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Example 1 with IndexBuffer

use of com.jme3.scene.mesh.IndexBuffer in project jmonkeyengine by jMonkeyEngine.

the class NativeMeshUtil method getTriangleIndexVertexArray.

public static long getTriangleIndexVertexArray(Mesh mesh) {
    ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
    ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
    int numVertices = mesh.getVertexCount();
    //3 verts * 4 bytes per.
    int vertexStride = 12;
    int numTriangles = mesh.getTriangleCount();
    //3 index entries * 4 bytes each.
    int triangleIndexStride = 12;
    IndexBuffer indices = mesh.getIndicesAsList();
    FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
    vertices.rewind();
    int verticesLength = mesh.getVertexCount() * 3;
    for (int i = 0; i < verticesLength; i++) {
        float tempFloat = vertices.get();
        vertexBase.putFloat(tempFloat);
    }
    int indicesLength = mesh.getTriangleCount() * 3;
    for (int i = 0; i < indicesLength; i++) {
        triangleIndexBase.putInt(indices.get(i));
    }
    vertices.rewind();
    vertices.clear();
    return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
}
Also used : IndexBuffer(com.jme3.scene.mesh.IndexBuffer) FloatBuffer(java.nio.FloatBuffer) ByteBuffer(java.nio.ByteBuffer)

Example 2 with IndexBuffer

use of com.jme3.scene.mesh.IndexBuffer in project jmonkeyengine by jMonkeyEngine.

the class GeometryBatchFactory method mergeGeometries.

