Bugfix: fixed an issue with wrong vertrex colors applying (along with classes prepared to implement line and point mesh loading).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10913 75d07b2b-3a1a-0410-a2c5-0572b91ccdcaexperimental
parent
e20d0c0045
commit
69e4392ba9
@ -1,342 +0,0 @@ |
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package com.jme3.scene.plugins.blender.meshes; |
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import java.nio.ByteBuffer; |
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import java.util.ArrayList; |
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import java.util.HashMap; |
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import java.util.LinkedHashMap; |
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import java.util.List; |
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import java.util.Map; |
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import java.util.Map.Entry; |
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import java.util.logging.Logger; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Vector2f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.plugins.blender.textures.UserUVCollection; |
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import com.jme3.util.BufferUtils; |
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/** |
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* A builder class for meshes. |
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* |
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* @author Marcin Roguski (Kaelthas) |
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*/ |
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/* package */class MeshBuilder { |
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private static final Logger LOGGER = Logger.getLogger(MeshBuilder.class.getName()); |
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/** An array of reference vertices. */ |
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private Vector3f[][] verticesAndNormals; |
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/** An list of vertices colors. */ |
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private List<byte[]> verticesColors; |
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/** A variable that indicates if the model uses generated textures. */ |
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private boolean usesGeneratedTextures; |
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/** |
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* This map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList' |
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* positions (it simply tells which vertex is referenced where in the result list). |
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*/ |
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private Map<Integer, Map<Integer, List<Integer>>> globalVertexReferenceMap; |
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/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Vector3f>> normalMap = new HashMap<Integer, List<Vector3f>>(); |
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/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Vector3f>> vertexMap = new HashMap<Integer, List<Vector3f>>(); |
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/** The following map sorts vertices colors by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<byte[]>> vertexColorsMap = new HashMap<Integer, List<byte[]>>(); |
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/** The following map sorts indexes by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Integer>> indexMap = new HashMap<Integer, List<Integer>>(); |
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/** A collection of user defined UV coordinates (one mesh can have more than one such mappings). */ |
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private UserUVCollection userUVCollection = new UserUVCollection(); |
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/** |
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* Constructor. Stores the given array (not copying it). |
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* The second argument describes if the model uses generated textures. If yes then no vertex amount optimisation is applied. |
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* The amount of vertices is always faceCount * 3. |
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* @param verticesAndNormals |
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* the reference vertices and normals array |
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* @param usesGeneratedTextures |
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* a variable that indicates if the model uses generated textures or not |
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*/ |
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public MeshBuilder(Vector3f[][] verticesAndNormals, List<byte[]> verticesColors, boolean usesGeneratedTextures) { |
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this.verticesAndNormals = verticesAndNormals; |
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this.verticesColors = verticesColors; |
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this.usesGeneratedTextures = usesGeneratedTextures; |
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globalVertexReferenceMap = new HashMap<Integer, Map<Integer, List<Integer>>>(verticesAndNormals.length); |
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} |
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/** |
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* This method adds a point to the mesh. |
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* @param coordinates |
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* the coordinates of the point |
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* @param normal |
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* the point's normal vector |
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* @param materialNumber |
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* the material number for this point |
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*/ |
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public void appendPoint(Vector3f coordinates, Vector3f normal, int materialNumber) { |
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LOGGER.warning("Appending single point not yet supported!");// TODO
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} |
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/** |
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* This method adds a line to the mesh. |
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* @param v1 |
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* index of the 1'st vertex from the reference vertex table |
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* @param v2 |
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* index of the 2'nd vertex from the reference vertex table |
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* @param smooth |
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* indicates if this face should have smooth shading or flat shading |
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*/ |
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public void appendEdge(int v1, int v2, boolean smooth) { |
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LOGGER.warning("Appending single line not yet supported!");// TODO
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} |
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/** |
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* This method adds a face to the mesh. |
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* @param v1 |
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* index of the 1'st vertex from the reference vertex table |
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* @param v2 |
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* index of the 2'nd vertex from the reference vertex table |
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* @param v3 |
