use of com.jme3.scene.plugins.IrVertex in project jmonkeyengine by jMonkeyEngine.
the class FbxMesh method toIRMesh.
/**
* Convert FBXMesh to IRMesh.
*/
public IrMesh toIRMesh() {
IrMesh newMesh = new IrMesh();
newMesh.polygons = new IrPolygon[polygons.length];
int polygonVertexIndex = 0;
int positionIndex = 0;
FbxLayer layer0 = layers[0];
FbxLayer layer1 = layers.length > 1 ? layers[1] : null;
for (int i = 0; i < polygons.length; i++) {
FbxPolygon polygon = polygons[i];
IrPolygon irPolygon = new IrPolygon();
irPolygon.vertices = new IrVertex[polygon.indices.length];
for (int j = 0; j < polygon.indices.length; j++) {
positionIndex = polygon.indices[j];
IrVertex irVertex = new IrVertex();
irVertex.pos = positions[positionIndex];
if (layer0 != null) {
irVertex.norm = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Normal, i, polygonVertexIndex, positionIndex, 0);
irVertex.tang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Tangent, i, polygonVertexIndex, positionIndex, 0);
irVertex.bitang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Binormal, i, polygonVertexIndex, positionIndex, 0);
irVertex.uv0 = (Vector2f) layer0.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0);
irVertex.color = (ColorRGBA) layer0.getVertexData(FbxLayerElement.Type.Color, i, polygonVertexIndex, positionIndex, 0);
irVertex.material = (Integer) layer0.getVertexData(FbxLayerElement.Type.Material, i, polygonVertexIndex, positionIndex, 0);
irVertex.smoothing = (Integer) layer0.getVertexData(FbxLayerElement.Type.Smoothing, i, polygonVertexIndex, positionIndex, 0);
}
if (layer1 != null) {
irVertex.uv1 = (Vector2f) layer1.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0);
}
if (boneIndices != null) {
ArrayList<Integer> boneIndicesForVertex = boneIndices[positionIndex];
ArrayList<Float> boneWeightsForVertex = boneWeights[positionIndex];
if (boneIndicesForVertex != null) {
irVertex.boneWeightsIndices = toBoneWeightIndices(boneIndicesForVertex, boneWeightsForVertex);
}
}
irPolygon.vertices[j] = irVertex;
polygonVertexIndex++;
}
newMesh.polygons[i] = irPolygon;
}
// Ensure "inspection vertex" specifies that mesh has bone indices / weights
if (boneIndices != null && newMesh.polygons[0].vertices[0] == null) {
newMesh.polygons[0].vertices[0].boneWeightsIndices = new IrBoneWeightIndex[0];
}
return newMesh;
}
use of com.jme3.scene.plugins.IrVertex in project jmonkeyengine by jMonkeyEngine.
the class IrUtils method convertIrMeshToJmeMesh.
/**
* Convert IrMesh to jME3 mesh.
*/
public static Mesh convertIrMeshToJmeMesh(IrMesh mesh) {
Map<IrVertex, Integer> vertexToVertexIndex = new HashMap<IrVertex, Integer>();
List<IrVertex> vertices = new ArrayList<IrVertex>();
List<Integer> indexes = new ArrayList<Integer>();
int vertexIndex = 0;
for (IrPolygon polygon : mesh.polygons) {
if (polygon.vertices.length != 3) {
throw new UnsupportedOperationException("IrMesh must be triangulated first");
}
for (IrVertex vertex : polygon.vertices) {
// Is this vertex already indexed?
Integer existingIndex = vertexToVertexIndex.get(vertex);
if (existingIndex == null) {
// Not indexed yet, allocate index.
indexes.add(vertexIndex);
vertexToVertexIndex.put(vertex, vertexIndex);
vertices.add(vertex);
vertexIndex++;
} else {
// Index already allocated for this vertex, reuse it.
indexes.add(existingIndex);
}
}
}
Mesh jmeMesh = new Mesh();
jmeMesh.setMode(Mesh.Mode.Triangles);
FloatBuffer posBuf = null;
FloatBuffer normBuf = null;
FloatBuffer tangBuf = null;
FloatBuffer uv0Buf = null;
FloatBuffer uv1Buf = null;
ByteBuffer colorBuf = null;
ByteBuffer boneIndices = null;
FloatBuffer boneWeights = null;
IndexBuffer indexBuf = null;
IrVertex inspectionVertex = vertices.get(0);
if (inspectionVertex.pos != null) {
posBuf = BufferUtils.createVector3Buffer(vertices.size());
jmeMesh.setBuffer(VertexBuffer.Type.Position, 3, posBuf);
}
if (inspectionVertex.norm != null) {
normBuf = BufferUtils.createVector3Buffer(vertices.size());
jmeMesh.setBuffer(VertexBuffer.Type.Normal, 3, normBuf);
}
if (inspectionVertex.tang4d != null) {
tangBuf = BufferUtils.createFloatBuffer(vertices.size() * 4);
jmeMesh.setBuffer(VertexBuffer.Type.Tangent, 4, tangBuf);
}
if (inspectionVertex.tang != null || inspectionVertex.bitang != null) {
throw new IllegalStateException("Mesh is using 3D tangents, must be converted to 4D tangents first.");
}
if (inspectionVertex.uv0 != null) {
uv0Buf = BufferUtils.createVector2Buffer(vertices.size());
jmeMesh.setBuffer(VertexBuffer.Type.TexCoord, 2, uv0Buf);
}
if (inspectionVertex.uv1 != null) {
uv1Buf = BufferUtils.createVector2Buffer(vertices.size());
jmeMesh.setBuffer(VertexBuffer.Type.TexCoord2, 2, uv1Buf);
}
if (inspectionVertex.color != null) {
colorBuf = BufferUtils.createByteBuffer(vertices.size() * 4);
jmeMesh.setBuffer(VertexBuffer.Type.Color, 4, colorBuf);
jmeMesh.getBuffer(VertexBuffer.Type.Color).setNormalized(true);
}
if (inspectionVertex.boneWeightsIndices != null) {
boneIndices = BufferUtils.createByteBuffer(vertices.size() * 4);
boneWeights = BufferUtils.createFloatBuffer(vertices.size() * 4);
jmeMesh.setBuffer(VertexBuffer.Type.BoneIndex, 4, boneIndices);
jmeMesh.setBuffer(VertexBuffer.Type.BoneWeight, 4, boneWeights);
//creating empty buffers for HW skinning
//the buffers will be setup if ever used.
