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
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engine/src/blender/com/jme3/scene/plugins/blender/meshes
@ -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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}
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@ -32,7 +32,6 @@
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package com.jme3.scene.plugins.blender.meshes;
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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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@ -42,22 +41,20 @@ import java.util.logging.Logger;
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import com.jme3.asset.BlenderKey.FeaturesToLoad;
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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.Geometry;
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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.AbstractBlenderHelper;
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import com.jme3.scene.plugins.blender.BlenderContext;
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import com.jme3.scene.plugins.blender.BlenderContext.LoadedFeatureDataType;
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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.materials.MaterialContext;
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import com.jme3.scene.plugins.blender.materials.MaterialHelper;
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import com.jme3.scene.plugins.blender.meshes.builders.MeshBuilder;
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import com.jme3.scene.plugins.blender.objects.Properties;
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import com.jme3.scene.plugins.blender.textures.TextureHelper;
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import com.jme3.util.BufferUtils;
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@ -71,10 +68,10 @@ public class MeshHelper extends AbstractBlenderHelper {
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private static final Logger LOGGER = Logger.getLogger(MeshHelper.class.getName());
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/** A type of UV data layer in traditional faced mesh (triangles or quads). */
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private static final int UV_DATA_LAYER_TYPE_FMESH = 5;
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public static final int UV_DATA_LAYER_TYPE_FMESH = 5;
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/** A type of UV data layer in bmesh type. */
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private static final int UV_DATA_LAYER_TYPE_BMESH = 16;
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public static final int UV_DATA_LAYER_TYPE_BMESH = 16;
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/**
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* This constructor parses the given blender version and stores the result. Some functionalities may differ in different blender
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* versions.
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@ -119,17 +116,7 @@ public class MeshHelper extends AbstractBlenderHelper {
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}
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LOGGER.fine("Reading vertices and their colors.");
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Vector3f[][] verticesAndNormals = this.getVerticesAndNormals(structure, blenderContext);
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List<byte[]> verticesColors = this.getVerticesColors(structure, blenderContext);
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MeshBuilder meshBuilder = new MeshBuilder(verticesAndNormals, verticesColors, this.areGeneratedTexturesPresent(materials));
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if (this.isBMeshCompatible(structure)) {
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this.readBMesh(meshBuilder, structure, blenderContext);
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} else {
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this.readTraditionalFaces(meshBuilder, structure, blenderContext);
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}
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MeshBuilder meshBuilder = new MeshBuilder(structure, materials, blenderContext);
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if (meshBuilder.isEmpty()) {
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LOGGER.fine("The geometry is empty.");
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geometries = new ArrayList<Geometry>(0);
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@ -154,52 +141,19 @@ public class MeshHelper extends AbstractBlenderHelper {
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Properties properties = this.loadProperties(structure, blenderContext);
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LOGGER.fine("Generating meshes.");
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geometries = new ArrayList<Geometry>(meshBuilder.getMeshesPartAmount());
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for (Entry<Integer, List<Integer>> meshEntry : meshBuilder.getMeshesMap().entrySet()) {
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Map<Integer, List<Mesh>> meshes = meshBuilder.buildMeshes();
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geometries = new ArrayList<Geometry>(meshes.size());
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for(Entry<Integer, List<Mesh>> meshEntry : meshes.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 (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();
|
||||
for(Mesh mesh : meshEntry.getValue()) {
|
||||
LOGGER.fine("Preparing the result part.");
|
||||
Geometry geometry = new Geometry(name + (geometries.size() + 1), mesh);
|
||||
if (properties != null && properties.getValue() != null) {
|
||||
this.applyProperties(geometry, properties);
|
||||
}
|
||||
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);
|
||||
geometries.add(geometry);
|
||||
meshContext.putGeometry(materialIndex, geometry);
|
||||
}
|
||||
|
||||
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.");
|
||||
Geometry geometry = new Geometry(name + (geometries.size() + 1), mesh);
|
||||
if (properties != null && properties.getValue() != null) {
|
||||
this.applyProperties(geometry, properties);
|
||||
}
|
||||
geometries.add(geometry);
|
||||
meshContext.putGeometry(materialIndex, geometry);
|
||||
}
|
||||
|
||||
// store the data in blender context before applying the material
|
||||
@ -247,7 +201,7 @@ public class MeshHelper extends AbstractBlenderHelper {
|
||||
|
||||
return geometries;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Tells if the given mesh structure supports BMesh.
|
||||
*
|
||||
@ -255,294 +209,9 @@ public class MeshHelper extends AbstractBlenderHelper {
|
||||
* the mesh structure
|
||||
* @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 pMPoly = (Pointer) meshStructure.getFieldValue("mpoly");
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
591
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/FaceMeshBuilder.java
Normal file
591
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/FaceMeshBuilder.java
Normal file
@ -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));
|
||||
}
|
||||
}
|
5
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/LineMeshBuilder.java
Normal file
5
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/LineMeshBuilder.java
Normal file
@ -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;
|
||||
}
|
||||
}
|
5
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/PointMeshBuilder.java
Normal file
5
engine/src/blender/com/jme3/scene/plugins/blender/meshes/builders/PointMeshBuilder.java
Normal file
@ -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