation die beim GLB-Export eingebacken wurde entfernen.
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model.setLocalTranslation(Vector3f.ZERO);
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@@ -267,6 +259,7 @@ public class AnimPreviewState extends BaseAppState {
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AnimComposer previewAC = findControl(model, AnimComposer.class);
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SkinningControl previewSC = findControl(model, SkinningControl.class);
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if (previewAC != null && previewSC != null) {
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// Eingebettete Clips snappen
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for (AnimClip c : new java.util.ArrayList<>(previewAC.getAnimClips())) {
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AnimClip snapped = de.blight.game.animation.AnimationLibrary.snapRootBoneXZ(c, previewSC.getArmature());
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if (snapped != c) {
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@@ -274,6 +267,25 @@ public class AnimPreviewState extends BaseAppState {
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previewAC.addAnimClip(snapped);
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}
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}
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// Eingebettete Clips aus der Datei entfernen und speichern (Datei-Größe reduzieren)
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if (!previewAC.getAnimClips().isEmpty()) {
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int embedCount = previewAC.getAnimClips().size();
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for (AnimClip c : new java.util.ArrayList<>(previewAC.getAnimClips())) {
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previewAC.removeAnimClip(c);
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}
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saveModelStripped(model, assetPath, embedCount);
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}
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// T-Pose: AnimClip mit einem Einzel-Frame-Track für den Root-Joint.
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// Leerer Clip → NPE in ClipAction.doInterpolate (JME3 erwartet tracks != null).
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// Ein Frame am Root-Joint in Bind-Pose → alle anderen Joints bleiben an
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// ihren lokalen Bind-Pose-Transforms → SC-Matrix = Bind × Bind⁻¹ = I
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// → Vertices in Y-up = stehender Charakter.
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AnimClip tpose = buildTPoseClip(previewSC.getArmature());
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if (tpose != null) {
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previewAC.addAnimClip(tpose);
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setSkinningEnabled(model, true);
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previewAC.setCurrentAction("__tpose__");
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}
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}
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// Kamera auf Bounding Box ausrichten
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@@ -350,8 +362,6 @@ public class AnimPreviewState extends BaseAppState {
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// SkinningControls auf dem gesamten Modell aktivieren – AnimComposer und
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// SkinningControl sitzen oft auf verschiedenen Geschwisterknoten.
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setSkinningEnabled(currentModel, true);
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// Modell erst nach Animation sichtbar machen (CullHint aus loadModel)
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currentModel.setCullHint(com.jme3.scene.Spatial.CullHint.Inherit);
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playOnSpatial(currentModel, clipName);
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}
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@@ -383,8 +393,12 @@ public class AnimPreviewState extends BaseAppState {
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currentClipName = null;
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if (currentModel != null) {
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stopOnSpatial(currentModel);
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setSkinningEnabled(currentModel, false);
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currentModel.setCullHint(com.jme3.scene.Spatial.CullHint.Always);
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// Zurück zur T-Pose: __tpose__ wiedergeben (leerer Clip = Bind-Pose)
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AnimComposer ac = findControl(currentModel, AnimComposer.class);
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if (ac != null && ac.getAnimClipsNames().contains("__tpose__")) {
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setSkinningEnabled(currentModel, true);
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ac.setCurrentAction("__tpose__");
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}
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}
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}
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@@ -982,6 +996,68 @@ public class AnimPreviewState extends BaseAppState {
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}
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}
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/**
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* Erzeugt einen AnimClip "__tpose__" mit einem Einzel-Frame-Track für alle Root-Joints.
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* Hält jeden Root-Joint an seiner lokalen Bind-Pose-Transform → SC-Matrix = I → T-Pose.
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* Gibt null zurück wenn das Armature keine Root-Joints hat.
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*/
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private static AnimClip buildTPoseClip(com.jme3.anim.Armature armature) {
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com.jme3.anim.Joint[] roots = armature.getRoots();
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if (roots == null || roots.length == 0) return null;
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AnimClip clip = new AnimClip("__tpose__");
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com.jme3.anim.AnimTrack[] tracks = new com.jme3.anim.AnimTrack[roots.length];
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for (int i = 0; i < roots.length; i++) {
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com.jme3.anim.Joint root = roots[i];
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tracks[i] = new com.jme3.anim.TransformTrack(
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root,
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new float[]{0f},
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new com.jme3.math.Vector3f[]{root.getLocalTranslation().clone()},
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new com.jme3.math.Quaternion[]{root.getLocalRotation().clone()},
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new com.jme3.math.Vector3f[]{root.getLocalScale().clone()});
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}
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clip.setTracks(tracks);
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return clip;
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}
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private static final String[] MODEL_SAVE_ROOTS = {
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null, // ASSET_ROOT (src) – wird durch ASSET_ROOT ersetzt
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"blight-assets/bin/main",
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"blight-assets/build/resources/main",
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};
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/** Speichert das (bereits strip-bereinigte) Modell in allen bekannten Asset-Verzeichnissen. */
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private void saveModelStripped(Spatial model, String modelPath, int removedCount) {
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String rel = modelPath.replace('/', java.io.File.separatorChar);
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int saved = 0;
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// Zuerst in ASSET_ROOT (= blight-assets/src/main/resources)
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java.nio.file.Path srcFile = ASSET_ROOT.resolve(rel);
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if (java.nio.file.Files.exists(srcFile)) {
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try {
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BinaryExporter.getInstance().save(model, srcFile.toFile());
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assets.deleteFromCache(new com.jme3.asset.ModelKey(modelPath));
