- Added tangent transforms support for skinning (normal mapped models with bone animation had incorrect tangents during animation)
- added a BindPoseTangent buffer type - made generateBindPose generate a BindPoseTangent buffer if Tangent buffer is set in Mesh - added a temp float array in TempVars to compute tangent skinning - Generated bind pose for tangents after tangent generation in TangentBinormalGenerator git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8563 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
40e32790d6
commit
a5ff915fc1
engine/src/core/com/jme3
@ -75,21 +75,21 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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* @param skeleton the skeleton
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*/
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@Deprecated
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SkeletonControl(Mesh[] targets, Skeleton skeleton){
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SkeletonControl(Mesh[] targets, Skeleton skeleton) {
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this.skeleton = skeleton;
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this.targets = targets;
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}
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private boolean isMeshAnimated(Mesh mesh){
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private boolean isMeshAnimated(Mesh mesh) {
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return mesh.getBuffer(Type.BindPosePosition) != null;
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}
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private Mesh[] findTargets(Node node){
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private Mesh[] findTargets(Node node) {
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Mesh sharedMesh = null;
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ArrayList<Mesh> animatedMeshes = new ArrayList<Mesh>();
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for (Spatial child : node.getChildren()){
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if (!(child instanceof Geometry)){
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for (Spatial child : node.getChildren()) {
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if (!(child instanceof Geometry)) {
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continue; // could be an attachment node, ignore.
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}
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@ -98,26 +98,26 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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// is this geometry using a shared mesh?
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Mesh childSharedMesh = geom.getUserData(UserData.JME_SHAREDMESH);
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if (childSharedMesh != null){
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if (childSharedMesh != null) {
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// Don't bother with non-animated shared meshes
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if (isMeshAnimated(childSharedMesh)){
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if (isMeshAnimated(childSharedMesh)) {
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// child is using shared mesh,
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// so animate the shared mesh but ignore child
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if (sharedMesh == null){
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if (sharedMesh == null) {
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sharedMesh = childSharedMesh;
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}else if (sharedMesh != childSharedMesh){
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} else if (sharedMesh != childSharedMesh) {
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throw new IllegalStateException("Two conflicting shared meshes for " + node);
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}
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}
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}else{
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} else {
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Mesh mesh = geom.getMesh();
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if (isMeshAnimated(mesh)){
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if (isMeshAnimated(mesh)) {
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animatedMeshes.add(mesh);
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}
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}
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}
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if (sharedMesh != null){
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if (sharedMesh != null) {
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animatedMeshes.add(sharedMesh);
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}
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@ -125,12 +125,12 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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}
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@Override
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public void setSpatial(Spatial spatial){
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public void setSpatial(Spatial spatial) {
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super.setSpatial(spatial);
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if (spatial != null){
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if (spatial != null) {
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Node node = (Node) spatial;
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targets = findTargets(node);
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}else{
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} else {
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targets = null;
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}
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}
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@ -163,7 +163,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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}
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void resetToBind() {
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for (Mesh mesh : targets){
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for (Mesh mesh : targets) {
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if (isMeshAnimated(mesh)) {
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VertexBuffer bi = mesh.getBuffer(Type.BoneIndex);
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ByteBuffer bib = (ByteBuffer) bi.getData();
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@ -182,6 +182,19 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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nb.clear();
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bpb.clear();
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bnb.clear();
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//reseting bind tangents if there is a bind tangent buffer
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VertexBuffer bindTangents = mesh.getBuffer(Type.BindPoseTangent);
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if (bindTangents != null) {
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VertexBuffer tangents = mesh.getBuffer(Type.Tangent);
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FloatBuffer tb = (FloatBuffer) tangents.getData();
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FloatBuffer btb = (FloatBuffer) bindTangents.getData();
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tb.clear();
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btb.clear();
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tb.put(btb).clear();
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}
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pb.put(bpb).clear();
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nb.put(bnb).clear();
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}
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@ -251,7 +264,6 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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// public void setSkeleton(Skeleton skeleton) {
