Bugfix: 538: Multiple issues with female3.blend
Yay finally found that one :D Models with multiple materials and armatures should now load withour mesh deformations :D git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10066 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -21,9 +21,9 @@ public class MeshContext {
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/** The UV-coordinates for each of the geometries. */
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private Map<Geometry, VertexBuffer> uvCoordinates = new HashMap<Geometry, VertexBuffer>();
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/** Bind buffer for vertices is stored here and applied when required. */
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private VertexBuffer bindPoseBuffer;
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private Map<Integer, VertexBuffer> bindPoseBuffer = new HashMap<Integer, VertexBuffer>();
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/** Bind buffer for normals is stored here and applied when required. */
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private VertexBuffer bindNormalBuffer;
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private Map<Integer, VertexBuffer> bindNormalBuffer = new HashMap<Integer, VertexBuffer>();
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/**
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* Adds a geometry for the specified material index.
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@ -102,34 +102,43 @@ public class MeshContext {
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/**
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* This method sets the bind buffer for vertices.
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*
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* @param materialIndex
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* the index of the mesh's material
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* @param bindNormalBuffer
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* the bind buffer for vertices
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*/
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public void setBindNormalBuffer(VertexBuffer bindNormalBuffer) {
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this.bindNormalBuffer = bindNormalBuffer;
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public void setBindNormalBuffer(int materialIndex,
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VertexBuffer bindNormalBuffer) {
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this.bindNormalBuffer.put(materialIndex, bindNormalBuffer);
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}
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/**
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* @param materialIndex
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* the index of the mesh's material
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* @return the bind buffer for vertices
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*/
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public VertexBuffer getBindNormalBuffer() {
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return bindNormalBuffer;
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public VertexBuffer getBindNormalBuffer(int materialIndex) {
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return bindNormalBuffer.get(materialIndex);
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}
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/**
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* This method sets the bind buffer for normals.
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*
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* @param materialIndex
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* the index of the mesh's material
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* @param bindNormalBuffer
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* the bind buffer for normals
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*/
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public void setBindPoseBuffer(VertexBuffer bindPoseBuffer) {
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this.bindPoseBuffer = bindPoseBuffer;
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public void setBindPoseBuffer(int materialIndex, VertexBuffer bindPoseBuffer) {
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this.bindPoseBuffer.put(materialIndex, bindPoseBuffer);
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}
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/**
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* @param materialIndex
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* the index of the mesh's material
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* @return the bind buffer for normals
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*/
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public VertexBuffer getBindPoseBuffer() {
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return bindPoseBuffer;
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public VertexBuffer getBindPoseBuffer(int materialIndex) {
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return bindPoseBuffer.get(materialIndex);
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}
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}
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@ -173,17 +173,17 @@ public class MeshHelper extends AbstractBlenderHelper {
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// initial vertex position (used with animation)
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VertexBuffer verticesBind = new VertexBuffer(Type.BindPosePosition);
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verticesBind.setupData(Usage.CpuOnly, 3, Format.Float, BufferUtils.clone(verticesBuffer.getData()));
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verticesBind.setupData(Usage.CpuOnly, 3, Format.Float, BufferUtils.createFloatBuffer(meshBuilder.getVertices(materialIndex)));
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VertexBuffer normalsBuffer = new VertexBuffer(Type.Normal);
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normalsBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(meshBuilder.getNormals(materialIndex)));
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// initial normals position (used with animation)
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VertexBuffer normalsBind = new VertexBuffer(Type.BindPoseNormal);
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normalsBind.setupData(Usage.CpuOnly, 3, Format.Float, BufferUtils.clone(normalsBuffer.getData()));
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normalsBind.setupData(Usage.CpuOnly, 3, Format.Float, BufferUtils.createFloatBuffer(meshBuilder.getNormals(materialIndex)));
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mesh.setBuffer(verticesBuffer);
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meshContext.setBindPoseBuffer(verticesBind);//this is stored in the context and applied when needed (when animation is applied to the mesh)
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meshContext.setBindPoseBuffer(materialIndex, verticesBind);//this is stored in the context and applied when needed (when animation is applied to the mesh)
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// setting vertices colors
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if (verticesColors != null) {
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@ -193,7 +193,7 @@ public class MeshHelper extends AbstractBlenderHelper {
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// setting faces' normals
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mesh.setBuffer(normalsBuffer);
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meshContext.setBindNormalBuffer(normalsBind);//this is stored in the context and applied when needed (when animation is applied to the mesh)
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meshContext.setBindNormalBuffer(materialIndex, normalsBind);//this is stored in the context and applied when needed (when animation is applied to the mesh)
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// creating the result
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Geometry geometry = new Geometry(name + (geometries.size() + 1), mesh);
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@ -206,11 +206,13 @@ import com.jme3.util.BufferUtils;
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mesh.setBuffer(buffers[0]);
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mesh.setBuffer(buffers[1]);
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if(meshContext.getBindNormalBuffer() != null) {
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mesh.setBuffer(meshContext.getBindNormalBuffer());
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VertexBuffer bindNormalBuffer = (meshContext.getBindNormalBuffer(materialIndex));
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if(bindNormalBuffer != null) {
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mesh.setBuffer(bindNormalBuffer);
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}
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if(meshContext.getBindPoseBuffer() != null) {
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mesh.setBuffer(meshContext.getBindPoseBuffer());
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VertexBuffer bindPoseBuffer = (meshContext.getBindPoseBuffer(materialIndex));
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if(bindPoseBuffer != null) {
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mesh.setBuffer(bindPoseBuffer);
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}
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//change the usage type of vertex and normal buffers from Static to Stream
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mesh.getBuffer(Type.Position).setUsage(Usage.Stream);
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