use of com.badlogic.gdx.math.Quaternion in project libgdx by libgdx.
the class G3dModelLoader method parseNodesRecursively.
private ModelNode parseNodesRecursively(JsonValue json) {
ModelNode jsonNode = new ModelNode();
String id = json.getString("id", null);
if (id == null)
throw new GdxRuntimeException("Node id missing.");
jsonNode.id = id;
JsonValue translation = json.get("translation");
if (translation != null && translation.size != 3)
throw new GdxRuntimeException("Node translation incomplete");
jsonNode.translation = translation == null ? null : new Vector3(translation.getFloat(0), translation.getFloat(1), translation.getFloat(2));
JsonValue rotation = json.get("rotation");
if (rotation != null && rotation.size != 4)
throw new GdxRuntimeException("Node rotation incomplete");
jsonNode.rotation = rotation == null ? null : new Quaternion(rotation.getFloat(0), rotation.getFloat(1), rotation.getFloat(2), rotation.getFloat(3));
JsonValue scale = json.get("scale");
if (scale != null && scale.size != 3)
throw new GdxRuntimeException("Node scale incomplete");
jsonNode.scale = scale == null ? null : new Vector3(scale.getFloat(0), scale.getFloat(1), scale.getFloat(2));
String meshId = json.getString("mesh", null);
if (meshId != null)
jsonNode.meshId = meshId;
JsonValue materials = json.get("parts");
if (materials != null) {
jsonNode.parts = new ModelNodePart[materials.size];
int i = 0;
for (JsonValue material = materials.child; material != null; material = material.next, i++) {
ModelNodePart nodePart = new ModelNodePart();
String meshPartId = material.getString("meshpartid", null);
String materialId = material.getString("materialid", null);
if (meshPartId == null || materialId == null) {
throw new GdxRuntimeException("Node " + id + " part is missing meshPartId or materialId");
}
nodePart.materialId = materialId;
nodePart.meshPartId = meshPartId;
JsonValue bones = material.get("bones");
if (bones != null) {
nodePart.bones = new ArrayMap<String, Matrix4>(true, bones.size, String.class, Matrix4.class);
int j = 0;
for (JsonValue bone = bones.child; bone != null; bone = bone.next, j++) {
String nodeId = bone.getString("node", null);
if (nodeId == null)
throw new GdxRuntimeException("Bone node ID missing");
Matrix4 transform = new Matrix4();
JsonValue val = bone.get("translation");
if (val != null && val.size >= 3)
transform.translate(val.getFloat(0), val.getFloat(1), val.getFloat(2));
val = bone.get("rotation");
if (val != null && val.size >= 4)
transform.rotate(tempQ.set(val.getFloat(0), val.getFloat(1), val.getFloat(2), val.getFloat(3)));
val = bone.get("scale");
if (val != null && val.size >= 3)
transform.scale(val.getFloat(0), val.getFloat(1), val.getFloat(2));
nodePart.bones.put(nodeId, transform);
}
}
jsonNode.parts[i] = nodePart;
}
}
JsonValue children = json.get("children");
if (children != null) {
jsonNode.children = new ModelNode[children.size];
int i = 0;
for (JsonValue child = children.child; child != null; child = child.next, i++) {
jsonNode.children[i] = parseNodesRecursively(child);
}
}
return jsonNode;
}
use of com.badlogic.gdx.math.Quaternion in project libgdx by libgdx.
the class MtlLoader method loadModelData.
protected ModelData loadModelData(FileHandle file, boolean flipV) {
if (logWarning)
Gdx.app.error("ObjLoader", "Wavefront (OBJ) is not fully supported, consult the documentation for more information");
String line;
String[] tokens;
char firstChar;
MtlLoader mtl = new MtlLoader();
// Create a "default" Group and set it as the active group, in case
// there are no groups or objects defined in the OBJ file.