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* index of the 3'rd vertex from the reference vertex table |
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* @param smooth |
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* indicates if this face should have smooth shading or flat shading |
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* @param materialNumber |
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* the material number for this face |
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* @param uvsForFace |
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* a 3-element array of vertices UV coordinates mapped to the UV's set name |
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* @param quad |
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* indicates if the appended face is a part of a quad face (used for creating vertex colors buffer) |
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* @param faceIndex |
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* the face index (used for creating vertex colors buffer) |
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*/ |
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public void appendFace(int v1, int v2, int v3, boolean smooth, int materialNumber, Map<String, Vector2f[]> uvsForFace, boolean quad, int faceIndex) { |
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if (uvsForFace != null && uvsForFace.size() > 0) { |
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for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
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if (entry.getValue().length != 3) { |
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throw new IllegalArgumentException("UV coordinates must be a 3-element array!" + (entry.getKey() != null ? " (UV set name: " + entry.getKey() + ')' : "")); |
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} |
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} |
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} |
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// getting the required lists
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List<Integer> indexList = indexMap.get(materialNumber); |
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if (indexList == null) { |
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indexList = new ArrayList<Integer>(); |
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indexMap.put(materialNumber, indexList); |
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} |
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List<Vector3f> vertexList = vertexMap.get(materialNumber); |
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if (vertexList == null) { |
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vertexList = new ArrayList<Vector3f>(); |
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vertexMap.put(materialNumber, vertexList); |
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} |
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List<byte[]> vertexColorsList = vertexColorsMap != null ? vertexColorsMap.get(materialNumber) : null; |
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int[] vertexColorIndex = new int[] { 0, 1, 2 }; |
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if (vertexColorsList == null && vertexColorsMap != null) { |
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vertexColorsList = new ArrayList<byte[]>(); |
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vertexColorsMap.put(materialNumber, vertexColorsList); |
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} |
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List<Vector3f> normalList = normalMap.get(materialNumber); |
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if (normalList == null) { |
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normalList = new ArrayList<Vector3f>(); |
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normalMap.put(materialNumber, normalList); |
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} |
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Map<Integer, List<Integer>> vertexReferenceMap = globalVertexReferenceMap.get(materialNumber); |
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if (vertexReferenceMap == null) { |
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vertexReferenceMap = new HashMap<Integer, List<Integer>>(); |
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globalVertexReferenceMap.put(materialNumber, vertexReferenceMap); |
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} |
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faceIndex *= 3; |
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if (quad) { |
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vertexColorIndex[1] = 2; |
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vertexColorIndex[2] = 3; |
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} |
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// creating faces
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Integer[] index = new Integer[] { v1, v2, v3 }; |
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if (smooth && !usesGeneratedTextures) { |
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for (int i = 0; i < 3; ++i) { |
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if (!vertexReferenceMap.containsKey(index[i])) { |
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//if this index is not yet used then create another face
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this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
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if (uvsForFace != null) { |
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for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
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userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
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} |
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} |
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vertexList.add(verticesAndNormals[index[i]][0]); |
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if (verticesColors != null) { |
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vertexColorsList.add(verticesColors.get(faceIndex + vertexColorIndex[i])); |
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} |
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normalList.add(verticesAndNormals[index[i]][1]); |
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index[i] = vertexList.size() - 1; |
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} else if (uvsForFace != null) { |
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//if the index is used then check if the vertexe's UV coordinates match, if yes then the vertex doesn't have separate UV's
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//in different faces so we can use it here as well, if UV's are different in separate faces the we need to add this vert
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//because in jme one vertex can have only on UV coordinate
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boolean vertexAlreadyUsed = false; |
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for (Integer vertexIndex : vertexReferenceMap.get(index[i])) { |
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int vertexUseCounter = 0; |
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for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
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if (entry.getValue()[i].equals(userUVCollection.getUVForVertex(entry.getKey(), vertexIndex))) { |
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++vertexUseCounter; |
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} |
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} |
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if (vertexUseCounter == uvsForFace.size()) { |
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vertexAlreadyUsed = true; |
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index[i] = vertexIndex; |
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break; |
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} |
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} |
