- TangentBinormalGenerator now splits vertices with mirrored uvs. This is an optional operation.
It fixes the issue in this thread : http://hub.jmonkeyengine.org/forum/topic/normalmapslighting-issue/ Next step is to split vertices that have triangles with heavily rotated tangent spaces. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10698 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -35,16 +35,22 @@ import com.jme3.math.ColorRGBA;
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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.math.Vector4f;
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import com.jme3.scene.*;
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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.mesh.IndexBuffer;
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import static com.jme3.util.BufferUtils.*;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.DoubleBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.nio.ShortBuffer;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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@ -57,8 +63,8 @@ public class TangentBinormalGenerator {
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private static final float ZERO_TOLERANCE = 0.0000001f;
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private static final Logger log = Logger.getLogger(
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TangentBinormalGenerator.class.getName());
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private static float toleranceAngle;
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private static float toleranceDot;
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public static boolean debug = false;
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static {
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setToleranceAngle(45);
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@ -92,31 +98,38 @@ public class TangentBinormalGenerator {
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public final Vector3f tangent;
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public final Vector3f binormal;
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public final Vector3f normal;
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public int[] index = new int[3];
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public int triangleOffset;
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public TriangleData(Vector3f tangent, Vector3f binormal, Vector3f normal) {
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this.tangent = tangent;
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this.binormal = binormal;
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this.normal = normal;
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}
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public void setIndex(int[] index) {
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for (int i = 0; i < index.length; i++) {
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this.index[i] = index[i];
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}
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}
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}
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private static VertexData[] initVertexData(int size) {
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VertexData[] vertices = new VertexData[size];
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private static List<VertexData> initVertexData(int size) {
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List<VertexData> vertices = new ArrayList<VertexData>(size);
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for (int i = 0; i < size; i++) {
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vertices[i] = new VertexData();
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vertices.add(new VertexData());
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}
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return vertices;
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}
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public static void generate(Mesh mesh) {
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generate(mesh, true);
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generate(mesh, true, false);
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}
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public static void generate(Spatial scene) {
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public static void generate(Spatial scene, boolean splitMirrored) {
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if (scene instanceof Node) {
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Node node = (Node) scene;
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for (Spatial child : node.getChildren()) {
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generate(child);
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generate(child, splitMirrored);
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}
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} else {
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Geometry geom = (Geometry) scene;
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@ -125,12 +138,16 @@ public class TangentBinormalGenerator {
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// Check to ensure mesh has texcoords and normals before generating
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if (mesh.getBuffer(Type.TexCoord) != null
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&& mesh.getBuffer(Type.Normal) != null){
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generate(geom.getMesh());
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generate(geom.getMesh(),true, splitMirrored);
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}
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}
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}
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public static void generate(Mesh mesh, boolean approxTangents) {
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public static void generate(Spatial scene) {
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generate(scene, false);
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}
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public static void generate(Mesh mesh, boolean approxTangents, boolean splitMirrored) {
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int[] index = new int[3];
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Vector3f[] v = new Vector3f[3];
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Vector2f[] t = new Vector2f[3];
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@ -143,10 +160,13 @@ public class TangentBinormalGenerator {
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throw new IllegalArgumentException("The given mesh has no normal data!");
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}
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VertexData[] vertices;
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List<VertexData> vertices;
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switch (mesh.getMode()) {
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case Triangles:
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vertices = processTriangles(mesh, index, v, t);
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vertices = processTriangles(mesh, index, v, t, splitMirrored);
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if(splitMirrored){
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splitVertices(mesh, vertices, splitMirrored);
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}
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break;
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case TriangleStrip:
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vertices = processTriangleStrip(mesh, index, v, t);
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@ -181,8 +201,8 @@ public class TangentBinormalGenerator {
