During our vacation we had some snow, which was nice, but not enough for skiing. That gave me enough time to work on this little library I was thinking about. It allows to use inverse kinematics to animate objects in JavaFX Script.
Below you can find a simple example, which uses the library. Press anywhere in the black area and see what happens.
Worm Sample
Nice, isn't it? But what makes it really cool is how short and simple the required code is. First the structure of the worm must be defined. The required code is shown in code sample 1.
1 def skeleton = Skeleton {} 2 3 def wormElement: Bone[] = [ 4 Bone { 5 skeleton: skeleton 6 content: Circle { 7 // ... more attributes here 8 } 9 currentHead: Point { x: 30 y: 30 } 10 currentLength: 20 11 }, 12 for (i in [1..15]) 13 Bone { 14 content: Circle { 15 // ... more attributes here 16 } 17 currentLength: 20 18 minAngle: -60 19 maxAngle: 60 20 } 21 ]; 22 23 for (i in [1..15]) { 24 wormElement[i].parent = wormElement[i-1]; 25 }
Code Sample 1: Definition of the structure
The heart of the library is the class Bone. Bones are assembled to define the structure of the object, which is going to be animated. In this example, the bones just form a linked list, but arbitrary trees are possible. The other interesting class in this code sample is the class Skeleton. It is the bridge between bones and the scenegraph - it is a container-class for bones and extends Node. It can be plugged anywhere in a scene and takes care that all bones are drawn.
Code sample 2 shows how the worm is animated. Only the head of the worm needs to be moved, the rest is calculated. The class TranslateTransition in this snippet is not the same as the one in the package javafx.animation.transition, because animations with inverse kinematics are a little different. But I tried to be as close to the original as possible.
1 onMousePressed: function(evt: MouseEvent) { 2 var target = Point { 3 x: evt.sceneX 4 y: evt.sceneY 5 } 6 TranslateTransition { 7 bone: wormElement[0]; 8 duration: Duration.valueOf(target.distance(wormElement[0].currentHead)); 9 toTarget: target 10 }.play(); 11 }
Code Sample 2: Definition of the animation
These two code sample are all that is required to animate the worm! I want to publish the library pretty soon, but first I need to do some homework: write a small tutorial, organize some web space, read the JavaFX license etc. Stay tuned, it can't take too long (at least I hope so). 


Crashes Firefox on OS X :-( (but works in Safari)
Posted by Tim Yates on January 08, 2009 at 12:48 AM CET #
Only shows "starting applet..." and a gray area on Firefox/Ubuntu-AMD64.
Posted by SwitchBL8 on January 08, 2009 at 11:49 AM CET #
It looks like the JavaFX launcher and my blogging software don't like each other...
I will look into this tonight (European time). Sorry for that.
Posted by Michael Heinrichs on January 08, 2009 at 12:02 PM CET #
wht
Posted by 86.96.229.84 on January 20, 2009 at 01:39 PM CET #
works great i saw it and is very nice really
Posted by 189.158.197.174 on February 03, 2009 at 05:23 AM CET #
on MAC the screen jumps and the application turns to white every time I scroll the page a little. from a bystanderd's pov this looks like a sad attempt at really bad Flash from 1997.
Posted by 72.229.238.107 on February 24, 2009 at 06:23 AM CET #
works great on xp/ff3. Nice animation - look forward to seeing more of this
Posted by javanut on February 28, 2009 at 01:52 PM CET #
@72.229.238.107:
As far as I know, inverse kinematics was just recently added to Flash. :-)
Posted by Michael Heinrichs on February 28, 2009 at 05:08 PM CET #
@javanut:
I just posted a new sample yesterday: http://blogs.sun.com/michaelheinrichs/entry/thank_you_and_a_tutorial
Hope you like it.
Posted by Michael Heinrichs on February 28, 2009 at 05:11 PM CET #