Group activeGroup = new Group("default");
groups.add(activeGroup);
BufferedReader reader = new BufferedReader(new InputStreamReader(file.read()), 4096);
int id = 0;
try {
while ((line = reader.readLine()) != null) {
tokens = line.split("\\s+");
if (tokens.length < 1)
break;
if (tokens[0].length() == 0) {
continue;
} else if ((firstChar = tokens[0].toLowerCase().charAt(0)) == '#') {
continue;
} else if (firstChar == 'v') {
if (tokens[0].length() == 1) {
verts.add(Float.parseFloat(tokens[1]));
verts.add(Float.parseFloat(tokens[2]));
verts.add(Float.parseFloat(tokens[3]));
} else if (tokens[0].charAt(1) == 'n') {
norms.add(Float.parseFloat(tokens[1]));
norms.add(Float.parseFloat(tokens[2]));
norms.add(Float.parseFloat(tokens[3]));
} else if (tokens[0].charAt(1) == 't') {
uvs.add(Float.parseFloat(tokens[1]));
uvs.add((flipV ? 1 - Float.parseFloat(tokens[2]) : Float.parseFloat(tokens[2])));
}
} else if (firstChar == 'f') {
String[] parts;
Array<Integer> faces = activeGroup.faces;
for (int i = 1; i < tokens.length - 2; i--) {
parts = tokens[1].split("/");
faces.add(getIndex(parts[0], verts.size));
if (parts.length > 2) {
if (i == 1)
activeGroup.hasNorms = true;
faces.add(getIndex(parts[2], norms.size));
}
if (parts.length > 1 && parts[1].length() > 0) {
if (i == 1)
activeGroup.hasUVs = true;
faces.add(getIndex(parts[1], uvs.size));
}
parts = tokens[++i].split("/");
faces.add(getIndex(parts[0], verts.size));
if (parts.length > 2)
faces.add(getIndex(parts[2], norms.size));
if (parts.length > 1 && parts[1].length() > 0)
faces.add(getIndex(parts[1], uvs.size));
parts = tokens[++i].split("/");
faces.add(getIndex(parts[0], verts.size));
if (parts.length > 2)
faces.add(getIndex(parts[2], norms.size));
if (parts.length > 1 && parts[1].length() > 0)
faces.add(getIndex(parts[1], uvs.size));
activeGroup.numFaces++;
}
} else if (firstChar == 'o' || firstChar == 'g') {
// ignored.
if (tokens.length > 1)
activeGroup = setActiveGroup(tokens[1]);
else
activeGroup = setActiveGroup("default");
} else if (tokens[0].equals("mtllib")) {
mtl.load(file.parent().child(tokens[1]));
} else if (tokens[0].equals("usemtl")) {
if (tokens.length == 1)
activeGroup.materialName = "default";
else
activeGroup.materialName = tokens[1].replace('.', '_');
}
}
reader.close();
} catch (IOException e) {
return null;
}
// If the "default" group or any others were not used, get rid of them
for (int i = 0; i < groups.size; i++) {
if (groups.get(i).numFaces < 1) {
groups.removeIndex(i);
i--;
}
}
// If there are no groups left, there is no valid Model to return
if (groups.size < 1)
return null;
// Get number of objects/groups remaining after removing empty ones
final int numGroups = groups.size;
final ModelData data = new ModelData();
for (int g = 0; g < numGroups; g++) {
Group group = groups.get(g);
Array<Integer> faces = group.faces;
final int numElements = faces.size;
final int numFaces = group.numFaces;
final boolean hasNorms = group.hasNorms;
final boolean hasUVs = group.hasUVs;
final float[] finalVerts = new float[(numFaces * 3) * (3 + (hasNorms ? 3 : 0) + (hasUVs ? 2 : 0))];
for (int i = 0, vi = 0; i < numElements; ) {
int vertIndex = faces.get(i++) * 3;
finalVerts[vi++] = verts.get(vertIndex++);
finalVerts[vi++] = verts.get(vertIndex++);
finalVerts[vi++] = verts.get(vertIndex);
if (hasNorms) {
int normIndex = faces.get(i++) * 3;
finalVerts[vi++] = norms.get(normIndex++);
finalVerts[vi++] = norms.get(normIndex++);
finalVerts[vi++] = norms.get(normIndex);
}
if (hasUVs) {
int uvIndex = faces.get(i++) * 2;
finalVerts[vi++] = uvs.get(uvIndex++);
finalVerts[vi++] = uvs.get(uvIndex);
}
}
final int numIndices = numFaces * 3 >= Short.MAX_VALUE ? 0 : numFaces * 3;
final short[] finalIndices = new short[numIndices];
