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-a2c5-0572b91ccdca
This commit is contained in:
parent
e20d0c0045
commit
69e4392ba9
@ -1,342 +0,0 @@
|
|||||||
package com.jme3.scene.plugins.blender.meshes;
|
|
||||||
|
|
||||||
import java.nio.ByteBuffer;
|
|
||||||
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 java.util.logging.Logger;
|
|
||||||
|
|
||||||
import com.jme3.math.FastMath;
|
|
||||||
import com.jme3.math.Vector2f;
|
|
||||||
import com.jme3.math.Vector3f;
|
|
||||||
import com.jme3.scene.plugins.blender.textures.UserUVCollection;
|
|
||||||
import com.jme3.util.BufferUtils;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A builder class for meshes.
|
|
||||||
*
|
|
||||||
* @author Marcin Roguski (Kaelthas)
|
|
||||||
*/
|
|
||||||
/* package */class MeshBuilder {
|
|
||||||
private static final Logger LOGGER = Logger.getLogger(MeshBuilder.class.getName());
|
|
||||||
|
|
||||||
/** An array of reference vertices. */
|
|
||||||
private Vector3f[][] verticesAndNormals;
|
|
||||||
/** An list of vertices colors. */
|
|
||||||
private List<byte[]> verticesColors;
|
|
||||||
/** A variable that indicates if the model uses generated textures. */
|
|
||||||
private boolean usesGeneratedTextures;
|
|
||||||
/**
|
|
||||||
* This map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList'
|
|
||||||
* positions (it simply tells which vertex is referenced where in the result list).
|
|
||||||
*/
|
|
||||||
private Map<Integer, Map<Integer, List<Integer>>> globalVertexReferenceMap;
|
|
||||||
/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
|
|
||||||
private Map<Integer, List<Vector3f>> normalMap = new HashMap<Integer, List<Vector3f>>();
|
|
||||||
/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
|
|
||||||
private Map<Integer, List<Vector3f>> vertexMap = new HashMap<Integer, List<Vector3f>>();
|
|
||||||
/** The following map sorts vertices colors by material number (because in jme Mesh can have only one material). */
|
|
||||||
private Map<Integer, List<byte[]>> vertexColorsMap = new HashMap<Integer, List<byte[]>>();
|
|
||||||
/** The following map sorts indexes by material number (because in jme Mesh can have only one material). */
|
|
||||||
private Map<Integer, List<Integer>> indexMap = new HashMap<Integer, List<Integer>>();
|
|
||||||
/** A collection of user defined UV coordinates (one mesh can have more than one such mappings). */
|
|
||||||
private UserUVCollection userUVCollection = new UserUVCollection();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Constructor. Stores the given array (not copying it).
|
|
||||||
* The second argument describes if the model uses generated textures. If yes then no vertex amount optimisation is applied.
|
|
||||||
* The amount of vertices is always faceCount * 3.
|
|
||||||
* @param verticesAndNormals
|
|
||||||
* the reference vertices and normals array
|
|
||||||
* @param usesGeneratedTextures
|
|
||||||
* a variable that indicates if the model uses generated textures or not
|
|
||||||
*/
|
|
||||||
public MeshBuilder(Vector3f[][] verticesAndNormals, List<byte[]> verticesColors, boolean usesGeneratedTextures) {
|
|
||||||
this.verticesAndNormals = verticesAndNormals;
|
|
||||||
this.verticesColors = verticesColors;
|
|
||||||
this.usesGeneratedTextures = usesGeneratedTextures;
|
|
||||||
globalVertexReferenceMap = new HashMap<Integer, Map<Integer, List<Integer>>>(verticesAndNormals.length);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method adds a point to the mesh.