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// this.skeleton = skeleton;
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// }
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/**
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* returns the targets meshes of this control
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* @return
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@ -267,8 +279,31 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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// public void setTargets(Mesh[] targets) {
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// this.targets = targets;
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// }
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/**
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* Update the mesh according to the given transformation matrices
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* @param mesh then mesh
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* @param offsetMatrices the transformation matrices to apply
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*/
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private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {
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VertexBuffer tb = mesh.getBuffer(Type.Tangent);
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if (tb == null) {
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//if there are no tangents use the classic skinning
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applySkinning(mesh, offsetMatrices);
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} else {
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//if there are tangents use the skinning with tangents
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applySkinningTangents(mesh, offsetMatrices, tb);
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}
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}
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/**
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* Method to apply skinning transforms to a mesh's buffers
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* @param mesh the mesh
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* @param offsetMatrices the offset matices to apply
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*/
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private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) {
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int maxWeightsPerVert = mesh.getMaxNumWeights();
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if (maxWeightsPerVert <= 0) {
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throw new IllegalStateException("Max weights per vert is incorrectly set!");
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@ -304,7 +339,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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float[] normBuf = vars.skinNormals;
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int iterations = (int) FastMath.ceil(fvb.capacity() / ((float) posBuf.length));
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int bufLength = posBuf.length * 3;
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int bufLength = posBuf.length;
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for (int i = iterations - 1; i >= 0; i--) {
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// read next set of positions and normals from native buffer
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bufLength = Math.min(posBuf.length, fvb.remaining());
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@ -359,7 +394,146 @@ public class SkeletonControl extends AbstractControl implements Cloneable {
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vb.updateData(fvb);
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nb.updateData(fnb);
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// mesh.updateBound();
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}
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/**
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* Specific method for skinning with tangents to avoid cluttering the classic skinning calculation with
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* null checks that would slow down the process even if tangents don't have to be computed.
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* Also the iteration has additional indexes since tangent has 4 components instead of 3 for pos and norm
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* @param maxWeightsPerVert maximum number of weights per vertex
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* @param mesh the mesh
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* @param offsetMatrices the offsetMaytrices to apply
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* @param tb the tangent vertexBuffer
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*/
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private void applySkinningTangents(Mesh mesh, Matrix4f[] offsetMatrices, VertexBuffer tb) {
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int maxWeightsPerVert = mesh.getMaxNumWeights();
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if (maxWeightsPerVert <= 0) {
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throw new IllegalStateException("Max weights per vert is incorrectly set!");
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}
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int fourMinusMaxWeights = 4 - maxWeightsPerVert;
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// NOTE: This code assumes the vertex buffer is in bind pose
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// resetToBind() has been called this frame
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VertexBuffer vb = mesh.getBuffer(Type.Position);
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FloatBuffer fvb = (FloatBuffer) vb.getData();
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fvb.rewind();
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VertexBuffer nb = mesh.getBuffer(Type.Normal);
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FloatBuffer fnb = (FloatBuffer) nb.getData();
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fnb.rewind();
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FloatBuffer ftb = (FloatBuffer) tb.getData();
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ftb.rewind();
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// get boneIndexes and weights for mesh
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ByteBuffer ib = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData();
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FloatBuffer wb = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData();
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ib.rewind();
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wb.rewind();
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float[] weights = wb.array();
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byte[] indices = ib.array();
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int idxWeights = 0;
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TempVars vars = TempVars.get();
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float[] posBuf = vars.skinPositions;
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float[] normBuf = vars.skinNormals;
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float[] tanBuf = vars.skinTangents;
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int iterations = (int) FastMath.ceil(fvb.capacity() / ((float) posBuf.length));
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int bufLength = 0;
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int tanLength = 0;
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for (int i = iterations - 1; i >= 0; i--) {
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// read next set of positions and normals from native buffer
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bufLength = Math.min(posBuf.length, fvb.remaining());
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tanLength = Math.min(tanBuf.length, ftb.remaining());