/**
     * Merges all geometries in the collection into
     * the output mesh. Creates a new material using the TextureAtlas.
     * 
     * @param geometries
     * @param outMesh
     */
public static void mergeGeometries(Collection<Geometry> geometries, Mesh outMesh) {
    int[] compsForBuf = new int[VertexBuffer.Type.values().length];
    Format[] formatForBuf = new Format[compsForBuf.length];
    boolean[] normForBuf = new boolean[VertexBuffer.Type.values().length];
    int totalVerts = 0;
    int totalTris = 0;
    int totalLodLevels = 0;
    int maxWeights = -1;
    Mode mode = null;
    for (Geometry geom : geometries) {
        totalVerts += geom.getVertexCount();
        totalTris += geom.getTriangleCount();
        totalLodLevels = Math.min(totalLodLevels, geom.getMesh().getNumLodLevels());
        Mode listMode;
        int components;
        switch(geom.getMesh().getMode()) {
            case Points:
                listMode = Mode.Points;
                components = 0;
                break;
            case LineLoop:
            case LineStrip:
            case Lines:
                listMode = Mode.Lines;
                components = 2;
                break;
            case TriangleFan:
            case TriangleStrip:
            case Triangles:
                listMode = Mode.Triangles;
                components = 3;
                break;
            default:
                throw new UnsupportedOperationException();
        }
        for (VertexBuffer vb : geom.getMesh().getBufferList().getArray()) {
            int currentCompsForBuf = compsForBuf[vb.getBufferType().ordinal()];
            if (vb.getBufferType() != Type.Index && currentCompsForBuf != 0 && currentCompsForBuf != vb.getNumComponents()) {
                throw new UnsupportedOperationException("The geometry " + geom + " buffer " + vb.getBufferType() + " has different number of components than the rest of the meshes " + "(this: " + vb.getNumComponents() + ", expected: " + currentCompsForBuf + ")");
            }
            compsForBuf[vb.getBufferType().ordinal()] = vb.getNumComponents();
            formatForBuf[vb.getBufferType().ordinal()] = vb.getFormat();
            normForBuf[vb.getBufferType().ordinal()] = vb.isNormalized();
        }
        maxWeights = Math.max(maxWeights, geom.getMesh().getMaxNumWeights());
        if (mode != null && mode != listMode) {
            throw new UnsupportedOperationException("Cannot combine different" + " primitive types: " + mode + " != " + listMode);
        }
        mode = listMode;
        compsForBuf[Type.Index.ordinal()] = components;
    }
    outMesh.setMaxNumWeights(maxWeights);
    outMesh.setMode(mode);
    if (totalVerts >= 65536) {
        // make sure we create an UnsignedInt buffer so
        // we can fit all of the meshes
        formatForBuf[Type.Index.ordinal()] = Format.UnsignedInt;
    } else {
        formatForBuf[Type.Index.ordinal()] = Format.UnsignedShort;
    }
    // generate output buffers based on retrieved info
    for (int i = 0; i < compsForBuf.length; i++) {
        if (compsForBuf[i] == 0) {
            continue;
        }
        Buffer data;
        if (i == Type.Index.ordinal()) {
            data = VertexBuffer.createBuffer(formatForBuf[i], compsForBuf[i], totalTris);
        } else {
            data = VertexBuffer.createBuffer(formatForBuf[i], compsForBuf[i], totalVerts);
        }
        VertexBuffer vb = new VertexBuffer(Type.values()[i]);
        vb.setupData(Usage.Static, compsForBuf[i], formatForBuf[i], data);
        vb.setNormalized(normForBuf[i]);
        outMesh.setBuffer(vb);
    }
    int globalVertIndex = 0;
    int globalTriIndex = 0;
    for (Geometry geom : geometries) {
        Mesh inMesh = geom.getMesh();
        geom.computeWorldMatrix();
        Matrix4f worldMatrix = geom.getWorldMatrix();
        int geomVertCount = inMesh.getVertexCount();
        int geomTriCount = inMesh.getTriangleCount();
        for (int bufType = 0; bufType < compsForBuf.length; bufType++) {
            VertexBuffer inBuf = inMesh.getBuffer(Type.values()[bufType]);
            VertexBuffer outBuf = outMesh.getBuffer(Type.values()[bufType]);
            if (inBuf == null || outBuf == null) {
                continue;
            }
            if (Type.Index.ordinal() == bufType) {
                int components = compsForBuf[bufType];
                IndexBuffer inIdx = inMesh.getIndicesAsList();
                IndexBuffer outIdx = outMesh.getIndexBuffer();
                for (int tri = 0; tri < geomTriCount; tri++) {
                    for (int comp = 0; comp < components; comp++) {
                        int idx = inIdx.get(tri * components + comp) + globalVertIndex;
                        outIdx.put((globalTriIndex + tri) * components + comp, idx);
                    }
                }
            } else if (Type.Position.ordinal() == bufType) {
                FloatBuffer inPos = (FloatBuffer) inBuf.getDataReadOnly();
                FloatBuffer outPos = (FloatBuffer) outBuf.getData();
                doTransformVerts(inPos, globalVertIndex, outPos, worldMatrix);
            } else if (Type.Normal.ordinal() == bufType) {
                FloatBuffer inPos = (FloatBuffer) inBuf.getDataReadOnly();
                FloatBuffer outPos = (FloatBuffer) outBuf.getData();
                doTransformNorms(inPos, globalVertIndex, outPos, worldMatrix);
            } else if (Type.Tangent.ordinal() == bufType) {
                FloatBuffer inPos = (FloatBuffer) inBuf.getDataReadOnly();
                FloatBuffer outPos = (FloatBuffer) outBuf.getData();
                int components = inBuf.getNumComponents();
                doTransformTangents(inPos, globalVertIndex, components, outPos, worldMatrix);
            } else {
                inBuf.copyElements(0, outBuf, globalVertIndex, geomVertCount);
            }
        }
        globalVertIndex += geomVertCount;
        globalTriIndex += geomTriCount;
    }
}
Also used : FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) IndexBuffer(com.jme3.scene.mesh.IndexBuffer) IntBuffer(java.nio.IntBuffer) Buffer(java.nio.Buffer) Mode(com.jme3.scene.Mesh.Mode) FloatBuffer(java.nio.FloatBuffer) IndexBuffer(com.jme3.scene.mesh.IndexBuffer) Matrix4f(com.jme3.math.Matrix4f) Format(com.jme3.scene.VertexBuffer.Format)

Example 3 with IndexBuffer

use of com.jme3.scene.mesh.IndexBuffer in project jmonkeyengine by jMonkeyEngine.

the class LodGenerator method makeLod.