|
|
||||||
* @param coordinates
|
|
||||||
* the coordinates of the point
|
|
||||||
* @param normal
|
|
||||||
* the point's normal vector
|
|
||||||
* @param materialNumber
|
|
||||||
* the material number for this point
|
|
||||||
*/
|
|
||||||
public void appendPoint(Vector3f coordinates, Vector3f normal, int materialNumber) {
|
|
||||||
LOGGER.warning("Appending single point not yet supported!");// TODO
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method adds a line 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 smooth
|
|
||||||
* indicates if this face should have smooth shading or flat shading
|
|
||||||
*/
|
|
||||||
public void appendEdge(int v1, int v2, boolean smooth) {
|
|
||||||
LOGGER.warning("Appending single line not yet supported!");// TODO
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
* @param quad
|
|
||||||
* indicates if the appended face is a part of a quad face (used for creating vertex colors buffer)
|
|
||||||
* @param faceIndex
|
|
||||||
* the face index (used for creating vertex colors buffer)
|
|
||||||
*/
|
|
||||||
public void appendFace(int v1, int v2, int v3, boolean smooth, int materialNumber, Map<String, Vector2f[]> uvsForFace, boolean quad, int faceIndex) {
|
|
||||||
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;
|
|
||||||
int[] vertexColorIndex = new int[] { 0, 1, 2 };
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
faceIndex *= 3;
|
|
||||||
if (quad) {
|
|
||||||
vertexColorIndex[1] = 2;
|
|
||||||
vertexColorIndex[2] = 3;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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(faceIndex + 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(faceIndex + 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(faceIndex + vertexColorIndex[i]));
|
|
||||||
}
|
|
||||||
normalList.add(smooth ? verticesAndNormals[index[i]][1] : n);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @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
|
|
||||||
*/
|
|
||||||
public 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
|
|
||||||
*/
|
|
||||||
public int getVerticesAmount(int materialNumber) {
|
|
||||||
return vertexMap.get(materialNumber).size();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @param materialNumber
|
|
||||||
* the material index
|
|
||||||
* @return normals result array
|
|
||||||
*/
|
|
||||||
public 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
|
|
||||||
*/
|
|
||||||
public 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return a map between material number and the mesh part vertices indices
|
|
||||||
*/
|
|
||||||
public Map<Integer, List<Integer>> getMeshesMap() {
|
|
||||||
return indexMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the amount of meshes the source mesh was split into (depends on the applied materials count)
|
|
||||||
*/
|
|
||||||
public int getMeshesPartAmount() {
|
|
||||||
return indexMap.size();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @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));
|
|
||||||
}
|
|
||||||
}
|
|
@ -32,7 +32,6 @@
|
|||||||
package com.jme3.scene.plugins.blender.meshes;
|
package com.jme3.scene.plugins.blender.meshes;
|
||||||
|
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.HashMap;
|
|
||||||
import java.util.LinkedHashMap;
|
import java.util.LinkedHashMap;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
import java.util.Map;
|
import java.util.Map;
|
||||||
@ -42,22 +41,20 @@ import java.util.logging.Logger;
|
|||||||
|
|
||||||
import com.jme3.asset.BlenderKey.FeaturesToLoad;
|
import com.jme3.asset.BlenderKey.FeaturesToLoad;
|
||||||
import com.jme3.math.Vector2f;
|
import com.jme3.math.Vector2f;
|
||||||
import com.jme3.math.Vector3f;
|
|
||||||
import com.jme3.scene.Geometry;
|
import com.jme3.scene.Geometry;
|
||||||
import com.jme3.scene.Mesh;
|
import com.jme3.scene.Mesh;
|
||||||
import com.jme3.scene.VertexBuffer;
|
import com.jme3.scene.VertexBuffer;
|
||||||
import com.jme3.scene.VertexBuffer.Format;
|
import com.jme3.scene.VertexBuffer.Format;
|
||||||
import com.jme3.scene.VertexBuffer.Type;
|
|
||||||
import com.jme3.scene.VertexBuffer.Usage;
|
import com.jme3.scene.VertexBuffer.Usage;
|
||||||
import com.jme3.scene.plugins.blender.AbstractBlenderHelper;
|
import com.jme3.scene.plugins.blender.AbstractBlenderHelper;
|
||||||
import com.jme3.scene.plugins.blender.BlenderContext;
|
import com.jme3.scene.plugins.blender.BlenderContext;
|
||||||
import com.jme3.scene.plugins.blender.BlenderContext.LoadedFeatureDataType;