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fvb.get(posBuf, 0, bufLength);
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fnb.get(normBuf, 0, bufLength);
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ftb.get(tanBuf, 0, tanLength);
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int verts = bufLength / 3;
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int idxPositions = 0;
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//tangents has their own index because of the 4 components
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int idxTangents = 0;
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// iterate vertices and apply skinning transform for each effecting bone
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for (int vert = verts - 1; vert >= 0; vert--) {
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float nmx = normBuf[idxPositions];
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float vtx = posBuf[idxPositions++];
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float nmy = normBuf[idxPositions];
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float vty = posBuf[idxPositions++];
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float nmz = normBuf[idxPositions];
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float vtz = posBuf[idxPositions++];
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float tnx = tanBuf[idxTangents++];
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float tny = tanBuf[idxTangents++];
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float tnz = tanBuf[idxTangents++];
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//skipping the 4th component of the tangent since it doesn't have to be transformed
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idxTangents++;
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float rx = 0, ry = 0, rz = 0, rnx = 0, rny = 0, rnz = 0, rtx = 0, rty = 0, rtz = 0;
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for (int w = maxWeightsPerVert - 1; w >= 0; w--) {
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float weight = weights[idxWeights];
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Matrix4f mat = offsetMatrices[indices[idxWeights++]];
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rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight;
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ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight;
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rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight;
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rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight;
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rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight;
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rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight;
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rtx += (tnx * mat.m00 + tny * mat.m01 + tnz * mat.m02) * weight;
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rty += (tnx * mat.m10 + tny * mat.m11 + tnz * mat.m12) * weight;
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rtz += (tnx * mat.m20 + tny * mat.m21 + tnz * mat.m22) * weight;
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}
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idxWeights += fourMinusMaxWeights;
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idxPositions -= 3;
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normBuf[idxPositions] = rnx;
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posBuf[idxPositions++] = rx;
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normBuf[idxPositions] = rny;
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posBuf[idxPositions++] = ry;
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normBuf[idxPositions] = rnz;
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posBuf[idxPositions++] = rz;
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idxTangents -= 4;
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tanBuf[idxTangents++] = rtx;
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tanBuf[idxTangents++] = rty;
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tanBuf[idxTangents++] = rtz;
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//once again skipping the 4th component of the tangent
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idxTangents++;
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}
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fvb.position(fvb.position() - bufLength);
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fvb.put(posBuf, 0, bufLength);
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fnb.position(fnb.position() - bufLength);
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fnb.put(normBuf, 0, bufLength);
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ftb.position(ftb.position() - tanLength);
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ftb.put(tanBuf, 0, tanLength);
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}
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vars.release();
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vb.updateData(fvb);
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nb.updateData(fnb);
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tb.updateData(ftb);
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}
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@Override
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@ -334,6 +334,17 @@ public class Mesh implements Savable, Cloneable {
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setBuffer(bindNorm);
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norm.setUsage(Usage.Stream);
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}
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VertexBuffer tangents = getBuffer(Type.Tangent);
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if (tangents != null) {
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VertexBuffer bindTangents = new VertexBuffer(Type.BindPoseTangent);
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bindTangents.setupData(Usage.CpuOnly,
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4,
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Format.Float,
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BufferUtils.clone(tangents.getData()));
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setBuffer(bindTangents);
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tangents.setUsage(Usage.Stream);
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}
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}
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}
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@ -94,7 +94,9 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
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Color,
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/**
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* Tangent vector, normalized (3 floats)
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* Tangent vector, normalized (4 floats) (x,y,z,w)
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* the w component is called the binormal parity, is not normalized and is either 1f or -1f
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* It's used to compuste the direction on the binormal verctor on the GPU at render time.
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*/
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Tangent,
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@ -140,6 +142,15 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
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*/
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BindPoseNormal,
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/**
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* Initial vertex tangents, used with animation.
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* Should have the same format and size as {@link Type#Tangent}.
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* If used with software skinning, the usage should be
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* {@link Usage#CpuOnly}, and the buffer should be allocated
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* on the heap.