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if (!vertexAlreadyUsed) { |
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// treat this face as a new one because its vertices have separate UV's
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this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
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for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
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userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
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} |
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vertexList.add(verticesAndNormals[index[i]][0]); |
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if (verticesColors != null) { |
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vertexColorsList.add(verticesColors.get(faceIndex + vertexColorIndex[i])); |
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} |
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normalList.add(verticesAndNormals[index[i]][1]); |
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index[i] = vertexList.size() - 1; |
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} |
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} else { |
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//use this index again
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index[i] = vertexList.indexOf(verticesAndNormals[index[i]][0]); |
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} |
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indexList.add(index[i]); |
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} |
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} else { |
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Vector3f n = smooth ? null : FastMath.computeNormal(verticesAndNormals[v1][0], verticesAndNormals[v2][0], verticesAndNormals[v3][0]); |
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for (int i = 0; i < 3; ++i) { |
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indexList.add(vertexList.size()); |
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this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
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if (uvsForFace != null) { |
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for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
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userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
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} |
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} |
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vertexList.add(verticesAndNormals[index[i]][0]); |
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if (verticesColors != null) { |
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vertexColorsList.add(verticesColors.get(faceIndex + vertexColorIndex[i])); |
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} |
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normalList.add(smooth ? verticesAndNormals[index[i]][1] : n); |
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} |
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} |
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} |
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/** |
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* @return a map that maps vertex index from reference array to its indices in the result list |
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*/ |
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public Map<Integer, Map<Integer, List<Integer>>> getVertexReferenceMap() { |
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return globalVertexReferenceMap; |
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} |
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/** |
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* @param materialNumber |
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* the material index |
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* @return result vertices array |
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*/ |
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public Vector3f[] getVertices(int materialNumber) { |
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return vertexMap.get(materialNumber).toArray(new Vector3f[vertexMap.get(materialNumber).size()]); |
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} |
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/** |
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* @param materialNumber |
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* the material index |
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* @return the amount of result vertices |
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*/ |
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public int getVerticesAmount(int materialNumber) { |
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return vertexMap.get(materialNumber).size(); |
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} |
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/** |
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* @param materialNumber |
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* the material index |
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* @return normals result array |
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*/ |
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public Vector3f[] getNormals(int materialNumber) { |
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return normalMap.get(materialNumber).toArray(new Vector3f[normalMap.get(materialNumber).size()]); |
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} |
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/** |
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* @param materialNumber |
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* the material index |
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* @return the vertices colors buffer or null if no vertex colors is set |
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*/ |
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public ByteBuffer getVertexColorsBuffer(int materialNumber) { |
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ByteBuffer result = null; |
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if (verticesColors != null && vertexColorsMap.get(materialNumber) != null) { |
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List<byte[]> data = vertexColorsMap.get(materialNumber); |
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result = BufferUtils.createByteBuffer(4 * data.size()); |
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for (byte[] v : data) { |
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if (v != null) { |
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result.put(v[0]).put(v[1]).put(v[2]).put(v[3]); |
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} else { |
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result.put((byte) 0).put((byte) 0).put((byte) 0).put((byte) 0); |
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} |
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} |
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result.flip(); |
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} |
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return result; |
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} |
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/** |
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* @return a map between material number and the mesh part vertices indices |
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*/ |
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public Map<Integer, List<Integer>> getMeshesMap() { |
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return indexMap; |
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} |
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/** |
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* @return the amount of meshes the source mesh was split into (depends on the applied materials count) |
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*/ |