private VertexBuffer makeLod(Mesh mesh) {
    VertexBuffer indexBuffer = mesh.getBuffer(VertexBuffer.Type.Index);
    boolean isShortBuffer = indexBuffer.getFormat() == VertexBuffer.Format.UnsignedShort;
    // Create buffers.	
    VertexBuffer lodBuffer = new VertexBuffer(VertexBuffer.Type.Index);
    int bufsize = indexCount == 0 ? 3 : indexCount;
    if (isShortBuffer) {
        lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedShort, BufferUtils.createShortBuffer(bufsize));
    } else {
        lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedInt, BufferUtils.createIntBuffer(bufsize));
    }
    lodBuffer.getData().rewind();
    //Check if we should fill it with a "dummy" triangle.
    if (indexCount == 0) {
        if (isShortBuffer) {
            for (int m = 0; m < 3; m++) {
                ((ShortBuffer) lodBuffer.getData()).put((short) 0);
            }
        } else {
            for (int m = 0; m < 3; m++) {
                ((IntBuffer) lodBuffer.getData()).put(0);
            }
        }
    }
    // Fill buffers.       
    Buffer buf = lodBuffer.getData();
    buf.rewind();
    for (Triangle triangle : triangleList) {
        if (!triangle.isRemoved) {
            //    assert (indexCount != 0);
            if (isShortBuffer) {
                for (int m = 0; m < 3; m++) {
                    ((ShortBuffer) buf).put((short) triangle.vertexId[m]);
                }
            } else {
                for (int m = 0; m < 3; m++) {
                    ((IntBuffer) buf).put(triangle.vertexId[m]);
                }
            }
        }
    }
    buf.clear();
    lodBuffer.updateData(buf);
    return lodBuffer;
}
Also used : VertexBuffer(com.jme3.scene.VertexBuffer) FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) IntBuffer(java.nio.IntBuffer) Buffer(java.nio.Buffer) VertexBuffer(com.jme3.scene.VertexBuffer) IntBuffer(java.nio.IntBuffer) ShortBuffer(java.nio.ShortBuffer)

Example 4 with IndexBuffer

use of com.jme3.scene.mesh.IndexBuffer in project jmonkeyengine by jMonkeyEngine.

the class ObjectHelper method flipMeshIfRequired.

/**
     * The method flips the mesh if the scale is mirroring it. Mirroring scale has either 1 or all 3 factors negative.
     * If two factors are negative then there is no mirroring because a rotation and translation can be found that will
     * lead to the same transform when all scales are positive.
     * 
     * @param geometry
     *            the geometry that is being flipped if necessary
     * @param scale
     *            the scale vector of the given geometry
     */
private void flipMeshIfRequired(Geometry geometry, Vector3f scale) {
    float s = scale.x * scale.y * scale.z;
    if (s < 0 && geometry.getMesh() != null) {
        // negative s means that the scale is mirroring the object
        FloatBuffer normals = geometry.getMesh().getFloatBuffer(Type.Normal);
        if (normals != null) {
            for (int i = 0; i < normals.limit(); i += 3) {
                if (scale.x < 0) {
                    normals.put(i, -normals.get(i));
                }
                if (scale.y < 0) {
                    normals.put(i + 1, -normals.get(i + 1));
                }
                if (scale.z < 0) {
                    normals.put(i + 2, -normals.get(i + 2));
                }
            }
        }
        if (geometry.getMesh().getMode() == Mode.Triangles) {
            // there is no need to flip the indexes for lines and points
            LOGGER.finer("Flipping index order in triangle mesh.");
            Buffer indexBuffer = geometry.getMesh().getBuffer(Type.Index).getData();
            for (int i = 0; i < indexBuffer.limit(); i += 3) {
                if (indexBuffer instanceof ShortBuffer) {
                    short index = ((ShortBuffer) indexBuffer).get(i + 1);
                    ((ShortBuffer) indexBuffer).put(i + 1, ((ShortBuffer) indexBuffer).get(i + 2));
                    ((ShortBuffer) indexBuffer).put(i + 2, index);
                } else {
                    int index = ((IntBuffer) indexBuffer).get(i + 1);
                    ((IntBuffer) indexBuffer).put(i + 1, ((IntBuffer) indexBuffer).get(i + 2));
                    ((IntBuffer) indexBuffer).put(i + 2, index);
                }
            }
        }
    }
}
Also used : FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) IntBuffer(java.nio.IntBuffer) Buffer(java.nio.Buffer) IntBuffer(java.nio.IntBuffer) FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) CullHint(com.jme3.scene.Spatial.CullHint)

Example 5 with IndexBuffer

use of com.jme3.scene.mesh.IndexBuffer in project jmonkeyengine by jMonkeyEngine.

the class Cylinder method updateGeometry.