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*/
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BindPoseTangent,
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/**
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* Bone weights, used with animation (4 floats).
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* If used with software skinning, the usage should be
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@ -29,9 +29,11 @@
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.util;
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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.Usage;
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import java.util.logging.Level;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.scene.Geometry;
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@ -59,7 +61,6 @@ 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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@ -68,17 +69,18 @@ public class TangentBinormalGenerator {
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}
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private static class VertexData {
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public final Vector3f tangent = new Vector3f();
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public final Vector3f binormal = new Vector3f();
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public final List<TriangleData> triangles =
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new ArrayList<TriangleData>();
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public VertexData() {
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}
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}
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public static class TriangleData {
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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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@ -88,8 +90,7 @@ public class TangentBinormalGenerator {
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public TriangleData(Vector3f tangent, Vector3f binormal,
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Vector3f normal,
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int index0, int index1, int index2)
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{
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int index0, int index1, int index2) {
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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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@ -112,13 +113,13 @@ public class TangentBinormalGenerator {
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generate(mesh, true);
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}
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public static void generate(Spatial scene){
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if (scene instanceof Node){
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public static void generate(Spatial scene) {
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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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for (Spatial child : node.getChildren()) {
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generate(child);
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}
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}else{
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} else {
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Geometry geom = (Geometry) scene;
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generate(geom.getMesh());
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}
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@ -133,33 +134,56 @@ public class TangentBinormalGenerator {
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t[i] = new Vector2f();
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}
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if (mesh.getBuffer(Type.Normal) == null){
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if (mesh.getBuffer(Type.Normal) == null) {
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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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switch (mesh.getMode()) {