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}
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}
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private static VertexData[] processTriangles(Mesh mesh,
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int[] index, Vector3f[] v, Vector2f[] t) {
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private static List<VertexData> processTriangles(Mesh mesh,
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int[] index, Vector3f[] v, Vector2f[] t, boolean splitMirrored) {
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IndexBuffer indexBuffer = mesh.getIndexBuffer();
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FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
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if (mesh.getBuffer(Type.TexCoord) == null) {
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@ -192,7 +212,7 @@ public class TangentBinormalGenerator {
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FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
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VertexData[] vertices = initVertexData(vertexBuffer.limit() / 3);
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List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
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for (int i = 0; i < indexBuffer.size() / 3; i++) {
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for (int j = 0; j < 3; j++) {
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@ -202,23 +222,201 @@ public class TangentBinormalGenerator {
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}
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TriangleData triData = processTriangle(index, v, t);
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if(splitMirrored){
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triData.setIndex(index);
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triData.triangleOffset = i * 3 ;
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}
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if (triData != null) {
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vertices[index[0]].triangles.add(triData);
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vertices[index[1]].triangles.add(triData);
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vertices[index[2]].triangles.add(triData);
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vertices.get(index[0]).triangles.add(triData);
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vertices.get(index[1]).triangles.add(triData);
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vertices.get(index[2]).triangles.add(triData);
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}
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}
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return vertices;
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}
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private static VertexData[] processTriangleStrip(Mesh mesh,
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//Don't remove splitmirorred boolean,It's not used right now, but i intend to
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//make this method also split vertice with rotated tangent space and I'll
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//add another splitRotated boolean
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private static List<VertexData> splitVertices(Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {
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int nbVertices = mesh.getBuffer(Type.Position).getNumElements();
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List<VertexData> newVertices = new ArrayList<VertexData>();
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Map<Integer, Integer> indiceMap = new HashMap<Integer, Integer>();
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FloatBuffer normalBuffer = mesh.getFloatBuffer(Type.Normal);
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for (int i = 0; i < vertexData.size(); i++) {
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ArrayList<TriangleData> triangles = vertexData.get(i).triangles;
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Vector3f givenNormal = new Vector3f();
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populateFromBuffer(givenNormal, normalBuffer, i);
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ArrayList<TriangleData> trianglesUp = new ArrayList<TriangleData>();
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ArrayList<TriangleData> trianglesDown = new ArrayList<TriangleData>();
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for (int j = 0; j < triangles.size(); j++) {
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TriangleData triangleData = triangles.get(j);
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if(parity(givenNormal, triangleData.normal) > 0){
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trianglesUp.add(triangleData);
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}else{
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trianglesDown.add(triangleData);
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}
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}
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//if the vertex has triangles with opposite parity it has to be split
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if(!trianglesUp.isEmpty() && !trianglesDown.isEmpty()){
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log.log(Level.FINE, "Splitting vertex {0}", i);
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//assigning triangle with the same parity to the original vertex
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vertexData.get(i).triangles.clear();
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vertexData.get(i).triangles.addAll(trianglesUp);
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//creating a new vertex
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VertexData newVert = new VertexData();
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//assigning triangles with opposite parity to it
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newVert.triangles.addAll(trianglesDown);
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newVertices.add(newVert);
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//keep vertex index to fix the index buffers later
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indiceMap.put(nbVertices, i);
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for (TriangleData tri : newVert.triangles) {
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for (int j = 0; j < tri.index.length; j++) {
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if(tri.index[j] == i){
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tri.index[j] = nbVertices;
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}
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}
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}
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nbVertices++;
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}
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}
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if(!newVertices.isEmpty()){
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//we have new vertices, we need to update the mesh's buffers.
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for (Type type : VertexBuffer.Type.values()) {
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//skip tangent buffer as we're gonna overwrite it later
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if(type == Type.Tangent || type == Type.BindPoseTangent) continue;
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VertexBuffer vb = mesh.getBuffer(type);
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//Some buffer (hardware skinning ones) can be there but not
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//initialized, they must be skipped.