/**
     * Rebuilds the cylinder based on a new set of parameters.
     *
     * @param axisSamples the number of samples along the axis.
     * @param radialSamples the number of samples around the radial.
     * @param radius the radius of the bottom of the cylinder.
     * @param radius2 the radius of the top of the cylinder.
     * @param height the cylinder's height.
     * @param closed should the cylinder have top and bottom surfaces.
     * @param inverted is the cylinder is meant to be viewed from the inside.
     */
public void updateGeometry(int axisSamples, int radialSamples, float radius, float radius2, float height, boolean closed, boolean inverted) {
    this.axisSamples = axisSamples;
    this.radialSamples = radialSamples;
    this.radius = radius;
    this.radius2 = radius2;
    this.height = height;
    this.closed = closed;
    this.inverted = inverted;
    //        VertexBuffer pvb = getBuffer(Type.Position);
    //        VertexBuffer nvb = getBuffer(Type.Normal);
    //        VertexBuffer tvb = getBuffer(Type.TexCoord);
    axisSamples += (closed ? 2 : 0);
    // Vertices
    int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0);
    setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount));
    // Normals
    setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount));
    // Texture co-ordinates
    setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount));
    int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples;
    setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount));
    // generate geometry
    float inverseRadial = 1.0f / radialSamples;
    float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1);
    float inverseAxisLessTexture = 1.0f / (axisSamples - 1);
    float halfHeight = 0.5f * height;
    // Generate points on the unit circle to be used in computing the mesh
    // points on a cylinder slice.
    float[] sin = new float[radialSamples + 1];
    float[] cos = new float[radialSamples + 1];
    for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
        float angle = FastMath.TWO_PI * inverseRadial * radialCount;
        cos[radialCount] = FastMath.cos(angle);
        sin[radialCount] = FastMath.sin(angle);
    }
    sin[radialSamples] = sin[0];
    cos[radialSamples] = cos[0];
    // calculate normals
    Vector3f[] vNormals = null;
    Vector3f vNormal = Vector3f.UNIT_Z;
    if ((height != 0.0f) && (radius != radius2)) {
        vNormals = new Vector3f[radialSamples];
        Vector3f vHeight = Vector3f.UNIT_Z.mult(height);
        Vector3f vRadial = new Vector3f();
        for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
            vRadial.set(cos[radialCount], sin[radialCount], 0.0f);
            Vector3f vRadius = vRadial.mult(radius);
            Vector3f vRadius2 = vRadial.mult(radius2);
            Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius));
            Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z);
            vNormals[radialCount] = vMantle.cross(vTangent).normalize();
        }
    }
    FloatBuffer nb = getFloatBuffer(Type.Normal);
    FloatBuffer pb = getFloatBuffer(Type.Position);
    FloatBuffer tb = getFloatBuffer(Type.TexCoord);
    // generate the cylinder itself
    Vector3f tempNormal = new Vector3f();
    for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) {
        float axisFraction;
        float axisFractionTexture;
        int topBottom = 0;
        if (!closed) {
            // in [0,1]
            axisFraction = axisCount * inverseAxisLess;
            axisFractionTexture = axisFraction;
        } else {
            if (axisCount == 0) {
                // bottom
                topBottom = -1;
                axisFraction = 0;
                axisFractionTexture = inverseAxisLessTexture;
            } else if (axisCount == axisSamples - 1) {
                // top
                topBottom = 1;
                axisFraction = 1;
                axisFractionTexture = 1 - inverseAxisLessTexture;
            } else {
                axisFraction = (axisCount - 1) * inverseAxisLess;