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case Triangles:
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vertices = processTriangles(mesh, index, v, t); break;
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vertices = processTriangles(mesh, index, v, t);
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break;
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case TriangleStrip:
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vertices = processTriangleStrip(mesh, index, v, t); break;
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vertices = processTriangleStrip(mesh, index, v, t);
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break;
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case TriangleFan:
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vertices = processTriangleFan(mesh, index, v, t); break;
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default: throw new UnsupportedOperationException(
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vertices = processTriangleFan(mesh, index, v, t);
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break;
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default:
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throw new UnsupportedOperationException(
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mesh.getMode() + " is not supported.");
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}
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processTriangleData(mesh, vertices, approxTangents);
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//if the mesh has a bind pose, we need to generate the bind pose for the tangent buffer
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if (mesh.getBuffer(Type.BindPosePosition) != null) {
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VertexBuffer tangents = mesh.getBuffer(Type.Tangent);
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if (tangents != null) {
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VertexBuffer bindTangents = new VertexBuffer(Type.BindPoseTangent);
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bindTangents.setupData(Usage.CpuOnly,
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4,
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Format.Float,
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BufferUtils.clone(tangents.getData()));
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if (mesh.getBuffer(Type.BindPoseTangent) != null) {
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mesh.clearBuffer(Type.BindPoseTangent);
|
||||
}
|
||||
mesh.setBuffer(bindTangents);
|
||||
tangents.setUsage(Usage.Stream);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static VertexData[] processTriangles(Mesh mesh,
|
||||
int[] index, Vector3f[] v, Vector2f[] t)
|
||||
{
|
||||
int[] index, Vector3f[] v, Vector2f[] t) {
|
||||
IndexBuffer indexBuffer = mesh.getIndexBuffer();
|
||||
FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
|
||||
if (mesh.getBuffer(Type.TexCoord) == null)
|
||||
if (mesh.getBuffer(Type.TexCoord) == null) {
|
||||
throw new IllegalArgumentException("Can only generate tangents for "
|
||||
+ "meshes with texture coordinates");
|
||||
}
|
||||
|
||||
FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
|
||||
|
||||
@ -167,7 +191,7 @@ public class TangentBinormalGenerator {
|
||||
|
||||
for (int i = 0; i < indexBuffer.size() / 3; i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
index[j] = indexBuffer.get(i*3 + j);
|
||||
index[j] = indexBuffer.get(i * 3 + j);
|
||||
populateFromBuffer(v[j], vertexBuffer, index[j]);
|
||||
populateFromBuffer(t[j], textureBuffer, index[j]);
|
||||
}
|
||||
@ -182,9 +206,9 @@ public class TangentBinormalGenerator {
|
||||
|
||||
return vertices;
|
||||
}
|
||||
|
||||
private static VertexData[] processTriangleStrip(Mesh mesh,
|
||||
int[] index, Vector3f[] v, Vector2f[] t)
|
||||
{
|
||||
int[] index, Vector3f[] v, Vector2f[] t) {
|
||||
IndexBuffer indexBuffer = mesh.getIndexBuffer();
|
||||
FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
|
||||
FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
|
||||
@ -230,9 +254,9 @@ public class TangentBinormalGenerator {
|
||||
|
||||
return vertices;
|
||||
}
|
||||
|
||||
private static VertexData[] processTriangleFan(Mesh mesh,
|
||||
int[] index, Vector3f[] v, Vector2f[] t)
|