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//They'll be initialized when Hardware Skinning is engaged
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if(vb==null || vb.getNumComponents() == 0) continue;
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Buffer buffer = vb.getData();
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//IndexBuffer has special treatement, only swapping the vertex indices is needed
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if(type == Type.Index){
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boolean isShortBuffer = vb.getFormat() == VertexBuffer.Format.UnsignedShort;
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for (VertexData vertex : newVertices) {
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for (TriangleData tri : vertex.triangles) {
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for (int i = 0; i < tri.index.length; i++) {
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if (isShortBuffer) {
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((ShortBuffer) buffer).put(tri.triangleOffset + i, (short) tri.index[i]);
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} else {
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((IntBuffer) buffer).put(tri.triangleOffset + i, tri.index[i]);
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}
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}
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}
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}
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vb.setUpdateNeeded();
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}else{
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//copy the buffer in a bigger one and append nex vertices to the end
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Buffer newVerts = VertexBuffer.createBuffer(vb.getFormat(), vb.getNumComponents(), nbVertices);
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if (buffer != null) {
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buffer.rewind();
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bulkPut(vb.getFormat(), newVerts,buffer);
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int index = vertexData.size();
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newVerts.position(vertexData.size() * vb.getNumComponents());
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for (int j = 0; j < newVertices.size(); j++) {
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int oldInd = indiceMap.get(index) ;
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for (int i = 0; i < vb.getNumComponents(); i++) {
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putValue(vb.getFormat(), newVerts, buffer, oldInd* vb.getNumComponents() + i);
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}
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index++;
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}
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vb.updateData(newVerts);
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//destroy previous buffer as it's no longer needed
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destroyDirectBuffer(buffer);
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}
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}
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}
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vertexData.addAll(newVertices);
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mesh.updateCounts();
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}
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return vertexData;
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}
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private static void bulkPut(VertexBuffer.Format format, Buffer buf1, Buffer buf2) {
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switch (format) {
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case Byte:
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case Half:
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case UnsignedByte:
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((ByteBuffer) buf1).put((ByteBuffer) buf2);
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break;
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case Short:
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case UnsignedShort:
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((ShortBuffer) buf1).put((ShortBuffer) buf2);
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break;
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case Int:
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case UnsignedInt:
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((IntBuffer) buf1).put((IntBuffer) buf2);
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break;
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case Float:
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((FloatBuffer) buf1).put((FloatBuffer) buf2);
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break;
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case Double:
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((DoubleBuffer) buf1).put((DoubleBuffer) buf2);
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break;
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default:
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throw new UnsupportedOperationException("Unrecoginized buffer format: " + format);
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}
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}
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private static void putValue(VertexBuffer.Format format, Buffer buf1, Buffer buf2,int index) {
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switch (format) {
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case Byte:
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case Half:
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case UnsignedByte:
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byte b = ((ByteBuffer) buf2).get(index);
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((ByteBuffer) buf1).put(b);
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break;
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case Short:
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case UnsignedShort:
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short s = ((ShortBuffer) buf2).get(index);
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((ShortBuffer) buf1).put(s);
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break;
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case Int:
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case UnsignedInt:
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int i = ((IntBuffer) buf2).get(index);