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LOG.info("[AnimPreview] {} Clips entfernt, gespeichert: {}", removedCount, srcFile.toAbsolutePath());
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saved++;
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} catch (Exception e) {
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LOG.warn("[AnimPreview] Speichern fehlgeschlagen (src): {}", e.getMessage());
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}
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}
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// Auch in Gradle-Output-Verzeichnisse (damit der Laufzeit-Loader die bereinigte Datei sieht)
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for (String root : new String[]{"blight-assets/bin/main", "blight-assets/build/resources/main"}) {
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java.nio.file.Path f = java.nio.file.Paths.get(root).resolve(rel);
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if (!java.nio.file.Files.exists(f)) continue;
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try {
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BinaryExporter.getInstance().save(model, f.toFile());
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LOG.info("[AnimPreview] Auch gespeichert ({}): {}", root, f.toAbsolutePath());
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saved++;
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} catch (Exception e) {
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LOG.warn("[AnimPreview] Speichern fehlgeschlagen ({}): {}", root, e.getMessage());
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}
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}
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if (saved == 0) {
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LOG.warn("[AnimPreview] Modell nicht gespeichert – kein Pfad gefunden für '{}'", modelPath);
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}
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}
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private void saveClipToFile(AnimClip clip, com.jme3.anim.Armature armature,
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java.nio.file.Path outFile) throws Exception {
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Node holder = new Node("clip_" + clip.getName());
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@@ -307,7 +307,6 @@ public class WorldScene extends BaseAppState {
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}
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}
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playerInput.setAnimationContext(animLib, setName, AnimationLibrary.findAssetRoot());
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// Charakter sichtbar machen: idle-Animation läuft jetzt
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if (characterVisual != null) {
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characterVisual.setCullHint(Spatial.CullHint.Inherit);
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}
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@@ -347,8 +346,8 @@ public class WorldScene extends BaseAppState {
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Node rotNode = new Node("charRot");
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loaded.setLocalTranslation(0, offsetY, 0);
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rotNode.attachChild(loaded);
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// Charakter verstecken bis Animation läuft: das Armature-Node hat Rx(90°) aus dem
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// GLB-Import → ohne laufende Animation liegt das Mesh auf dem Boden.
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// Verstecken bis idle-Animation läuft: Armature hat Rx(90°) aus GLB-Import
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// → ohne Animation liegt das Mesh (SkinningControl inaktiv oder Bind-Pose unklar).
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rotNode.setCullHint(Spatial.CullHint.Always);
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Node wrapper = new Node("character");
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@@ -367,11 +366,18 @@ public class WorldScene extends BaseAppState {
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}
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private static final String[] MODEL_SAVE_ROOTS = {
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"blight-assets/src/main/resources",
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"blight-assets/bin/main",
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"blight-assets/build/resources/main",
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"assets",
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};
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private void stripEmbeddedClips(Spatial model, String modelPath) {
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com.jme3.anim.AnimComposer ac = de.blight.game.animation.RetargetingSystem.findAnimComposer(model);
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if (ac == null || ac.getAnimClips().isEmpty()) {
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log.info("[WorldScene] Keine eingebetteten Clips in '{}' (AnimComposer={})",
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modelPath, ac != null ? "leer" : "nicht gefunden");
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log.info("[WorldScene] Keine eingebetteten Clips in '{}' ({})",
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modelPath, ac != null ? "AnimComposer leer" : "kein AnimComposer");
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return;
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}
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int count = ac.getAnimClips().size();
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@@ -379,19 +385,22 @@ public class WorldScene extends BaseAppState {
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for (com.jme3.anim.AnimClip c : new java.util.ArrayList<>(ac.getAnimClips())) {
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ac.removeAnimClip(c);
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}
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java.nio.file.Path assetRoot = AnimationLibrary.findAssetRoot();
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java.nio.file.Path file = assetRoot.resolve(modelPath.replace('/', java.io.File.separatorChar));
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if (!java.nio.file.Files.exists(file)) {
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log.warn("[WorldScene] Modelldatei nicht gefunden zum Speichern: {} (assetRoot={})",
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file.toAbsolutePath(), assetRoot.toAbsolutePath());
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assetManager.deleteFromCache(new com.jme3.asset.ModelKey(modelPath));
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return;
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String rel = modelPath.replace('/', java.io.File.separatorChar);
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int saved = 0;
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for (String root : MODEL_SAVE_ROOTS) {
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java.nio.file.Path file = java.nio.file.Paths.get(root).resolve(rel);
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if (!java.nio.file.Files.exists(file)) continue;
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try {
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com.jme3.export.binary.BinaryExporter.getInstance().save(model, file.toFile());
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log.info("[WorldScene] Gespeichert ({}): {}", root, file.toAbsolutePath());
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saved++;
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} catch (Exception e) {
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log.warn("[WorldScene] Speichern fehlgeschlagen ({}): {}", file, e.getMessage());
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}
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}
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try {
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com.jme3.export.binary.BinaryExporter.getInstance().save(model, file.toFile());
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log.info("[WorldScene] {} Clips entfernt, Datei gespeichert: {}", count, file.toAbsolutePath());
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} catch (Exception e) {
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log.warn("[WorldScene] Speichern fehlgeschlagen ({}): {}", file, e.getMessage());
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if (saved == 0) {
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log.warn("[WorldScene] Modell nicht gespeichert – kein Pfad gefunden für '{}' (CWD={})",
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modelPath, java.nio.file.Paths.get(".").toAbsolutePath());
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}
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assetManager.deleteFromCache(new com.jme3.asset.ModelKey(modelPath));
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}
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