|
import com.jme3.scene.plugins.blender.BlenderContext.LoadedFeatureDataType;
|
||||||
import com.jme3.scene.plugins.blender.file.BlenderFileException;
|
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.Pointer;
|
||||||
import com.jme3.scene.plugins.blender.file.Structure;
|
import com.jme3.scene.plugins.blender.file.Structure;
|
||||||
import com.jme3.scene.plugins.blender.materials.MaterialContext;
|
import com.jme3.scene.plugins.blender.materials.MaterialContext;
|
||||||
import com.jme3.scene.plugins.blender.materials.MaterialHelper;
|
import com.jme3.scene.plugins.blender.materials.MaterialHelper;
|
||||||
|
import com.jme3.scene.plugins.blender.meshes.builders.MeshBuilder;
|
||||||
import com.jme3.scene.plugins.blender.objects.Properties;
|
import com.jme3.scene.plugins.blender.objects.Properties;
|
||||||
import com.jme3.scene.plugins.blender.textures.TextureHelper;
|
import com.jme3.scene.plugins.blender.textures.TextureHelper;
|
||||||
import com.jme3.util.BufferUtils;
|
import com.jme3.util.BufferUtils;
|
||||||
@ -71,9 +68,9 @@ public class MeshHelper extends AbstractBlenderHelper {
|
|||||||
private static final Logger LOGGER = Logger.getLogger(MeshHelper.class.getName());
|
private static final Logger LOGGER = Logger.getLogger(MeshHelper.class.getName());
|
||||||
|
|
||||||
/** A type of UV data layer in traditional faced mesh (triangles or quads). */
|
/** A type of UV data layer in traditional faced mesh (triangles or quads). */
|
||||||
private static final int UV_DATA_LAYER_TYPE_FMESH = 5;
|
public static final int UV_DATA_LAYER_TYPE_FMESH = 5;
|
||||||
/** A type of UV data layer in bmesh type. */
|
/** A type of UV data layer in bmesh type. */
|
||||||
private static final int UV_DATA_LAYER_TYPE_BMESH = 16;
|
public static final int UV_DATA_LAYER_TYPE_BMESH = 16;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This constructor parses the given blender version and stores the result. Some functionalities may differ in different blender
|
* This constructor parses the given blender version and stores the result. Some functionalities may differ in different blender
|
||||||
@ -119,17 +116,7 @@ public class MeshHelper extends AbstractBlenderHelper {
|
|||||||
}
|
}
|
||||||
|
|
||||||
LOGGER.fine("Reading vertices and their colors.");
|
LOGGER.fine("Reading vertices and their colors.");
|
||||||
Vector3f[][] verticesAndNormals = this.getVerticesAndNormals(structure, blenderContext);
|
MeshBuilder meshBuilder = new MeshBuilder(structure, materials, blenderContext);
|
||||||
List<byte[]> verticesColors = this.getVerticesColors(structure, blenderContext);
|
|
||||||
|
|
||||||
MeshBuilder meshBuilder = new MeshBuilder(verticesAndNormals, verticesColors, this.areGeneratedTexturesPresent(materials));
|
|
||||||
|
|
||||||
if (this.isBMeshCompatible(structure)) {
|
|
||||||
this.readBMesh(meshBuilder, structure, blenderContext);
|
|
||||||
} else {
|
|
||||||
this.readTraditionalFaces(meshBuilder, structure, blenderContext);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (meshBuilder.isEmpty()) {
|
if (meshBuilder.isEmpty()) {
|
||||||
LOGGER.fine("The geometry is empty.");
|
LOGGER.fine("The geometry is empty.");
|
||||||
geometries = new ArrayList<Geometry>(0);
|
geometries = new ArrayList<Geometry>(0);
|
||||||
@ -154,45 +141,11 @@ public class MeshHelper extends AbstractBlenderHelper {
|
|||||||
Properties properties = this.loadProperties(structure, blenderContext);
|
Properties properties = this.loadProperties(structure, blenderContext);
|
||||||
|
|
||||||
LOGGER.fine("Generating meshes.");
|
LOGGER.fine("Generating meshes.");
|
||||||
geometries = new ArrayList<Geometry>(meshBuilder.getMeshesPartAmount());
|
Map<Integer, List<Mesh>> meshes = meshBuilder.buildMeshes();
|
||||||
for (Entry<Integer, List<Integer>> meshEntry : meshBuilder.getMeshesMap().entrySet()) {
|
geometries = new ArrayList<Geometry>(meshes.size());
|
||||||
|
for(Entry<Integer, List<Mesh>> meshEntry : meshes.entrySet()) {
|
||||||
int materialIndex = meshEntry.getKey();
|
int materialIndex = meshEntry.getKey();
|
||||||
// key is the material index (or -1 if the material has no texture)
|
for(Mesh mesh : meshEntry.getValue()) {
|
||||||
// value is a list of vertex indices
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
|
|
||||||
// creating vertices indices for this mesh
|
|
||||||
List<Integer> indexList = meshEntry.getValue();
|
|
||||||
if (meshBuilder.getVerticesAmount(materialIndex) <= Short.MAX_VALUE) {