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((IntBuffer) buf1).put(i);
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break;
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case Float:
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float f = ((FloatBuffer) buf2).get(index);
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((FloatBuffer) buf1).put(f);
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break;
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case Double:
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double d = ((DoubleBuffer) buf2).get(index);
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((DoubleBuffer) buf1).put(d);
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break;
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default:
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throw new UnsupportedOperationException("Unrecoginized buffer format: " + format);
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}
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}
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private static List<VertexData> processTriangleStrip(Mesh mesh,
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int[] index, Vector3f[] v, Vector2f[] t) {
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IndexBuffer indexBuffer = mesh.getIndexBuffer();
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FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
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FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
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VertexData[] vertices = initVertexData(vertexBuffer.limit() / 3);
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List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
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index[0] = indexBuffer.get(0);
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index[1] = indexBuffer.get(1);
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@ -238,9 +436,9 @@ public class TangentBinormalGenerator {
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TriangleData triData = processTriangle(index, v, t);
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if (triData != null && !isDegenerate) {
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vertices[index[0]].triangles.add(triData);
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vertices[index[1]].triangles.add(triData);
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vertices[index[2]].triangles.add(triData);
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vertices.get(index[0]).triangles.add(triData);
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vertices.get(index[1]).triangles.add(triData);
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vertices.get(index[2]).triangles.add(triData);
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}
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Vector3f vTemp = v[0];
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@ -260,13 +458,13 @@ public class TangentBinormalGenerator {
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return vertices;
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}
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private static VertexData[] processTriangleFan(Mesh mesh,
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private static List<VertexData> processTriangleFan(Mesh mesh,
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int[] index, Vector3f[] v, Vector2f[] t) {
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IndexBuffer indexBuffer = mesh.getIndexBuffer();
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FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
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FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
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VertexData[] vertices = initVertexData(vertexBuffer.limit() / 3);
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List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
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index[0] = indexBuffer.get(0);
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index[1] = indexBuffer.get(1);
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@ -284,9 +482,9 @@ public class TangentBinormalGenerator {
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TriangleData triData = processTriangle(index, v, t);
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if (triData != null) {
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vertices[index[0]].triangles.add(triData);
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vertices[index[1]].triangles.add(triData);
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vertices[index[2]].triangles.add(triData);
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vertices.get(index[0]).triangles.add(triData);
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vertices.get(index[1]).triangles.add(triData);
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vertices.get(index[2]).triangles.add(triData);
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}
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Vector3f vTemp = v[1];
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@ -379,7 +577,6 @@ public class TangentBinormalGenerator {
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"The angle must be between 0 and 179 degrees.");
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}
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toleranceDot = FastMath.cos(angle * FastMath.DEG_TO_RAD);
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toleranceAngle = angle;
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}
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@ -415,18 +612,20 @@ public class TangentBinormalGenerator {
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populateFromBuffer(texCoord, texcoordBuffer, i);
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boolean found = false;
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for (int j = 0; j < vertexMap.size(); j++) {
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VertexInfo vertexInfo = vertexMap.get(j);
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if (approxEqual(vertexInfo.position, position) &&
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approxEqual(vertexInfo.normal, normal) &&
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approxEqual(vertexInfo.texCoord, texCoord))
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{
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vertexInfo.indices.add(i);
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found = true;
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break;
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}
