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77 lines
3.3 KiB
77 lines
3.3 KiB
/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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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.bullet.util;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.util.BufferUtils;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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/**
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*
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* @author normenhansen
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*/
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public class NativeMeshUtil {
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public static long getTriangleIndexVertexArray(Mesh mesh){
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ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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int numVertices = mesh.getVertexCount();
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int vertexStride = 12; //3 verts * 4 bytes per.
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int numTriangles = mesh.getTriangleCount();
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int triangleIndexStride = 12; //3 index entries * 4 bytes each.
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IndexBuffer indices = mesh.getIndicesAsList();
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FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
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vertices.rewind();
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int verticesLength = mesh.getVertexCount() * 3;
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for (int i = 0; i < verticesLength; i++) {
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float tempFloat = vertices.get();
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vertexBase.putFloat(tempFloat);
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}
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int indicesLength = mesh.getTriangleCount() * 3;
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for (int i = 0; i < indicesLength; i++) {
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triangleIndexBase.putInt(indices.get(i));
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}
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vertices.rewind();
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vertices.clear();
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return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
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}
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public static native long createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride);
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}
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