|
|
||||||
short[] indices = new short[indexList.size()];
|
|
||||||
for (int i = 0; i < indexList.size(); ++i) {
|
|
||||||
indices[i] = indexList.get(i).shortValue();
|
|
||||||
}
|
|
||||||
mesh.setBuffer(Type.Index, 1, indices);
|
|
||||||
} else {
|
|
||||||
int[] indices = new int[indexList.size()];
|
|
||||||
for (int i = 0; i < indexList.size(); ++i) {
|
|
||||||
indices[i] = indexList.get(i).intValue();
|
|
||||||
}
|
|
||||||
mesh.setBuffer(Type.Index, 1, indices);
|
|
||||||
}
|
|
||||||
|
|
||||||
LOGGER.fine("Creating vertices buffer.");
|
|
||||||
VertexBuffer verticesBuffer = new VertexBuffer(Type.Position);
|
|
||||||
verticesBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(meshBuilder.getVertices(materialIndex)));
|
|
||||||
mesh.setBuffer(verticesBuffer);
|
|
||||||
|
|
||||||
LOGGER.fine("Creating normals buffer.");
|
|
||||||
VertexBuffer normalsBuffer = new VertexBuffer(Type.Normal);
|
|
||||||
normalsBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(meshBuilder.getNormals(materialIndex)));
|
|
||||||
mesh.setBuffer(normalsBuffer);
|
|
||||||
|
|
||||||
if (verticesColors != null) {
|
|
||||||
LOGGER.fine("Setting vertices colors.");
|
|
||||||
mesh.setBuffer(Type.Color, 4, meshBuilder.getVertexColorsBuffer(materialIndex));
|
|
||||||
mesh.getBuffer(Type.Color).setNormalized(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
LOGGER.fine("Preparing the result part.");
|
LOGGER.fine("Preparing the result part.");
|
||||||
Geometry geometry = new Geometry(name + (geometries.size() + 1), mesh);
|
Geometry geometry = new Geometry(name + (geometries.size() + 1), mesh);
|
||||||
if (properties != null && properties.getValue() != null) {
|
if (properties != null && properties.getValue() != null) {
|
||||||
@ -201,6 +154,7 @@ public class MeshHelper extends AbstractBlenderHelper {
|
|||||||
geometries.add(geometry);
|
geometries.add(geometry);
|
||||||
meshContext.putGeometry(materialIndex, geometry);
|
meshContext.putGeometry(materialIndex, geometry);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// store the data in blender context before applying the material
|
// store the data in blender context before applying the material
|
||||||
blenderContext.addLoadedFeatures(structure.getOldMemoryAddress(), structure.getName(), structure, geometries);
|
blenderContext.addLoadedFeatures(structure.getOldMemoryAddress(), structure.getName(), structure, geometries);
|
||||||
@ -255,294 +209,9 @@ public class MeshHelper extends AbstractBlenderHelper {
|
|||||||
* the mesh structure
|
* the mesh structure
|
||||||
* @return <b>true</b> if BMesh is supported and <b>false</b> otherwise
|
* @return <b>true</b> if BMesh is supported and <b>false</b> otherwise
|
||||||
*/
|
*/
|
||||||
private boolean isBMeshCompatible(Structure meshStructure) {
|
public boolean isBMeshCompatible(Structure meshStructure) {
|
||||||
Pointer pMLoop = (Pointer) meshStructure.getFieldValue("mloop");
|
Pointer pMLoop = (Pointer) meshStructure.getFieldValue("mloop");
|
||||||
Pointer pMPoly = (Pointer) meshStructure.getFieldValue("mpoly");
|
Pointer pMPoly = (Pointer) meshStructure.getFieldValue("mpoly");
|
||||||
return pMLoop != null && pMPoly != null && pMLoop.isNotNull() && pMPoly.isNotNull();
|
return pMLoop != null && pMPoly != null && pMLoop.isNotNull() && pMPoly.isNotNull();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* 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() == 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() == 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 reads the mesh from the new BMesh system.
|
|
||||||
*
|
|
||||||
* @param meshBuilder
|
|
||||||
* the mesh builder
|
|
||||||
* @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(MeshBuilder meshBuilder, 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);
|
|
||||||
int faceIndex = 0;
|
|
||||||
List<Structure> polys = pMPoly.fetchData(blenderContext.getInputStream());
|
|
||||||
List<Structure> loops = pMLoop.fetchData(blenderContext.getInputStream());
|
|
||||||
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 (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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
meshBuilder.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, false, faceIndex);
|
|
||||||
uvCoordinatesForFace.clear();
|
|
||||||
++i;
|
|
||||||
}
|
|
||||||
++faceIndex;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This method reads the mesh from traditional triangle/quad storing
|
|
||||||
* structures.