||||
{
|
||||
int[] index, Vector3f[] v, Vector2f[] t) {
|
||||
IndexBuffer indexBuffer = mesh.getIndexBuffer();
|
||||
FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
|
||||
FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
|
||||
@ -279,10 +303,8 @@ public class TangentBinormalGenerator {
|
||||
return (a.subtract(b).cross(c.subtract(b))).lengthSquared() == 0;
|
||||
}
|
||||
|
||||
|
||||
public static TriangleData processTriangle(int[] index,
|
||||
Vector3f[] v, Vector2f[] t)
|
||||
{
|
||||
Vector3f[] v, Vector2f[] t) {
|
||||
Vector3f edge1 = new Vector3f();
|
||||
Vector3f edge2 = new Vector3f();
|
||||
Vector2f edge1uv = new Vector2f();
|
||||
@ -294,15 +316,15 @@ public class TangentBinormalGenerator {
|
||||
|
||||
t[1].subtract(t[0], edge1uv);
|
||||
t[2].subtract(t[0], edge2uv);
|
||||
float det = edge1uv.x*edge2uv.y - edge1uv.y*edge2uv.x;
|
||||
float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
|
||||
|
||||
boolean normalize = false;
|
||||
if (Math.abs(det) < ZERO_TOLERANCE) {
|
||||
log.log(Level.WARNING, "Colinear uv coordinates for triangle " +
|
||||
"[{0}, {1}, {2}]; tex0 = [{3}, {4}], " +
|
||||
"tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
|
||||
new Object[]{ index[0], index[1], index[2],
|
||||
t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y });
|
||||
log.log(Level.WARNING, "Colinear uv coordinates for triangle "
|
||||
+ "[{0}, {1}, {2}]; tex0 = [{3}, {4}], "
|
||||
+ "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
|
||||
new Object[]{index[0], index[1], index[2],
|
||||
t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y});
|
||||
det = 1;
|
||||
normalize = true;
|
||||
}
|
||||
@ -316,23 +338,26 @@ public class TangentBinormalGenerator {
|
||||
binormal.normalizeLocal();
|
||||
|
||||
if (Math.abs(Math.abs(tangent.dot(binormal)) - 1)
|
||||
< ZERO_TOLERANCE)
|
||||
{
|
||||
log.log(Level.WARNING, "Vertices are on the same line " +
|
||||
"for triangle [{0}, {1}, {2}].",
|
||||
new Object[]{ index[0], index[1], index[2] });
|
||||
< ZERO_TOLERANCE) {
|
||||
log.log(Level.WARNING, "Vertices are on the same line "
|
||||
+ "for triangle [{0}, {1}, {2}].",
|
||||
new Object[]{index[0], index[1], index[2]});
|
||||
}
|
||||
|
||||
float factor = 1/det;
|
||||
tangent.x = (edge2uv.y*edge1.x - edge1uv.y*edge2.x)*factor;
|
||||
tangent.y = (edge2uv.y*edge1.y - edge1uv.y*edge2.y)*factor;
|
||||
tangent.z = (edge2uv.y*edge1.z - edge1uv.y*edge2.z)*factor;
|
||||
if (normalize) tangent.normalizeLocal();
|
||||
float factor = 1 / det;
|
||||
tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
|
||||
tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
|
||||
tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
|
||||
if (normalize) {
|
||||
tangent.normalizeLocal();
|
||||
}
|
||||
|
||||
binormal.x = (edge1uv.x*edge2.x - edge2uv.x*edge1.x)*factor;
|
||||
binormal.y = (edge1uv.x*edge2.y - edge2uv.x*edge1.y)*factor;
|
||||
binormal.z = (edge1uv.x*edge2.z - edge2uv.x*edge1.z)*factor;
|
||||
if (normalize) binormal.normalizeLocal();
|
||||
binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
|
||||
binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
|
||||
binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
|
||||
if (normalize) {
|
||||
binormal.normalizeLocal();
|
||||
}
|
||||
|
||||
tangent.cross(binormal, normal);
|
||||
normal.normalizeLocal();
|
||||
@ -341,8 +366,7 @@ public class TangentBinormalGenerator {
|
||||
tangent,
|
||||
binormal,
|
||||
normal,
|
||||
index[0], index[1], index[2]
|
||||
);
|
||||
index[0], index[1], index[2]);
|
||||
}
|
||||
|
||||
public static void setToleranceAngle(float angle) {
|
||||
@ -350,13 +374,12 @@ public class TangentBinormalGenerator {
|
||||
throw new IllegalArgumentException(
|
||||
"The angle must be between 0 and 179 degrees.");
|
||||
}
|
||||
toleranceDot = FastMath.cos(angle*FastMath.DEG_TO_RAD);
|
||||
toleranceDot = FastMath.cos(angle * FastMath.DEG_TO_RAD);
|
||||
toleranceAngle = angle;
|
||||
}
|
||||
|
||||
private static void processTriangleData(Mesh mesh, VertexData[] vertices,
|
||||
boolean approxTangent)
|
||||
{
|
||||
boolean approxTangent) {
|
||||
FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
|
||||
|
||||
FloatBuffer tangents = BufferUtils.createFloatBuffer(vertices.length * 4);
|
||||
@ -392,8 +415,8 @@ public class TangentBinormalGenerator {