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}
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//Nehon 07/07/2013
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//Removed this part, joining splitted vertice to compute tangent space makes no sense to me
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//separate vertice should have separate tangent space
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// for (int j = 0; j < vertexMap.size(); j++) {
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// VertexInfo vertexInfo = vertexMap.get(j);
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// if (approxEqual(vertexInfo.position, position) &&
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// approxEqual(vertexInfo.normal, normal) &&
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// approxEqual(vertexInfo.texCoord, texCoord))
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// {
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// vertexInfo.indices.add(i);
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// found = true;
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// break;
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// }
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// }
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if (!found) {
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VertexInfo vertexInfo = new VertexInfo(position.clone(), normal.clone(), texCoord.clone());
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@ -438,15 +637,16 @@ public class TangentBinormalGenerator {
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return vertexMap;
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}
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private static void processTriangleData(Mesh mesh, VertexData[] vertices,
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boolean approxTangent)
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{
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private static void processTriangleData(Mesh mesh, List<VertexData> vertices,
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boolean approxTangent) {
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ArrayList<VertexInfo> vertexMap = linkVertices(mesh);
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// FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
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FloatBuffer tangents = BufferUtils.createFloatBuffer(vertices.size() * 4);
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FloatBuffer tangents = BufferUtils.createFloatBuffer(vertices.length * 4);
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// FloatBuffer binormals = BufferUtils.createFloatBuffer(vertices.length * 3);
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ColorRGBA[] cols = null;
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if (debug) {
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cols = new ColorRGBA[vertices.size()];
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}
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Vector3f tangent = new Vector3f();
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Vector3f binormal = new Vector3f();
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@ -464,7 +664,7 @@ public class TangentBinormalGenerator {
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givenNormal.set(vertexInfo.normal);
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givenNormal.normalizeLocal();
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TriangleData firstTriangle = vertices[vertexInfo.indices.get(0)].triangles.get(0);
|
||||
TriangleData firstTriangle = vertices.get(vertexInfo.indices.get(0)).triangles.get(0);
|
||||
|
||||
// check tangent and binormal consistency
|
||||
tangent.set(firstTriangle.tangent);
|
||||
@ -473,7 +673,7 @@ public class TangentBinormalGenerator {
|
||||
binormal.normalizeLocal();
|
||||
|
||||
for (int i : vertexInfo.indices) {
|
||||
ArrayList<TriangleData> triangles = vertices[i].triangles;
|
||||
ArrayList<TriangleData> triangles = vertices.get(i).triangles;
|
||||
|
||||
for (int j = 0; j < triangles.size(); j++) {
|
||||
TriangleData triangleData = triangles.get(j);
|
||||
@ -507,27 +707,18 @@ public class TangentBinormalGenerator {
|
||||
|
||||
int triangleCount = 0;
|
||||
for (int i : vertexInfo.indices) {
|
||||
ArrayList<TriangleData> triangles = vertices[i].triangles;
|
||||
ArrayList<TriangleData> triangles = vertices.get(i).triangles;
|
||||
triangleCount += triangles.size();
|
||||
if (debug) {
|
||||
cols[i] = ColorRGBA.White;
|
||||
}
|
||||
|
||||
// boolean flippedNormal = false;
|
||||
for (int j = 0; j < triangles.size(); j++) {
|
||||
TriangleData triangleData = triangles.get(j);
|
||||
tangent.addLocal(triangleData.tangent);
|
||||
binormal.addLocal(triangleData.binormal);
|
||||
|
||||
// if (givenNormal.dot(triangleData.normal) < 0) {
|
||||
// flippedNormal = true;
|
||||
// }
|
||||
}
|
||||
// if (flippedNormal /*&& approxTangent*/) {
|
||||
// // Generated normal is flipped for this vertex,
|
||||
// // so binormal = normal.cross(tangent) will be flipped in the shader
|
||||
// // log.log(Level.WARNING,
|
||||
// // "Binormal is flipped for vertex {0}.", i);
|
||||
//
|
||||
// wCoord = 1;
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
@ -612,11 +803,47 @@ public class TangentBinormalGenerator {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tangents.limit(tangents.capacity());
|
||||
// If the model already had a tangent buffer, replace it with the regenerated one
|
||||
mesh.clearBuffer(Type.Tangent);
|
||||
mesh.setBuffer(Type.Tangent, 4, tangents);
|
||||
// if (!approxTangent) mesh.setBuffer(Type.Binormal, 3, binormals);
|
||||
|
||||
|
||||
|
||||
if(mesh.isAnimated()){
|
||||
mesh.clearBuffer(Type.BindPoseNormal);
|
||||
mesh.clearBuffer(Type.BindPosePosition);
|
||||
mesh.clearBuffer(Type.BindPoseTangent);
|
||||
mesh.generateBindPose(true);
|
||||
}
|
||||
|
||||
if (debug) {
|
||||
writeColorBuffer( vertices, cols, mesh);
|
||||
}
|
||||
mesh.updateBound();
|
||||
mesh.updateCounts();
|
||||
}
|
||||
|
||||
private static void writeColorBuffer(List<VertexData> vertices, ColorRGBA[] cols, Mesh mesh) {
|
||||
FloatBuffer colors = BufferUtils.createFloatBuffer(vertices.size() * 4);
|
||||
colors.rewind();
|
||||
for (ColorRGBA color : cols) {
|
||||
colors.put(color.r);
|
||||
colors.put(color.g);
|
||||
colors.put(color.b);
|
||||
colors.put(color.a);
|
||||
}
|
||||
mesh.clearBuffer(Type.Color);
|
||||
mesh.setBuffer(Type.Color, 4, colors);
|
||||
}
|
||||
|
||||
private static int parity(Vector3f n1, Vector3f n) {
|
||||
if (n1.dot(n) < 0) {
|
||||
return -1;
|
||||
} else {
|
||||
return 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static Mesh genTbnLines(Mesh mesh, float scale) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user