FBX Importer cleanup

define_list_fix
Eirenliel Allier 9 years ago
parent f65dd517c9
commit 4b6be2a789
  1. 56
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/RotationOrder.java
  2. 5
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/SceneLoader.java

@ -4,11 +4,11 @@ import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
// TODO This class has some potential in it... Should investigate
public enum RotationOrder {
EULER_XYZ, EULER_XZY, EULER_YZX, EULER_YXZ, EULER_ZXY, EULER_ZYX, SPHERIC_XYZ;
// Static values field for fast access by an oridinal without Enum.values() overhead
public static final RotationOrder[] values = values();
private RotationOrder() {
@ -37,63 +37,13 @@ public enum RotationOrder {
case EULER_XZY:
return toQuat(x, Vector3f.UNIT_X, z, Vector3f.UNIT_Z, y, Vector3f.UNIT_Y);
case SPHERIC_XYZ:
default:
throw new IllegalArgumentException("Spheric rotation is unsupported in this importer");
}
/*float c1 = FastMath.cos( x / 2 );
float c2 = FastMath.cos( y / 2 );
float c3 = FastMath.cos( z / 2 );
float s1 = FastMath.sin( x / 2 );
float s2 = FastMath.sin( y / 2 );
float s3 = FastMath.sin( z / 2 );
float _x;
float _y;
float _z;
float _w;
switch(order) {
case EULER_XYZ:
_x = s1 * c2 * c3 + c1 * s2 * s3;
_y = c1 * s2 * c3 - s1 * c2 * s3;
_z = c1 * c2 * s3 + s1 * s2 * c3;
_w = c1 * c2 * c3 - s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
case EULER_YXZ:
_x = s1 * c2 * c3 + c1 * s2 * s3;
_y = c1 * s2 * c3 - s1 * c2 * s3;
_z = c1 * c2 * s3 - s1 * s2 * c3;
_w = c1 * c2 * c3 + s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
case EULER_ZXY:
_x = s1 * c2 * c3 - c1 * s2 * s3;
_y = c1 * s2 * c3 + s1 * c2 * s3;
_z = c1 * c2 * s3 + s1 * s2 * c3;
_w = c1 * c2 * c3 - s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
case EULER_ZYX:
_x = s1 * c2 * c3 - c1 * s2 * s3;
_y = c1 * s2 * c3 + s1 * c2 * s3;
_z = c1 * c2 * s3 - s1 * s2 * c3;
_w = c1 * c2 * c3 + s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
case EULER_YZX:
_x = s1 * c2 * c3 + c1 * s2 * s3;
_y = c1 * s2 * c3 + s1 * c2 * s3;
_z = c1 * c2 * s3 - s1 * s2 * c3;
_w = c1 * c2 * c3 - s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
case EULER_XZY:
_x = s1 * c2 * c3 - c1 * s2 * s3;
_y = c1 * s2 * c3 - s1 * c2 * s3;
_z = c1 * c2 * s3 + s1 * s2 * c3;
_w = c1 * c2 * c3 + s1 * s2 * s3;
return new Quaternion(_x, _y, _z, _w);
}
*/
throw new AssertionError("Impossible");
}
private static Quaternion toQuat(float ax1v, Vector3f ax1, float ax2v, Vector3f ax2, float ax3v, Vector3f ax3) {
// TODO It has some potential in optimization
Quaternion q1 = new Quaternion().fromAngleNormalAxis(ax1v, ax1);
Quaternion q2 = new Quaternion().fromAngleNormalAxis(ax2v, ax2);
Quaternion q3 = new Quaternion().fromAngleNormalAxis(ax3v, ax3);

@ -44,9 +44,8 @@ import com.jme3.scene.plugins.fbx.objects.FbxTexture;
/**
* FBX file format loader
* <p> Loads scene meshes, materials, textures, skeleton and skeletal animation.
* Multiple animations can be defined with {@link AnimationList} passing into {@link SceneKey}.</p>
*
* @author Aleksandra Menshchikova
* Multiple animations can be defined with {@link AnimationList} passing into {@link SceneKey}
* or loaded from different animation layer.</p>
*/
public class SceneLoader implements AssetLoader {

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