|
||||
tangentUnit.normalizeLocal();
|
||||
if (tangent.dot(tangentUnit) < toleranceDot) {
|
||||
log.log(Level.WARNING,
|
||||
"Angle between tangents exceeds tolerance " +
|
||||
"for vertex {0}.", i);
|
||||
"Angle between tangents exceeds tolerance "
|
||||
+ "for vertex {0}.", i);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -402,8 +425,8 @@ public class TangentBinormalGenerator {
|
||||
binormalUnit.normalizeLocal();
|
||||
if (binormal.dot(binormalUnit) < toleranceDot) {
|
||||
log.log(Level.WARNING,
|
||||
"Angle between binormals exceeds tolerance " +
|
||||
"for vertex {0}.", i);
|
||||
"Angle between binormals exceeds tolerance "
|
||||
+ "for vertex {0}.", i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -439,21 +462,18 @@ public class TangentBinormalGenerator {
|
||||
if (binormal.length() >= ZERO_TOLERANCE) {
|
||||
binormal.cross(givenNormal, tangent);
|
||||
tangent.normalizeLocal();
|
||||
}
|
||||
// if all fails use the tangent from the first triangle
|
||||
} // if all fails use the tangent from the first triangle
|
||||
else {
|
||||
tangent.set(triangles.get(0).tangent);
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
tangent.divideLocal(triangles.size());
|
||||
}
|
||||
|
||||
tangentUnit.set(tangent);
|
||||
tangentUnit.normalizeLocal();
|
||||
if (Math.abs(Math.abs(tangentUnit.dot(givenNormal)) - 1)
|
||||
< ZERO_TOLERANCE)
|
||||
{
|
||||
< ZERO_TOLERANCE) {
|
||||
log.log(Level.WARNING,
|
||||
"Normal and tangent are parallel for vertex {0}.", i);
|
||||
}
|
||||
@ -467,28 +487,24 @@ public class TangentBinormalGenerator {
|
||||
if (tangent.length() >= ZERO_TOLERANCE) {
|
||||
givenNormal.cross(tangent, binormal);
|
||||
binormal.normalizeLocal();
|
||||
}
|
||||
// if all fails use the binormal from the first triangle
|
||||
} // if all fails use the binormal from the first triangle
|
||||
else {
|
||||
binormal.set(triangles.get(0).binormal);
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
binormal.divideLocal(triangles.size());
|
||||
}
|
||||
|
||||
binormalUnit.set(binormal);
|
||||
binormalUnit.normalizeLocal();
|
||||
if (Math.abs(Math.abs(binormalUnit.dot(givenNormal)) - 1)
|
||||
< ZERO_TOLERANCE)
|
||||
{
|
||||
< ZERO_TOLERANCE) {
|
||||
log.log(Level.WARNING,
|
||||
"Normal and binormal are parallel for vertex {0}.", i);
|
||||
}
|
||||
|
||||
if (Math.abs(Math.abs(binormalUnit.dot(tangentUnit)) - 1)
|
||||
< ZERO_TOLERANCE)
|
||||
{
|
||||
< ZERO_TOLERANCE) {
|
||||
log.log(Level.WARNING,
|
||||
"Tangent and binormal are parallel for vertex {0}.", i);
|
||||
}
|
||||
@ -503,8 +519,7 @@ public class TangentBinormalGenerator {
|
||||
tangents.put((i * 4) + 1, tangent.y);
|
||||
tangents.put((i * 4) + 2, tangent.z);
|
||||
tangents.put((i * 4) + 3, wCoord);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
tangents.put((i * 4), tangent.x);
|
||||
tangents.put((i * 4) + 1, tangent.y);
|
||||
tangents.put((i * 4) + 2, tangent.z);
|
||||
@ -519,11 +534,12 @@ public class TangentBinormalGenerator {
|
||||
}
|
||||
|
||||
public static Mesh genTbnLines(Mesh mesh, float scale) {
|
||||
if (mesh.getBuffer(Type.Tangent) == null)
|
||||
if (mesh.getBuffer(Type.Tangent) == null) {
|
||||
return genNormalLines(mesh, scale);
|
||||
else
|
||||
} else {
|
||||
return genTangentLines(mesh, scale);
|
||||
}
|
||||
}
|
||||
|
||||
public static Mesh genNormalLines(Mesh mesh, float scale) {
|
||||
FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
|
||||
@ -598,12 +614,12 @@ public class TangentBinormalGenerator {
|
||||
populateFromBuffer(origin, vertexBuffer, i);
|
||||
populateFromBuffer(normal, normalBuffer, i);
|
||||
|
||||
if (hasParity){
|
||||
if (hasParity) {
|
||||
tangent.x = tangentBuffer.get(i * 4);
|
||||
tangent.y = tangentBuffer.get(i * 4 + 1);
|
||||
tangent.z = tangentBuffer.get(i * 4 + 2);
|
||||
tangentW = tangentBuffer.get(i * 4 + 3);
|
||||
}else{
|
||||
} else {
|
||||
populateFromBuffer(tangent, tangentBuffer, i);
|
||||
}
|
||||
|
||||
|
@ -157,6 +157,8 @@ public class TempVars {
|
||||
*/
|
||||
public final float[] skinPositions = new float[512 * 3];
|
||||
public final float[] skinNormals = new float[512 * 3];
|
||||
//tangent buffer as 4 components by elements
|
||||
public final float[] skinTangents = new float[512 * 4];
|
||||
/**
|
||||
* Fetching triangle from mesh
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user