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Example 11 with AssetLoadException

use of com.jme3.asset.AssetLoadException in project jmonkeyengine by jMonkeyEngine.

the class FbxSkin method generateBoneData.

private int generateBoneData(Mesh mesh, FbxMesh fbxMesh) {
    // Create bone buffers
    FloatBuffer boneWeightData = BufferUtils.createFloatBuffer(fbxMesh.vCount * 4);
    ByteBuffer boneIndicesData = BufferUtils.createByteBuffer(fbxMesh.vCount * 4);
    mesh.setBuffer(VertexBuffer.Type.BoneWeight, 4, boneWeightData);
    mesh.setBuffer(VertexBuffer.Type.BoneIndex, 4, boneIndicesData);
    mesh.getBuffer(VertexBuffer.Type.BoneWeight).setUsage(Usage.CpuOnly);
    mesh.getBuffer(VertexBuffer.Type.BoneIndex).setUsage(Usage.CpuOnly);
    VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight);
    VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex);
    // Setting usage to CpuOnly so that the buffer is not send empty to the GPU
    indicesHW.setUsage(Usage.CpuOnly);
    weightsHW.setUsage(Usage.CpuOnly);
    mesh.setBuffer(weightsHW);
    mesh.setBuffer(indicesHW);
    int bonesLimitExceeded = 0;
    // Accumulate skin bones influence into mesh buffers
    for (FbxNode limb : bones) {
        FbxCluster cluster = limb.skinToCluster.get(id);
        if (cluster == null || cluster.indexes == null || cluster.weights == null || cluster.indexes.length != cluster.weights.length)
            continue;
        if (limb.boneIndex > 255)
            throw new AssetLoadException("Bone index can't be packed into byte");
        for (int i = 0; i < cluster.indexes.length; ++i) {
            int vertexIndex = cluster.indexes[i];
            if (vertexIndex >= fbxMesh.reverseVertexMap.size())
                throw new AssetLoadException("Invalid skinning vertex index. Unexpected index lookup " + vertexIndex + " from " + fbxMesh.reverseVertexMap.size());
            List<Integer> dstVertices = fbxMesh.reverseVertexMap.get(vertexIndex);
            for (int j = 0; j < dstVertices.size(); ++j) {
                int v = dstVertices.get(j);
                // Append bone index and weight to vertex
                int offset;
                int smalestOffset = 0;
                float w = 0;
                float smalestW = Float.MAX_VALUE;
                for (offset = v * 4; offset < v * 4 + 4; ++offset) {
                    w = boneWeightData.get(offset);
                    if (w == 0)
                        break;
                    if (w < smalestW) {
                        smalestW = w;
                        smalestOffset = offset;
                    }
                }
                if (w == 0) {
                    boneWeightData.put(offset, (float) cluster.weights[i]);
                    boneIndicesData.put(offset, (byte) limb.boneIndex);
                } else {
                    if ((float) cluster.weights[i] > smalestW) {
                        // If current weight more than smallest, discard smallest
                        boneWeightData.put(smalestOffset, (float) cluster.weights[i]);
                        boneIndicesData.put(smalestOffset, (byte) limb.boneIndex);
                    }
                    bonesLimitExceeded++;
                }
            }
        }
    }
    if (bonesLimitExceeded > 0)
        scene.warning("Skinning support max 4 bone per vertex. Exceeding data of " + bonesLimitExceeded + " weights in mesh bones will be discarded");
    // Postprocess bones weights
    int maxWeightsPerVert = 0;
    boneWeightData.rewind();
    for (int v = 0; v < fbxMesh.vCount; v++) {
        float w0 = boneWeightData.get();
        float w1 = boneWeightData.get();
        float w2 = boneWeightData.get();
        float w3 = boneWeightData.get();
        if (w3 != 0) {
            maxWeightsPerVert = Math.max(maxWeightsPerVert, 4);
        } else if (w2 != 0) {
            maxWeightsPerVert = Math.max(maxWeightsPerVert, 3);
        } else if (w1 != 0) {
            maxWeightsPerVert = Math.max(maxWeightsPerVert, 2);
        } else if (w0 != 0) {
            maxWeightsPerVert = Math.max(maxWeightsPerVert, 1);
        }
        float sum = w0 + w1 + w2 + w3;
        if (sum != 1f) {
            // normalize weights
            float mult = (sum != 0) ? (1f / sum) : 0;
            boneWeightData.position(v * 4);
            boneWeightData.put(w0 * mult);
            boneWeightData.put(w1 * mult);
            boneWeightData.put(w2 * mult);
            boneWeightData.put(w3 * mult);
        }
    }
    return maxWeightsPerVert;
}
Also used : VertexBuffer(com.jme3.scene.VertexBuffer) FloatBuffer(java.nio.FloatBuffer) ByteBuffer(java.nio.ByteBuffer) AssetLoadException(com.jme3.asset.AssetLoadException)

Aggregations

AssetLoadException (com.jme3.asset.AssetLoadException)10 IOException (java.io.IOException)6 InputStream (java.io.InputStream)6 TextureKey (com.jme3.asset.TextureKey)3 ModelKey (com.jme3.asset.ModelKey)2 VertexBuffer (com.jme3.scene.VertexBuffer)2 Image (com.jme3.texture.Image)2 Statement (com.jme3.util.blockparser.Statement)2 FloatBuffer (java.nio.FloatBuffer)2 ArrayList (java.util.ArrayList)2 AssetInfo (com.jme3.asset.AssetInfo)1 AssetKey (com.jme3.asset.AssetKey)1 AssetManager (com.jme3.asset.AssetManager)1 AssetNotFoundException (com.jme3.asset.AssetNotFoundException)1 BlenderKey (com.jme3.asset.BlenderKey)1 GeneratedTextureKey (com.jme3.asset.GeneratedTextureKey)1 ShaderNodeDefinitionKey (com.jme3.asset.ShaderNodeDefinitionKey)1 Geometry (com.jme3.scene.Geometry)1 Mesh (com.jme3.scene.Mesh)1 Spatial (com.jme3.scene.Spatial)1