|
|
||||||
*
|
|
||||||
* @param meshBuilder
|
|
||||||
* the mesh builder
|
|
||||||
* @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(MeshBuilder meshBuilder, 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[]>();
|
|
||||||
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();
|
|
||||||
|
|
||||||
meshBuilder.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, false, i);
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
meshBuilder.appendFace(v1, v3, v4, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, true, i);
|
|
||||||
uvCoordinatesForFace.clear();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
Pointer pMEdge = (Pointer) meshStructure.getFieldValue("medge");
|
|
||||||
List<Structure> mEdges = pMEdge.isNotNull() ? pMEdge.fetchData(blenderContext.getInputStream()) : null;
|
|
||||||
if (mEdges != null && mEdges.size() > 0) {
|
|
||||||
for (int i = 0; i < mEdges.size(); ++i) {
|
|
||||||
Structure mEdge = mEdges.get(i);
|
|
||||||
boolean smooth = (((Number) mEdge.getFieldValue("flag")).byteValue() & 0x01) != 0x00;
|
|
||||||
|
|
||||||
int v1 = ((Number) mEdge.getFieldValue("v1")).intValue();
|
|
||||||
int v2 = ((Number) mEdge.getFieldValue("v2")).intValue();
|
|
||||||
|
|
||||||
meshBuilder.appendEdge(v1, v2, smooth);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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 {
|
|
||||||
Pointer pMCol = (Pointer) meshStructure.getFieldValue(this.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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,591 @@
|
|||||||
|
package com.jme3.scene.plugins.blender.meshes.builders;
|
||||||
|
|
||||||
|
import java.nio.ByteBuffer;
|
||||||
|
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 java.util.logging.Logger;
|
||||||
|
|
||||||
|
import com.jme3.math.FastMath;
|
||||||
|
import com.jme3.math.Vector2f;
|
||||||
|
import com.jme3.math.Vector3f;
|
||||||
|
import com.jme3.scene.Mesh;
|
||||||
|
import com.jme3.scene.VertexBuffer;
|
||||||
|
import com.jme3.scene.VertexBuffer.Format;
|
||||||
|
import com.jme3.scene.VertexBuffer.Type;
|
||||||
|
import com.jme3.scene.VertexBuffer.Usage;
|
||||||
|
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.meshes.MeshHelper;
|
||||||
|
import com.jme3.scene.plugins.blender.textures.UserUVCollection;
|
||||||
|
import com.jme3.util.BufferUtils;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A builder class for meshes made of triangles (faces).
|
||||||
|
*
|
||||||
|
* @author Marcin Roguski (Kaelthas)
|
||||||
|
*/
|
||||||
|
/* package */class FaceMeshBuilder {
|
||||||
|
private static final Logger LOGGER = Logger.getLogger(FaceMeshBuilder.class.getName());
|
||||||
|
|
||||||
|
/** An array of reference vertices. */
|
||||||
|
private Vector3f[][] verticesAndNormals;
|
||||||
|
/** An list of vertices colors. */
|
||||||
|
private List<byte[]> verticesColors;
|
||||||
|
/** A variable that indicates if the model uses generated textures. */
|
||||||
|
private boolean usesGeneratedTextures;
|
||||||
|
/**
|
||||||
|
* This map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList'
|
||||||
|
* positions (it simply tells which vertex is referenced where in the result list).
|
||||||
|
*/
|
||||||
|
private Map<Integer, Map<Integer, List<Integer>>> globalVertexReferenceMap;
|
||||||
|
/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
|
||||||
|
private Map<Integer, List<Vector3f>> normalMap = new HashMap<Integer, List<Vector3f>>();
|
||||||
|
/** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
|
||||||
|
private Map<Integer, List<Vector3f>> vertexMap = new HashMap<Integer, List<Vector3f>>();
|
||||||
|
/** The following map sorts vertices colors by material number (because in jme Mesh can have only one material). */
|
||||||
|
private Map<Integer, List<byte[]>> vertexColorsMap = new HashMap<Integer, List<byte[]>>();
|
||||||
|
/** The following map sorts indexes by material number (because in jme Mesh can have only one material). */
|
||||||
|
private Map<Integer, List<Integer>> indexMap = new HashMap<Integer, List<Integer>>();
|
||||||
|
/** A collection of user defined UV coordinates (one mesh can have more than one such mappings). */
|
||||||
|
private UserUVCollection userUVCollection = new UserUVCollection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Constructor. Stores the given array (not copying it).