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public int getMeshesPartAmount() { |
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return indexMap.size(); |
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} |
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/** |
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* @param materialNumber |
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* the material number that is appied to the mesh |
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* @return UV coordinates of vertices that belong to the required mesh part |
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*/ |
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public LinkedHashMap<String, List<Vector2f>> getUVCoordinates(int materialNumber) { |
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return userUVCollection.getUVCoordinates(materialNumber); |
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} |
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/** |
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* @return indicates if the mesh has UV coordinates |
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*/ |
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public boolean hasUVCoordinates() { |
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return userUVCollection.hasUVCoordinates(); |
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} |
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/** |
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* @return <b>true</b> if the mesh has no vertices and <b>false</b> otherwise |
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*/ |
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public boolean isEmpty() { |
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return vertexMap.size() == 0; |
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} |
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/** |
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* This method fills the vertex reference map. The vertices are loaded once and referenced many times in the model. This map is created |
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* to tell where the basic vertices are referenced in the result vertex lists. The key of the map is the basic vertex index, and its key |
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* - the reference indices list. |
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* |
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* @param basicVertexIndex |
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* the index of the vertex from its basic table |
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* @param resultIndex |
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* the index of the vertex in its result vertex list |
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* @param vertexReferenceMap |
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* the reference map |
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*/ |
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private void appendVertexReference(int basicVertexIndex, int resultIndex, Map<Integer, List<Integer>> vertexReferenceMap) { |
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List<Integer> referenceList = vertexReferenceMap.get(Integer.valueOf(basicVertexIndex)); |
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if (referenceList == null) { |
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referenceList = new ArrayList<Integer>(); |
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vertexReferenceMap.put(Integer.valueOf(basicVertexIndex), referenceList); |
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} |
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referenceList.add(Integer.valueOf(resultIndex)); |
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} |
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} |
@ -0,0 +1,591 @@ |
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package com.jme3.scene.plugins.blender.meshes.builders; |
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import java.nio.ByteBuffer; |
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import java.util.ArrayList; |
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import java.util.HashMap; |
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import java.util.LinkedHashMap; |
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import java.util.List; |
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import java.util.Map; |
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import java.util.Map.Entry; |
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import java.util.logging.Logger; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Vector2f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer; |
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import com.jme3.scene.VertexBuffer.Format; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.scene.VertexBuffer.Usage; |
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import com.jme3.scene.plugins.blender.BlenderContext; |
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import com.jme3.scene.plugins.blender.file.BlenderFileException; |
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import com.jme3.scene.plugins.blender.file.DynamicArray; |
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import com.jme3.scene.plugins.blender.file.Pointer; |
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import com.jme3.scene.plugins.blender.file.Structure; |
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import com.jme3.scene.plugins.blender.meshes.MeshHelper; |
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import com.jme3.scene.plugins.blender.textures.UserUVCollection; |
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import com.jme3.util.BufferUtils; |
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/** |
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* A builder class for meshes made of triangles (faces). |
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* |
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* @author Marcin Roguski (Kaelthas) |
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*/ |
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/* package */class FaceMeshBuilder { |
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private static final Logger LOGGER = Logger.getLogger(FaceMeshBuilder.class.getName()); |
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/** An array of reference vertices. */ |
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private Vector3f[][] verticesAndNormals; |
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/** An list of vertices colors. */ |
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private List<byte[]> verticesColors; |
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/** A variable that indicates if the model uses generated textures. */ |
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private boolean usesGeneratedTextures; |
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/** |
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* This map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList' |
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* positions (it simply tells which vertex is referenced where in the result list). |
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*/ |
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private Map<Integer, Map<Integer, List<Integer>>> globalVertexReferenceMap; |
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/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Vector3f>> normalMap = new HashMap<Integer, List<Vector3f>>(); |
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/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Vector3f>> vertexMap = new HashMap<Integer, List<Vector3f>>(); |
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/** The following map sorts vertices colors by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<byte[]>> vertexColorsMap = new HashMap<Integer, List<byte[]>>(); |
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/** The following map sorts indexes by material number (because in jme Mesh can have only one material). */ |