VertexBuffer weightsHW = new VertexBuffer(VertexBuffer.Type.HWBoneWeight);
VertexBuffer indicesHW = new VertexBuffer(VertexBuffer.Type.HWBoneIndex);
//setting usage to cpuOnly so that the buffer is not send empty to the GPU
indicesHW.setUsage(VertexBuffer.Usage.CpuOnly);
weightsHW.setUsage(VertexBuffer.Usage.CpuOnly);
jmeMesh.setBuffer(weightsHW);
jmeMesh.setBuffer(indicesHW);
}
if (vertices.size() >= 65536) {
// too many verticies: use intbuffer instead of shortbuffer
IntBuffer ib = BufferUtils.createIntBuffer(indexes.size());
jmeMesh.setBuffer(VertexBuffer.Type.Index, 3, ib);
indexBuf = new IndexIntBuffer(ib);
} else {
ShortBuffer sb = BufferUtils.createShortBuffer(indexes.size());
jmeMesh.setBuffer(VertexBuffer.Type.Index, 3, sb);
indexBuf = new IndexShortBuffer(sb);
}
jmeMesh.setStatic();
int maxBonesPerVertex = -1;
for (IrVertex vertex : vertices) {
if (posBuf != null) {
posBuf.put(vertex.pos.x).put(vertex.pos.y).put(vertex.pos.z);
}
if (normBuf != null) {
normBuf.put(vertex.norm.x).put(vertex.norm.y).put(vertex.norm.z);
}
if (tangBuf != null) {
tangBuf.put(vertex.tang4d.x).put(vertex.tang4d.y).put(vertex.tang4d.z).put(vertex.tang4d.w);
}
if (uv0Buf != null) {
uv0Buf.put(vertex.uv0.x).put(vertex.uv0.y);
}
if (uv1Buf != null) {
uv1Buf.put(vertex.uv1.x).put(vertex.uv1.y);
}
if (colorBuf != null) {
colorBuf.putInt(vertex.color.asIntABGR());
}
if (boneIndices != null) {
if (vertex.boneWeightsIndices != null) {
if (vertex.boneWeightsIndices.length > 4) {
throw new UnsupportedOperationException("Mesh uses more than 4 weights per bone. " + "Call trimBoneWeights() to allieviate this");
}
for (int i = 0; i < vertex.boneWeightsIndices.length; i++) {
boneIndices.put((byte) (vertex.boneWeightsIndices[i].boneIndex & 0xFF));
boneWeights.put(vertex.boneWeightsIndices[i].boneWeight);
}
for (int i = 0; i < 4 - vertex.boneWeightsIndices.length; i++) {
boneIndices.put((byte) 0);
boneWeights.put(0f);
}
} else {
boneIndices.putInt(0);
boneWeights.put(0f).put(0f).put(0f).put(0f);
}
maxBonesPerVertex = Math.max(maxBonesPerVertex, vertex.boneWeightsIndices.length);
}
}
for (int i = 0; i < indexes.size(); i++) {
indexBuf.put(i, indexes.get(i));
}
jmeMesh.updateCounts();
jmeMesh.updateBound();
if (boneIndices != null) {
jmeMesh.setMaxNumWeights(maxBonesPerVertex);
jmeMesh.prepareForAnim(true);
jmeMesh.generateBindPose(true);
}
return jmeMesh;
}
use of com.jme3.scene.plugins.IrVertex in project jmonkeyengine by jMonkeyEngine.
the class IrUtils method toTangentsWithParity.
private static void toTangentsWithParity(IrVertex vertex) {
if (vertex.tang != null && vertex.bitang != null) {
float wCoord = vertex.norm.cross(vertex.tang).dot(vertex.bitang) < 0f ? -1f : 1f;
vertex.tang4d = new Vector4f(vertex.tang.x, vertex.tang.y, vertex.tang.z, wCoord);
vertex.tang = null;
vertex.bitang = null;
}
}
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