|
||||||
|
* The second argument describes if the model uses generated textures. If yes then no vertex amount optimisation is applied.
|
||||||
|
* The amount of vertices is always faceCount * 3.
|
||||||
|
* @param verticesAndNormals
|
||||||
|
* the reference vertices and normals array
|
||||||
|
* @param usesGeneratedTextures
|
||||||
|
* a variable that indicates if the model uses generated textures or not
|
||||||
|
*/
|
||||||
|
public FaceMeshBuilder(Vector3f[][] verticesAndNormals, boolean usesGeneratedTextures) {
|
||||||
|
this.verticesAndNormals = verticesAndNormals;
|
||||||
|
this.usesGeneratedTextures = usesGeneratedTextures;
|
||||||
|
globalVertexReferenceMap = new HashMap<Integer, Map<Integer, List<Integer>>>(verticesAndNormals.length);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void readMesh(Structure structure, BlenderContext blenderContext) throws BlenderFileException {
|
||||||
|
verticesColors = this.getVerticesColors(structure, blenderContext);
|
||||||
|
MeshHelper meshHelper = blenderContext.getHelper(MeshHelper.class);
|
||||||
|
|
||||||
|
if (meshHelper.isBMeshCompatible(structure)) {
|
||||||
|
this.readBMesh(structure, blenderContext);
|
||||||
|
} else {
|
||||||
|
this.readTraditionalFaces(structure, blenderContext);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Builds the meshes.
|
||||||
|
* @return a map between material index and the mesh
|
||||||
|
*/
|
||||||
|
public Map<Integer, Mesh> buildMeshes() {
|
||||||
|
Map<Integer, Mesh> result = new HashMap<Integer, Mesh>(indexMap.size());
|
||||||
|
|
||||||
|
for (Entry<Integer, List<Integer>> meshEntry : indexMap.entrySet()) {
|
||||||
|
int materialIndex = meshEntry.getKey();
|
||||||
|
// key is the material index (or -1 if the material has no texture)
|
||||||
|
// value is a list of vertex indices
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
|
// creating vertices indices for this mesh
|
||||||
|
List<Integer> indexList = meshEntry.getValue();
|
||||||
|
if (this.getVerticesAmount(materialIndex) <= Short.MAX_VALUE) {
|
||||||
|
short[] indices = new short[indexList.size()];
|
||||||
|
for (int i = 0; i < indexList.size(); ++i) {
|
||||||
|
indices[i] = indexList.get(i).shortValue();
|
||||||
|
}
|
||||||
|
mesh.setBuffer(Type.Index, 1, indices);
|
||||||
|
} else {
|
||||||
|
int[] indices = new int[indexList.size()];
|
||||||
|
for (int i = 0; i < indexList.size(); ++i) {
|
||||||
|
indices[i] = indexList.get(i).intValue();
|
||||||
|
}
|
||||||
|
mesh.setBuffer(Type.Index, 1, indices);
|
||||||
|
}
|
||||||
|
|
||||||
|
LOGGER.fine("Creating vertices buffer.");
|
||||||
|
VertexBuffer verticesBuffer = new VertexBuffer(Type.Position);
|
||||||
|
verticesBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getVertices(materialIndex)));
|
||||||
|
mesh.setBuffer(verticesBuffer);
|
||||||
|
|
||||||
|
LOGGER.fine("Creating normals buffer.");
|
||||||
|
VertexBuffer normalsBuffer = new VertexBuffer(Type.Normal);
|
||||||
|
normalsBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getNormals(materialIndex)));
|
||||||
|
mesh.setBuffer(normalsBuffer);
|
||||||
|
|
||||||
|
if (verticesColors != null) {
|
||||||
|
LOGGER.fine("Setting vertices colors.");
|
||||||
|
mesh.setBuffer(Type.Color, 4, this.getVertexColorsBuffer(materialIndex));
|
||||||
|
mesh.getBuffer(Type.Color).setNormalized(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
result.put(materialIndex, mesh);
|
||||||
|
}
|
||||||
|
|
||||||
|
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…
x
Reference in New Issue
Block a user