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private Map<Integer, List<Integer>> indexMap = new HashMap<Integer, List<Integer>>(); |
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/** A collection of user defined UV coordinates (one mesh can have more than one such mappings). */ |
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private UserUVCollection userUVCollection = new UserUVCollection(); |
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/** |
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* Constructor. Stores the given array (not copying it). |
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* The second argument describes if the model uses generated textures. If yes then no vertex amount optimisation is applied. |
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* The amount of vertices is always faceCount * 3. |
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* @param verticesAndNormals |
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* the reference vertices and normals array |
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* @param usesGeneratedTextures |
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* a variable that indicates if the model uses generated textures or not |
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*/ |
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public FaceMeshBuilder(Vector3f[][] verticesAndNormals, boolean usesGeneratedTextures) { |
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this.verticesAndNormals = verticesAndNormals; |
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this.usesGeneratedTextures = usesGeneratedTextures; |
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globalVertexReferenceMap = new HashMap<Integer, Map<Integer, List<Integer>>>(verticesAndNormals.length); |
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} |
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public void readMesh(Structure structure, BlenderContext blenderContext) throws BlenderFileException { |
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verticesColors = this.getVerticesColors(structure, blenderContext); |
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MeshHelper meshHelper = blenderContext.getHelper(MeshHelper.class); |
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if (meshHelper.isBMeshCompatible(structure)) { |
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this.readBMesh(structure, blenderContext); |
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} else { |
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this.readTraditionalFaces(structure, blenderContext); |
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} |
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} |
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/** |
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* Builds the meshes. |
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* @return a map between material index and the mesh |
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*/ |
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public Map<Integer, Mesh> buildMeshes() { |
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Map<Integer, Mesh> result = new HashMap<Integer, Mesh>(indexMap.size()); |
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for (Entry<Integer, List<Integer>> meshEntry : indexMap.entrySet()) { |
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int materialIndex = meshEntry.getKey(); |
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// key is the material index (or -1 if the material has no texture)
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// value is a list of vertex indices
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Mesh mesh = new Mesh(); |
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// creating vertices indices for this mesh
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List<Integer> indexList = meshEntry.getValue(); |
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if (this.getVerticesAmount(materialIndex) <= Short.MAX_VALUE) { |
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short[] indices = new short[indexList.size()]; |
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for (int i = 0; i < indexList.size(); ++i) { |
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indices[i] = indexList.get(i).shortValue(); |
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} |
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mesh.setBuffer(Type.Index, 1, indices); |
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} else { |
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int[] indices = new int[indexList.size()]; |
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for (int i = 0; i < indexList.size(); ++i) { |
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indices[i] = indexList.get(i).intValue(); |
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} |
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mesh.setBuffer(Type.Index, 1, indices); |
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} |
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LOGGER.fine("Creating vertices buffer."); |
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VertexBuffer verticesBuffer = new VertexBuffer(Type.Position); |
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verticesBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getVertices(materialIndex))); |
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mesh.setBuffer(verticesBuffer); |
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LOGGER.fine("Creating normals buffer."); |
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VertexBuffer normalsBuffer = new VertexBuffer(Type.Normal); |
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normalsBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getNormals(materialIndex))); |
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mesh.setBuffer(normalsBuffer); |
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if (verticesColors != null) { |
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LOGGER.fine("Setting vertices colors."); |
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mesh.setBuffer(Type.Color, 4, this.getVertexColorsBuffer(materialIndex)); |
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mesh.getBuffer(Type.Color).setNormalized(true); |
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} |
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result.put(materialIndex, mesh); |
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} |
||||
|
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* This method reads the mesh from the new BMesh system. |
||||
* |
||||
* @param meshStructure |
||||
* the mesh structure |
||||
* @param blenderContext |
||||
* the blender context |
||||
* @throws BlenderFileException |
||||
* an exception is thrown when there are problems with the |
||||
* blender file |
||||
*/ |
||||
private void readBMesh(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException { |
||||
LOGGER.fine("Reading BMesh."); |
||||
Pointer pMLoop = (Pointer) meshStructure.getFieldValue("mloop"); |
||||
Pointer pMPoly = (Pointer) meshStructure.getFieldValue("mpoly"); |
||||
Pointer pMEdge = (Pointer) meshStructure.getFieldValue("medge"); |
||||
Map<String, Vector2f[]> uvCoordinatesForFace = new HashMap<String, Vector2f[]>(); |
||||
|
||||
if (pMPoly.isNotNull() && pMLoop.isNotNull() && pMEdge.isNotNull()) { |
||||
Map<String, List<Vector2f>> uvs = this.loadUVCoordinates(meshStructure, true, blenderContext); |
||||
List<Structure> polys = pMPoly.fetchData(blenderContext.getInputStream()); |
||||
List<Structure> loops = pMLoop.fetchData(blenderContext.getInputStream()); |
||||
int[] vertexColorIndex = verticesColors == null ? null : new int[3]; |
||||
for (Structure poly : polys) { |
||||
int materialNumber = ((Number) poly.getFieldValue("mat_nr")).intValue(); |
||||
int loopStart = ((Number) poly.getFieldValue("loopstart")).intValue(); |
||||
int totLoop = ((Number) poly.getFieldValue("totloop")).intValue(); |
||||
boolean smooth = (((Number) poly.getFieldValue("flag")).byteValue() & 0x01) != 0x00; |