                axisFractionTexture = axisCount * inverseAxisLessTexture;
            }
        }
        // compute center of slice
        float z = -halfHeight + height * axisFraction;
        Vector3f sliceCenter = new Vector3f(0, 0, z);
        // compute slice vertices with duplication at end point
        int save = i;
        for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) {
            // in [0,1)
            float radialFraction = radialCount * inverseRadial;
            tempNormal.set(cos[radialCount], sin[radialCount], 0.0f);
            if (vNormals != null) {
                vNormal = vNormals[radialCount];
            } else if (radius == radius2) {
                vNormal = tempNormal;
            }
            if (topBottom == 0) {
                if (!inverted)
                    nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
                else
                    nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
            } else {
                nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
            }
            tempNormal.multLocal((radius - radius2) * axisFraction + radius2).addLocal(sliceCenter);
            pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z);
            tb.put((inverted ? 1 - radialFraction : radialFraction)).put(axisFractionTexture);
        }
        BufferUtils.copyInternalVector3(pb, save, i);
        BufferUtils.copyInternalVector3(nb, save, i);
        tb.put((inverted ? 0.0f : 1.0f)).put(axisFractionTexture);
    }
    if (closed) {
        // bottom center
        pb.put(0).put(0).put(-halfHeight);
        nb.put(0).put(0).put(-1 * (inverted ? -1 : 1));
        tb.put(0.5f).put(0);
        // top center
        pb.put(0).put(0).put(halfHeight);
        nb.put(0).put(0).put(1 * (inverted ? -1 : 1));
        tb.put(0.5f).put(1);
    }
    IndexBuffer ib = getIndexBuffer();
    int index = 0;
    // Connectivity
    for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) {
        int i0 = axisStart;
        int i1 = i0 + 1;
        axisStart += radialSamples + 1;
        int i2 = axisStart;
        int i3 = i2 + 1;
        for (int i = 0; i < radialSamples; i++) {
            if (closed && axisCount == 0) {
                if (!inverted) {
                    ib.put(index++, i0++);
                    ib.put(index++, vertCount - 2);
                    ib.put(index++, i1++);
                } else {
                    ib.put(index++, i0++);
                    ib.put(index++, i1++);
                    ib.put(index++, vertCount - 2);
                }
            } else if (closed && axisCount == axisSamples - 2) {
                ib.put(index++, i2++);
                ib.put(index++, inverted ? vertCount - 1 : i3++);
                ib.put(index++, inverted ? i3++ : vertCount - 1);
            } else {
                ib.put(index++, i0++);
                ib.put(index++, inverted ? i2 : i1);
                ib.put(index++, inverted ? i1 : i2);
                ib.put(index++, i1++);
                ib.put(index++, inverted ? i2++ : i3++);
                ib.put(index++, inverted ? i3++ : i2++);
            }
        }
    }
    updateBound();
    setStatic();
}
Also used : IndexBuffer(com.jme3.scene.mesh.IndexBuffer) Vector3f(com.jme3.math.Vector3f) FloatBuffer(java.nio.FloatBuffer)

Aggregations

IndexBuffer (com.jme3.scene.mesh.IndexBuffer)21 FloatBuffer (java.nio.FloatBuffer)21 IntBuffer (java.nio.IntBuffer)10 ShortBuffer (java.nio.ShortBuffer)10 Buffer (java.nio.Buffer)9 VertexBuffer (com.jme3.scene.VertexBuffer)5 Vector3f (com.jme3.math.Vector3f)4 Mesh (com.jme3.scene.Mesh)3 ByteBuffer (java.nio.ByteBuffer)3 ArrayList (java.util.ArrayList)3 IndexedMesh (com.bulletphysics.collision.shapes.IndexedMesh)2 Vector2f (com.jme3.math.Vector2f)2 IndexIntBuffer (com.jme3.scene.mesh.IndexIntBuffer)2 IndexShortBuffer (com.jme3.scene.mesh.IndexShortBuffer)2 HashMap (java.util.HashMap)2 Matrix4f (com.jme3.math.Matrix4f)1 Spline (com.jme3.math.Spline)1 Vector4f (com.jme3.math.Vector4f)1 Mode (com.jme3.scene.Mesh.Mode)1 CullHint (com.jme3.scene.Spatial.CullHint)1