is it possible to use a .gif animated image in jme?
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Possible, sure. But I think you’d have to supply some code to cycle through the frames.
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I want to use this code but I cant pass a texture to it from assetsManager:
public static ImageFrame[] readGIF(ImageReader reader) throws IOException {
ArrayList<ImageFrame> frames = new ArrayList<>(2);
int width = -1;
int height = -1;
IIOMetadata metadata = reader.getStreamMetadata();
if (metadata != null) {
IIOMetadataNode globalRoot = (IIOMetadataNode) metadata.getAsTree(metadata.getNativeMetadataFormatName());
NodeList globalScreenDescriptor = globalRoot.getElementsByTagName("LogicalScreenDescriptor");
if (globalScreenDescriptor != null && globalScreenDescriptor.getLength() > 0) {
IIOMetadataNode screenDescriptor = (IIOMetadataNode) globalScreenDescriptor.item(0);
if (screenDescriptor != null) {
width = Integer.parseInt(screenDescriptor.getAttribute("logicalScreenWidth"));
height = Integer.parseInt(screenDescriptor.getAttribute("logicalScreenHeight"));
}
}
}
BufferedImage master = null;
Graphics2D masterGraphics = null;
for (int frameIndex = 0;; frameIndex++) {
BufferedImage image;
try {
image = reader.read(frameIndex);
} catch (IndexOutOfBoundsException io) {
break;
}
if (width == -1 || height == -1) {
width = image.getWidth();
height = image.getHeight();
}
IIOMetadataNode root = (IIOMetadataNode) reader.getImageMetadata(frameIndex).getAsTree("javax_imageio_gif_image_1.0");
IIOMetadataNode gce = (IIOMetadataNode) root.getElementsByTagName("GraphicControlExtension").item(0);
int delay = Integer.valueOf(gce.getAttribute("delayTime"));
String disposal = gce.getAttribute("disposalMethod");
int x = 0;
int y = 0;
if (master == null) {
master = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
masterGraphics = master.createGraphics();
masterGraphics.setBackground(new Color(0, 0, 0, 0));
} else {
NodeList children = root.getChildNodes();
for (int nodeIndex = 0; nodeIndex < children.getLength(); nodeIndex++) {
Node nodeItem = children.item(nodeIndex);
if (nodeItem.getNodeName().equals("ImageDescriptor")) {
NamedNodeMap map = nodeItem.getAttributes();
x = Integer.valueOf(map.getNamedItem("imageLeftPosition").getNodeValue());
y = Integer.valueOf(map.getNamedItem("imageTopPosition").getNodeValue());
}
}
}
masterGraphics.drawImage(image, x, y, null);
BufferedImage copy = new BufferedImage(master.getColorModel(), master.copyData(null), master.isAlphaPremultiplied(), null);
frames.add(new ImageFrame(copy, delay, disposal));
if (disposal.equals("restoreToPrevious")) {
BufferedImage from = null;
for (int i = frameIndex - 1; i >= 0; i--) {
if (!frames.get(i).getDisposal().equals("restoreToPrevious") || frameIndex == 0) {
from = frames.get(i).getImage();
break;
}
}
master = new BufferedImage(from.getColorModel(), from.copyData(null), from.isAlphaPremultiplied(), null);
masterGraphics = master.createGraphics();
masterGraphics.setBackground(new Color(0, 0, 0, 0));
} else if (disposal.equals("restoreToBackgroundColor")) {
masterGraphics.clearRect(x, y, image.getWidth(), image.getHeight());
}
}
reader.dispose();
return frames.toArray(new ImageFrame[frames.size()]);
}
You should load all the frames into a texturearray and then have a shader cycle through them.
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Assuming you want to blend the current and previous frame to get a smoother transition. If you don’t care about that, you can just load all the frames as separate images and switch them with setTexture in the material you are using.
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I don’t know how can I use java.awt.image.BufferedImage
as a texture in jme.
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You can use AWTLoader.load
and then new Texture2D(image)
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