||||
int[] vertexIndexes = new int[totLoop]; |
||||
|
||||
for (int i = loopStart; i < loopStart + totLoop; ++i) { |
||||
vertexIndexes[i - loopStart] = ((Number) loops.get(i).getFieldValue("v")).intValue(); |
||||
} |
||||
|
||||
int i = 0; |
||||
while (i < totLoop - 2) { |
||||
int v1 = vertexIndexes[0]; |
||||
int v2 = vertexIndexes[i + 1]; |
||||
int v3 = vertexIndexes[i + 2]; |
||||
if(vertexColorIndex != null) { |
||||
vertexColorIndex[0] = loopStart; |
||||
vertexColorIndex[1] = loopStart + i + 1; |
||||
vertexColorIndex[2] = loopStart + i + 2; |
||||
} |
||||
|
||||
if (uvs != null) { |
||||
// uvs always must be added wheater we have texture or not
|
||||
for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) { |
||||
Vector2f[] uvCoordsForASingleFace = new Vector2f[3]; |
||||
uvCoordsForASingleFace[0] = entry.getValue().get(loopStart); |
||||
uvCoordsForASingleFace[1] = entry.getValue().get(loopStart + i + 1); |
||||
uvCoordsForASingleFace[2] = entry.getValue().get(loopStart + i + 2); |
||||
uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace); |
||||
} |
||||
} |
||||
|
||||
this.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex); |
||||
uvCoordinatesForFace.clear(); |
||||
++i; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* This method reads the mesh from traditional triangle/quad storing |
||||
* structures. |
||||
* |
||||
* @param meshStructure |
||||
* the mesh structure |
||||
* @param blenderContext |
||||
* the blender context |
||||
* @throws BlenderFileException |
||||
* an exception is thrown when there are problems with the |
||||
* blender file |
||||
*/ |
||||
private void readTraditionalFaces(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException { |
||||
LOGGER.fine("Reading traditional faces."); |
||||
Pointer pMFace = (Pointer) meshStructure.getFieldValue("mface"); |
||||
List<Structure> mFaces = pMFace.isNotNull() ? pMFace.fetchData(blenderContext.getInputStream()) : null; |
||||
if (mFaces != null && mFaces.size() > 0) { |
||||
// indicates if the material with the specified number should have a texture attached
|
||||
Map<String, List<Vector2f>> uvs = this.loadUVCoordinates(meshStructure, false, blenderContext); |
||||
Map<String, Vector2f[]> uvCoordinatesForFace = new HashMap<String, Vector2f[]>(); |
||||
int[] vertexColorIndex = verticesColors == null ? null : new int[3]; |
||||
for (int i = 0; i < mFaces.size(); ++i) { |
||||
Structure mFace = mFaces.get(i); |
||||
int materialNumber = ((Number) mFace.getFieldValue("mat_nr")).intValue(); |
||||
boolean smooth = (((Number) mFace.getFieldValue("flag")).byteValue() & 0x01) != 0x00; |
||||
if (uvs != null) { |
||||
// uvs always must be added wheater we have texture or not
|
||||
for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) { |
||||
Vector2f[] uvCoordsForASingleFace = new Vector2f[3]; |
||||
uvCoordsForASingleFace[0] = entry.getValue().get(i * 4); |
||||
uvCoordsForASingleFace[1] = entry.getValue().get(i * 4 + 1); |
||||
uvCoordsForASingleFace[2] = entry.getValue().get(i * 4 + 2); |
||||
uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace); |
||||
} |
||||
} |
||||
|
||||
int v1 = ((Number) mFace.getFieldValue("v1")).intValue(); |
||||
int v2 = ((Number) mFace.getFieldValue("v2")).intValue(); |
||||
int v3 = ((Number) mFace.getFieldValue("v3")).intValue(); |
||||
int v4 = ((Number) mFace.getFieldValue("v4")).intValue(); |
||||
if(vertexColorIndex != null) { |
||||
vertexColorIndex[0] = i * 4; |
||||
vertexColorIndex[1] = i * 4 + 1; |
||||
vertexColorIndex[2] = i * 4 + 2; |
||||
} |
||||
|
||||
this.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex); |
||||
uvCoordinatesForFace.clear(); |
||||
if (v4 > 0) { |
||||
if (uvs != null) { |
||||
// uvs always must be added wheater we have texture or not
|
||||
for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) { |
||||
Vector2f[] uvCoordsForASingleFace = new Vector2f[3]; |
||||
uvCoordsForASingleFace[0] = entry.getValue().get(i * 4); |
||||
uvCoordsForASingleFace[1] = entry.getValue().get(i * 4 + 2); |
||||
uvCoordsForASingleFace[2] = entry.getValue().get(i * 4 + 3); |
||||
uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace); |
||||
} |
||||
} |
||||
if(vertexColorIndex != null) { |
||||
vertexColorIndex[0] = i * 4; |
||||
vertexColorIndex[1] = i * 4 + 2; |
||||
vertexColorIndex[2] = i * 4 + 3; |
||||
} |
||||
this.appendFace(v1, v3, v4, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex); |
||||
uvCoordinatesForFace.clear(); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* This method adds a face to the mesh. |
||||
* @param v1 |
||||
* index of the 1'st vertex from the reference vertex table |
||||
* @param v2 |
||||
* index of the 2'nd vertex from the reference vertex table |
||||
* @param v3 |
||||
* index of the 3'rd vertex from the reference vertex table |
||||
* @param smooth |
||||
* indicates if this face should have smooth shading or flat shading |
||||
* @param materialNumber |
||||
* the material number for this face |
||||
* @param uvsForFace |
||||
* a 3-element array of vertices UV coordinates mapped to the UV's set name |
||||
*/ |
||||
private void appendFace(int v1, int v2, int v3, boolean smooth, int materialNumber, Map<String, Vector2f[]> uvsForFace, int[] vertexColorIndex) { |
||||
if (uvsForFace != null && uvsForFace.size() > 0) { |
||||
for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
||||
if (entry.getValue().length != 3) { |
||||
throw new IllegalArgumentException("UV coordinates must be a 3-element array!" + (entry.getKey() != null ? " (UV set name: " + entry.getKey() + ')' : "")); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// getting the required lists
|
||||
List<Integer> indexList = indexMap.get(materialNumber); |
||||
if (indexList == null) { |
||||
indexList = new ArrayList<Integer>(); |
||||
indexMap.put(materialNumber, indexList); |
||||
} |
||||
List<Vector3f> vertexList = vertexMap.get(materialNumber); |
||||
if (vertexList == null) { |
||||
vertexList = new ArrayList<Vector3f>(); |
||||
vertexMap.put(materialNumber, vertexList); |
||||
} |
||||
List<byte[]> vertexColorsList = vertexColorsMap != null ? vertexColorsMap.get(materialNumber) : null; |
||||
if (vertexColorsList == null && vertexColorsMap != null) { |
||||
vertexColorsList = new ArrayList<byte[]>(); |
||||
vertexColorsMap.put(materialNumber, vertexColorsList); |
||||
} |
||||
List<Vector3f> normalList = normalMap.get(materialNumber); |
||||
if (normalList == null) { |
||||
normalList = new ArrayList<Vector3f>(); |
||||
normalMap.put(materialNumber, normalList); |
||||
} |
||||
Map<Integer, List<Integer>> vertexReferenceMap = globalVertexReferenceMap.get(materialNumber); |
||||
if (vertexReferenceMap == null) { |
||||
vertexReferenceMap = new HashMap<Integer, List<Integer>>(); |
||||
globalVertexReferenceMap.put(materialNumber, vertexReferenceMap); |
||||
} |
||||
|
||||
// creating faces
|
||||
Integer[] index = new Integer[] { v1, v2, v3 }; |
||||
if (smooth && !usesGeneratedTextures) { |
||||
for (int i = 0; i < 3; ++i) { |
||||
if (!vertexReferenceMap.containsKey(index[i])) { |
||||
// if this index is not yet used then create another face
|
||||
this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
||||
if (uvsForFace != null) { |
||||
for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
||||
userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
||||
} |
||||
} |
||||
|
||||
vertexList.add(verticesAndNormals[index[i]][0]); |
||||
if (verticesColors != null) { |
||||
vertexColorsList.add(verticesColors.get(vertexColorIndex[i])); |
||||
} |
||||
normalList.add(verticesAndNormals[index[i]][1]); |
||||
|
||||
index[i] = vertexList.size() - 1; |
||||
} else if (uvsForFace != null) { |
||||
// if the index is used then check if the vertexe's UV coordinates match, if yes then the vertex doesn't have separate UV's
|
||||
// in different faces so we can use it here as well, if UV's are different in separate faces the we need to add this vert
|
||||
// because in jme one vertex can have only on UV coordinate
|
||||
boolean vertexAlreadyUsed = false; |
||||
for (Integer vertexIndex : vertexReferenceMap.get(index[i])) { |
||||
int vertexUseCounter = 0; |
||||
for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
||||