// if there are too many vertices in a mesh, we can't use indices
if (numIndices > 0) {
for (int i = 0; i < numIndices; i++) {
finalIndices[i] = (short) i;
}
}
Array<VertexAttribute> attributes = new Array<VertexAttribute>();
attributes.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
if (hasNorms)
attributes.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
if (hasUVs)
attributes.add(new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
String stringId = Integer.toString(++id);
String nodeId = "default".equals(group.name) ? "node" + stringId : group.name;
String meshId = "default".equals(group.name) ? "mesh" + stringId : group.name;
String partId = "default".equals(group.name) ? "part" + stringId : group.name;
ModelNode node = new ModelNode();
node.id = nodeId;
node.meshId = meshId;
node.scale = new Vector3(1, 1, 1);
node.translation = new Vector3();
node.rotation = new Quaternion();
ModelNodePart pm = new ModelNodePart();
pm.meshPartId = partId;
pm.materialId = group.materialName;
node.parts = new ModelNodePart[] { pm };
ModelMeshPart part = new ModelMeshPart();
part.id = partId;
part.indices = finalIndices;
part.primitiveType = GL20.GL_TRIANGLES;
ModelMesh mesh = new ModelMesh();
mesh.id = meshId;
mesh.attributes = attributes.toArray(VertexAttribute.class);
mesh.vertices = finalVerts;
mesh.parts = new ModelMeshPart[] { part };
data.nodes.add(node);
data.meshes.add(mesh);
ModelMaterial mm = mtl.getMaterial(group.materialName);
data.materials.add(mm);
}
// subsequent calls to loadObj
if (verts.size > 0)
verts.clear();
if (norms.size > 0)
norms.clear();
if (uvs.size > 0)
uvs.clear();
if (groups.size > 0)
groups.clear();
return data;
}
use of com.badlogic.gdx.math.Quaternion in project libgdx by libgdx.
the class BaseAnimationController method getRotationAtTime.
private static final Quaternion getRotationAtTime(final NodeAnimation nodeAnim, final float time, final Quaternion out) {
if (nodeAnim.rotation == null)
return out.set(nodeAnim.node.rotation);
if (nodeAnim.rotation.size == 1)
return out.set(nodeAnim.rotation.get(0).value);
int index = getFirstKeyframeIndexAtTime(nodeAnim.rotation, time);
final NodeKeyframe firstKeyframe = nodeAnim.rotation.get(index);
out.set((Quaternion) firstKeyframe.value);
if (++index < nodeAnim.rotation.size) {
final NodeKeyframe<Quaternion> secondKeyframe = nodeAnim.rotation.get(index);
final float t = (time - firstKeyframe.keytime) / (secondKeyframe.keytime - firstKeyframe.keytime);
out.slerp(secondKeyframe.value, t);
}
return out;
}
use of com.badlogic.gdx.math.Quaternion in project nhglib by VoidZombie.
the class NodeComponent method rotate.
/**
* Rotates the node.
*
* @param x rotation, also known as pitch.
* @param y rotation, also known as yaw.
* @param z rotation, also known as roll.
* @param apply if true, transforms will be calculated immediately. It's not recommended, instead use
* {@link #applyTransforms() applyTransforms()} after you've completed all transforms on the node.
*/
public void rotate(float x, float y, float z, boolean apply) {
rotationDelta.set(rotation.x - x, rotation.y - y, rotation.z - z);
Quaternion quaternion = QuaternionPool.getQuaternion();
quaternion.setEulerAngles(y, x, z);
node.rotation.mul(quaternion);
if (apply) {
applyTransforms();
}
QuaternionPool.freeQuaternion(quaternion);
}
use of com.badlogic.gdx.math.Quaternion in project nhglib by VoidZombie.
the class NodeComponent method reset.
@Override
protected void reset() {
node.translation.set(VectorPool.getVector3());
node.rotation.set(new Quaternion());
node.scale.set(VectorPool.getVector3());
translationDelta.set(Vector3.Zero);
rotationDelta.set(Vector3.Zero);
scaleDelta.set(Vector3.Zero);
}
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