if (entry.getValue()[i].equals(userUVCollection.getUVForVertex(entry.getKey(), vertexIndex))) { |
||||
++vertexUseCounter; |
||||
} |
||||
} |
||||
if (vertexUseCounter == uvsForFace.size()) { |
||||
vertexAlreadyUsed = true; |
||||
index[i] = vertexIndex; |
||||
break; |
||||
} |
||||
} |
||||
|
||||
if (!vertexAlreadyUsed) { |
||||
// treat this face as a new one because its vertices have separate UV's
|
||||
this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
||||
for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
||||
userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
||||
} |
||||
vertexList.add(verticesAndNormals[index[i]][0]); |
||||
if (verticesColors != null) { |
||||
vertexColorsList.add(verticesColors.get(vertexColorIndex[i])); |
||||
} |
||||
normalList.add(verticesAndNormals[index[i]][1]); |
||||
index[i] = vertexList.size() - 1; |
||||
} |
||||
} else { |
||||
// use this index again
|
||||
index[i] = vertexList.indexOf(verticesAndNormals[index[i]][0]); |
||||
} |
||||
indexList.add(index[i]); |
||||
} |
||||
} else { |
||||
Vector3f n = smooth ? null : FastMath.computeNormal(verticesAndNormals[v1][0], verticesAndNormals[v2][0], verticesAndNormals[v3][0]); |
||||
for (int i = 0; i < 3; ++i) { |
||||
indexList.add(vertexList.size()); |
||||
this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap); |
||||
if (uvsForFace != null) { |
||||
for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) { |
||||
userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size()); |
||||
} |
||||
} |
||||
vertexList.add(verticesAndNormals[index[i]][0]); |
||||
if (verticesColors != null) { |
||||
vertexColorsList.add(verticesColors.get(vertexColorIndex[i])); |
||||
} |
||||
normalList.add(smooth ? verticesAndNormals[index[i]][1] : n); |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* The method loads the UV coordinates. The result is a map where the key is the user's UV set name and the values are UV coordinates. |
||||
* But depending on the mesh type (triangle/quads or bmesh) the lists in the map have different meaning. |
||||
* For bmesh they are enlisted just like they are stored in the blend file (in loops). |
||||
* For traditional faces every 4 UV's should be assigned for a single face. |
||||
* @param meshStructure |
||||
* the mesh structure |
||||
* @param useBMesh |
||||
* tells if we should load the coordinates from loops of from faces |
||||
* @param blenderContext |
||||
* the blender context |
||||
* @return a map that sorts UV coordinates between different UV sets |
||||
* @throws BlenderFileException |
||||
* an exception is thrown when problems with blend file occur |
||||
*/ |
||||
@SuppressWarnings("unchecked") |
||||
private Map<String, List<Vector2f>> loadUVCoordinates(Structure meshStructure, boolean useBMesh, BlenderContext blenderContext) throws BlenderFileException { |
||||
Map<String, List<Vector2f>> result = new HashMap<String, List<Vector2f>>(); |
||||
if (useBMesh) { |
||||
// in this case the UV's are assigned to vertices (an array is the same length as the vertex array)
|
||||
Structure loopData = (Structure) meshStructure.getFieldValue("ldata"); |
||||
Pointer pLoopDataLayers = (Pointer) loopData.getFieldValue("layers"); |
||||
List<Structure> loopDataLayers = pLoopDataLayers.fetchData(blenderContext.getInputStream()); |
||||
for (Structure structure : loopDataLayers) { |
||||
Pointer p = (Pointer) structure.getFieldValue("data"); |
||||
if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_BMESH) { |
||||
String uvSetName = structure.getFieldValue("name").toString(); |
||||
List<Structure> uvsStructures = p.fetchData(blenderContext.getInputStream()); |
||||
List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size()); |
||||
for (Structure uvStructure : uvsStructures) { |
||||
DynamicArray<Number> loopUVS = (DynamicArray<Number>) uvStructure.getFieldValue("uv"); |
||||
uvs.add(new Vector2f(loopUVS.get(0).floatValue(), loopUVS.get(1).floatValue())); |
||||
} |
||||
result.put(uvSetName, uvs); |
||||
} |
||||
} |
||||
} else { |
||||
// in this case UV's are assigned to faces (the array has the same legnth as the faces count)
|
||||
Structure facesData = (Structure) meshStructure.getFieldValue("fdata"); |
||||
Pointer pFacesDataLayers = (Pointer) facesData.getFieldValue("layers"); |
||||
List<Structure> facesDataLayers = pFacesDataLayers.fetchData(blenderContext.getInputStream()); |
||||
for (Structure structure : facesDataLayers) { |
||||
Pointer p = (Pointer) structure.getFieldValue("data"); |
||||
if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_FMESH) { |
||||
String uvSetName = structure.getFieldValue("name").toString(); |
||||
List<Structure> uvsStructures = p.fetchData(blenderContext.getInputStream()); |
||||
List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size()); |
||||
for (Structure uvStructure : uvsStructures) { |
||||
DynamicArray<Number> mFaceUVs = (DynamicArray<Number>) uvStructure.getFieldValue("uv"); |
||||
uvs.add(new Vector2f(mFaceUVs.get(0).floatValue(), mFaceUVs.get(1).floatValue())); |
||||
uvs.add(new Vector2f(mFaceUVs.get(2).floatValue(), mFaceUVs.get(3).floatValue())); |
||||
uvs.add(new Vector2f(mFaceUVs.get(4).floatValue(), mFaceUVs.get(5).floatValue())); |
||||
uvs.add(new Vector2f(mFaceUVs.get(6).floatValue(), mFaceUVs.get(7).floatValue())); |
||||
} |
||||
result.put(uvSetName, uvs); |
||||
} |
||||
} |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* This method returns the vertices colors. Each vertex is stored in byte[4] array. |
||||
* |
||||
* @param meshStructure |
||||
* the structure containing the mesh data |
||||
* @param blenderContext |
||||
* the blender context |
||||
* @return a list of vertices colors, each color belongs to a single vertex |
||||
* @throws BlenderFileException |
||||
* this exception is thrown when the blend file structure is somehow invalid or corrupted |
||||
*/ |
||||
private List<byte[]> getVerticesColors(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException { |
||||
MeshHelper meshHelper = blenderContext.getHelper(MeshHelper.class); |
||||
Pointer pMCol = (Pointer) meshStructure.getFieldValue(meshHelper.isBMeshCompatible(meshStructure) ? "mloopcol" : "mcol"); |
||||
List<byte[]> verticesColors = null; |
||||
// it was likely a bug in blender untill version 2.63 (the blue and red factors were misplaced in their structure)
|
||||
// so we need to put them right
|
||||
boolean useBGRA = blenderContext.getBlenderVersion() < 263; |
||||
if (pMCol.isNotNull()) { |
||||
List<Structure> mCol = pMCol.fetchData(blenderContext.getInputStream()); |
||||
verticesColors = new ArrayList<byte[]>(mCol.size()); |
||||
for (Structure color : mCol) { |
||||
byte r = ((Number) color.getFieldValue("r")).byteValue(); |
||||
byte g = ((Number) color.getFieldValue("g")).byteValue(); |
||||
byte b = ((Number) color.getFieldValue("b")).byteValue(); |
||||
byte a = ((Number) color.getFieldValue("a")).byteValue(); |
||||
verticesColors.add(useBGRA ? new byte[] { b, g, r, a } : new byte[] { r, g, b, a }); |
||||
} |
||||
} |
||||
return verticesColors; |
||||
} |
||||
|
||||
/** |
||||
* @return a map that maps vertex index from reference array to its indices in the result list |
||||
*/ |
||||
public Map<Integer, Map<Integer, List<Integer>>> getVertexReferenceMap() { |
||||
return globalVertexReferenceMap; |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material index |
||||
* @return result vertices array |
||||
*/ |
||||
private Vector3f[] getVertices(int materialNumber) { |
||||
return vertexMap.get(materialNumber).toArray(new Vector3f[vertexMap.get(materialNumber).size()]); |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material index |
||||
* @return the amount of result vertices |
||||
*/ |
||||
private int getVerticesAmount(int materialNumber) { |
||||
return vertexMap.get(materialNumber).size(); |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material index |
||||
* @return normals result array |
||||
*/ |
||||
private Vector3f[] getNormals(int materialNumber) { |
||||
return normalMap.get(materialNumber).toArray(new Vector3f[normalMap.get(materialNumber).size()]); |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material index |
||||
* @return the vertices colors buffer or null if no vertex colors is set |
||||
*/ |
||||
private ByteBuffer getVertexColorsBuffer(int materialNumber) { |
||||
ByteBuffer result = null; |
||||
if (verticesColors != null && vertexColorsMap.get(materialNumber) != null) { |
||||
List<byte[]> data = vertexColorsMap.get(materialNumber); |
||||
result = BufferUtils.createByteBuffer(4 * data.size()); |
||||
for (byte[] v : data) { |
||||
if (v != null) { |
||||
result.put(v[0]).put(v[1]).put(v[2]).put(v[3]); |
||||
} else { |
||||
result.put((byte) 0).put((byte) 0).put((byte) 0).put((byte) 0); |
||||
} |
||||
} |
||||
result.flip(); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material number that is appied to the mesh |
||||
* @return UV coordinates of vertices that belong to the required mesh part |
||||
*/ |
||||
public LinkedHashMap<String, List<Vector2f>> getUVCoordinates(int materialNumber) { |
||||
return userUVCollection.getUVCoordinates(materialNumber); |
||||
} |
||||
|
||||
/** |
||||
* @return indicates if the mesh has UV coordinates |
||||
*/ |
||||
public boolean hasUVCoordinates() { |
||||
return userUVCollection.hasUVCoordinates(); |
||||
} |
||||
|
||||
/** |
||||
* @return <b>true</b> if the mesh has no vertices and <b>false</b> otherwise |
||||
*/ |
||||
public boolean isEmpty() { |
||||
return vertexMap.size() == 0; |
||||
} |
||||
|
||||
/** |
||||
* This method fills the vertex reference map. The vertices are loaded once and referenced many times in the model. This map is created |
||||
* to tell where the basic vertices are referenced in the result vertex lists. The key of the map is the basic vertex index, and its key |
||||
* - the reference indices list. |
||||
* |
||||
* @param basicVertexIndex |
||||
* the index of the vertex from its basic table |
||||
* @param resultIndex |
||||
* the index of the vertex in its result vertex list |
||||
* @param vertexReferenceMap |
||||
* the reference map |
||||
*/ |
||||
private void appendVertexReference(int basicVertexIndex, int resultIndex, Map<Integer, List<Integer>> vertexReferenceMap) { |
||||
List<Integer> referenceList = vertexReferenceMap.get(Integer.valueOf(basicVertexIndex)); |
||||
if (referenceList == null) { |
||||
referenceList = new ArrayList<Integer>(); |
||||
vertexReferenceMap.put(Integer.valueOf(basicVertexIndex), referenceList); |
||||
} |
||||
referenceList.add(Integer.valueOf(resultIndex)); |
||||
} |
||||
} |
@ -0,0 +1,5 @@ |
||||
package com.jme3.scene.plugins.blender.meshes.builders; |
||||
|
||||
/*package*/ class LineMeshBuilder { |
||||
//TODO: this will be implemented soon
|
||||
} |
@ -0,0 +1,129 @@ |
||||
package com.jme3.scene.plugins.blender.meshes.builders; |
||||
|
||||
import java.util.ArrayList; |
||||
import java.util.HashMap; |
||||
import java.util.LinkedHashMap; |
||||
import java.util.List; |
||||
import java.util.Map; |
||||
import java.util.Map.Entry; |
||||
|
||||
import com.jme3.math.Vector2f; |
||||
import com.jme3.math.Vector3f; |
||||
import com.jme3.scene.Mesh; |
||||
import com.jme3.scene.plugins.blender.BlenderContext; |
||||
import com.jme3.scene.plugins.blender.file.BlenderFileException; |
||||
import com.jme3.scene.plugins.blender.file.DynamicArray; |
||||
import com.jme3.scene.plugins.blender.file.Pointer; |
||||
import com.jme3.scene.plugins.blender.file.Structure; |
||||
import com.jme3.scene.plugins.blender.materials.MaterialContext; |
||||
|
||||
public class MeshBuilder { |
||||
private boolean fixUpAxis; |
||||
//TODO: these will be added soon
|
||||
// private PointMeshBuilder pointMeshBuilder;
|
||||
// private LineMeshBuilder lineMeshBuilder;
|
||||
private FaceMeshBuilder faceMeshBuilder; |
||||
|
||||
public MeshBuilder(Structure meshStructure, MaterialContext[] materials, BlenderContext blenderContext) throws BlenderFileException { |
||||
fixUpAxis = blenderContext.getBlenderKey().isFixUpAxis(); |
||||
Vector3f[][] verticesAndNormals = this.getVerticesAndNormals(meshStructure, blenderContext); |
||||
boolean generatedTexturesPresent = this.areGeneratedTexturesPresent(materials); |
||||
|
||||
faceMeshBuilder = new FaceMeshBuilder(verticesAndNormals, generatedTexturesPresent); |
||||
faceMeshBuilder.readMesh(meshStructure, blenderContext); |
||||
} |
||||
|
||||
public Map<Integer, List<Mesh>> buildMeshes() { |
||||
Map<Integer, List<Mesh>> result = new HashMap<Integer, List<Mesh>>(); |
||||
|
||||
Map<Integer, Mesh> meshes = faceMeshBuilder.buildMeshes(); |
||||
for(Entry<Integer, Mesh> entry : meshes.entrySet()) { |
||||
List<Mesh> meshList = new ArrayList<Mesh>(); |
||||
meshList.add(entry.getValue()); |
||||
result.put(entry.getKey(), meshList); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
public boolean isEmpty() { |
||||
return faceMeshBuilder.isEmpty(); |
||||
} |
||||
|
||||
/** |
||||
* @return a map that maps vertex index from reference array to its indices in the result list |
||||
*/ |
||||
public Map<Integer, Map<Integer, List<Integer>>> getVertexReferenceMap() { |
||||
return faceMeshBuilder.getVertexReferenceMap(); |
||||
} |
||||
|
||||
/** |
||||
* @param materialNumber |
||||
* the material number that is appied to the mesh |
||||
* @return UV coordinates of vertices that belong to the required mesh part |
||||
*/ |
||||
public LinkedHashMap<String, List<Vector2f>> getUVCoordinates(int materialNumber) { |
||||
return faceMeshBuilder.getUVCoordinates(materialNumber); |
||||
} |
||||
|
||||
/** |
||||
* @return indicates if the mesh has UV coordinates |
||||
*/ |
||||
public boolean hasUVCoordinates() { |
||||
return faceMeshBuilder.hasUVCoordinates(); |
||||
} |
||||
|
||||
/** |
||||
* This method returns the vertices. |
||||
* |
||||
* @param meshStructure |
||||
* the structure containing the mesh data |
||||
* @param blenderContext |
||||
* the blender context |
||||
* @return a list of two - element arrays, the first element is the vertex and the second - its normal |
||||
* @throws BlenderFileException |
||||
* this exception is thrown when the blend file structure is somehow invalid or corrupted |
||||
*/ |
||||
@SuppressWarnings("unchecked") |
||||
private Vector3f[][] getVerticesAndNormals(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException { |
||||
int count = ((Number) meshStructure.getFieldValue("totvert")).intValue(); |
||||
Vector3f[][] result = new Vector3f[count][2]; |
||||
if (count == 0) { |
||||
return result; |
||||
} |
||||
|
||||
Pointer pMVert = (Pointer) meshStructure.getFieldValue("mvert"); |
||||
List<Structure> mVerts = pMVert.fetchData(blenderContext.getInputStream()); |
||||
if (fixUpAxis) { |
||||
for (int i = 0; i < count; ++i) { |
||||
DynamicArray<Number> coordinates = (DynamicArray<Number>) mVerts.get(i).getFieldValue("co"); |
||||
result[i][0] = new Vector3f(coordinates.get(0).floatValue(), coordinates.get(2).floatValue(), -coordinates.get(1).floatValue()); |
||||
|
||||
DynamicArray<Number> normals = (DynamicArray<Number>) mVerts.get(i).getFieldValue("no"); |
||||
result[i][1] = new Vector3f(normals.get(0).shortValue() / 32767.0f, normals.get(2).shortValue() / 32767.0f, -normals.get(1).shortValue() / 32767.0f); |
||||
} |
||||
} else { |
||||
for (int i = 0; i < count; ++i) { |
||||
DynamicArray<Number> coordinates = (DynamicArray<Number>) mVerts.get(i).getFieldValue("co"); |
||||
result[i][0] = new Vector3f(coordinates.get(0).floatValue(), coordinates.get(1).floatValue(), coordinates.get(2).floatValue()); |
||||
|
||||
DynamicArray<Number> normals = (DynamicArray<Number>) mVerts.get(i).getFieldValue("no"); |
||||
result[i][1] = new Vector3f(normals.get(0).shortValue() / 32767.0f, normals.get(1).shortValue() / 32767.0f, normals.get(2).shortValue() / 32767.0f); |
||||
} |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* @return <b>true</b> if the material has at least one generated component and <b>false</b> otherwise |
||||
*/ |
||||
private boolean areGeneratedTexturesPresent(MaterialContext[] materials) { |
||||
if (materials != null) { |
||||
for (MaterialContext material : materials) { |
||||
if (material != null && material.hasGeneratedTextures()) { |
||||
return true; |
||||
} |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
} |
@ -0,0 +1,5 @@ |
||||
package com.jme3.scene.plugins.blender.meshes.builders; |
||||
|
||||
/*package*/ class PointMeshBuilder { |
||||
//TODO: this will be implemented soon
|
||||
} |
Loading…
Reference in new issue