use of com.jme3.scene.plugins.blender.file.Structure in project jmonkeyengine by jMonkeyEngine.
the class CurvesTemporalMesh method loadNurbSurface.
/**
* This method loads the NURBS curve or surface.
* @param nurb
* the NURBS data structure
* @throws BlenderFileException
* an exception is thrown when problems with reading occur
*/
@SuppressWarnings("unchecked")
private void loadNurbSurface(Structure nurb, int materialIndex) throws BlenderFileException {
// loading the knots
List<Float>[] knots = new List[2];
Pointer[] pKnots = new Pointer[] { (Pointer) nurb.getFieldValue("knotsu"), (Pointer) nurb.getFieldValue("knotsv") };
for (int i = 0; i < knots.length; ++i) {
if (pKnots[i].isNotNull()) {
FileBlockHeader fileBlockHeader = blenderContext.getFileBlock(pKnots[i].getOldMemoryAddress());
BlenderInputStream blenderInputStream = blenderContext.getInputStream();
blenderInputStream.setPosition(fileBlockHeader.getBlockPosition());
int knotsAmount = fileBlockHeader.getCount() * fileBlockHeader.getSize() / 4;
knots[i] = new ArrayList<Float>(knotsAmount);
for (int j = 0; j < knotsAmount; ++j) {
knots[i].add(Float.valueOf(blenderInputStream.readFloat()));
}
}
}
// loading the flags and orders (basis functions degrees)
int flag = ((Number) nurb.getFieldValue("flag")).intValue();
boolean smooth = (flag & FLAG_SMOOTH) != 0;
int flagU = ((Number) nurb.getFieldValue("flagu")).intValue();
int flagV = ((Number) nurb.getFieldValue("flagv")).intValue();
int orderU = ((Number) nurb.getFieldValue("orderu")).intValue();
int orderV = ((Number) nurb.getFieldValue("orderv")).intValue();
// loading control points and their weights
int pntsU = ((Number) nurb.getFieldValue("pntsu")).intValue();
int pntsV = ((Number) nurb.getFieldValue("pntsv")).intValue();
List<Structure> bPoints = ((Pointer) nurb.getFieldValue("bp")).fetchData();
List<List<Vector4f>> controlPoints = new ArrayList<List<Vector4f>>(pntsV);
for (int i = 0; i < pntsV; ++i) {
List<Vector4f> uControlPoints = new ArrayList<Vector4f>(pntsU);
for (int j = 0; j < pntsU; ++j) {
DynamicArray<Float> vec = (DynamicArray<Float>) bPoints.get(j + i * pntsU).getFieldValue("vec");
if (blenderContext.getBlenderKey().isFixUpAxis()) {
uControlPoints.add(new Vector4f(vec.get(0).floatValue(), vec.get(2).floatValue(), -vec.get(1).floatValue(), vec.get(3).floatValue()));
} else {
uControlPoints.add(new Vector4f(vec.get(0).floatValue(), vec.get(1).floatValue(), vec.get(2).floatValue(), vec.get(3).floatValue()));
}
}
if ((flagU & 0x01) != 0) {
for (int k = 0; k < orderU - 1; ++k) {
uControlPoints.add(uControlPoints.get(k));
}
}
controlPoints.add(uControlPoints);
}
if ((flagV & 0x01) != 0) {
for (int k = 0; k < orderV - 1; ++k) {
controlPoints.add(controlPoints.get(k));
}
}
int originalVerticesAmount = vertices.size();
int resolu = ((Number) nurb.getFieldValue("resolu")).intValue();
if (knots[1] == null) {
// creating the NURB curve
Curve curve = new Curve(new Spline(controlPoints.get(0), knots[0]), resolu);
FloatBuffer vertsBuffer = (FloatBuffer) curve.getBuffer(Type.Position).getData();
beziers.add(new BezierLine(BufferUtils.getVector3Array(vertsBuffer), materialIndex, smooth, false));
} else {
// creating the NURB surface
int resolv = ((Number) nurb.getFieldValue("resolv")).intValue();
int uSegments = resolu * controlPoints.get(0).size() - 1;
int vSegments = resolv * controlPoints.size() - 1;
Surface nurbSurface = Surface.createNurbsSurface(controlPoints, knots, uSegments, vSegments, orderU, orderV, smooth);
FloatBuffer vertsBuffer = (FloatBuffer) nurbSurface.getBuffer(Type.Position).getData();
vertices.addAll(Arrays.asList(BufferUtils.getVector3Array(vertsBuffer)));
FloatBuffer normalsBuffer = (FloatBuffer) nurbSurface.getBuffer(Type.Normal).getData();
normals.addAll(Arrays.asList(BufferUtils.getVector3Array(normalsBuffer)));
IndexBuffer indexBuffer = nurbSurface.getIndexBuffer();
for (int i = 0; i < indexBuffer.size(); i += 3) {
int index1 = indexBuffer.get(i) + originalVerticesAmount;
int index2 = indexBuffer.get(i + 1) + originalVerticesAmount;
int index3 = indexBuffer.get(i + 2) + originalVerticesAmount;
faces.add(new Face(new Integer[] { index1, index2, index3 }, smooth, materialIndex, null, null, this));
}
}
}
use of com.jme3.scene.plugins.blender.file.Structure in project jmonkeyengine by jMonkeyEngine.
the class Field method fill.
/**
* This method fills the field wth data read from the input stream.
* @param blenderInputStream
* the stream we read data from
* @throws BlenderFileException
* an exception is thrown when the blend file is somehow invalid or corrupted
*/
public void fill(BlenderInputStream blenderInputStream) throws BlenderFileException {
int dataToRead = 1;
if (tableSizes != null && tableSizes.length > 0) {
for (int size : tableSizes) {
if (size <= 0) {
throw new BlenderFileException("The field " + name + " has invalid table size: " + size);
}
dataToRead *= size;
}
}
DataType dataType = pointerLevel == 0 ? DataType.getDataType(type, blenderContext) : DataType.POINTER;
switch(dataType) {
case POINTER:
if (dataToRead == 1) {
Pointer pointer = new Pointer(pointerLevel, function, blenderContext);
pointer.fill(blenderInputStream);
value = pointer;
} else {
Pointer[] data = new Pointer[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
Pointer pointer = new Pointer(pointerLevel, function, blenderContext);
pointer.fill(blenderInputStream);
data[i] = pointer;
}
value = new DynamicArray<Pointer>(tableSizes, data);
}
break;
case CHARACTER:
// and characters are very often used as byte number stores instead of real chars
if (dataToRead == 1) {
value = Byte.valueOf((byte) blenderInputStream.readByte());
} else {
Character[] data = new Character[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Character.valueOf((char) blenderInputStream.readByte());
}
value = new DynamicArray<Character>(tableSizes, data);
}
break;
case SHORT:
if (dataToRead == 1) {
value = Integer.valueOf(blenderInputStream.readShort());
} else {
Number[] data = new Number[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Integer.valueOf(blenderInputStream.readShort());
}
value = new DynamicArray<Number>(tableSizes, data);
}
break;
case INTEGER:
if (dataToRead == 1) {
value = Integer.valueOf(blenderInputStream.readInt());
} else {
Number[] data = new Number[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Integer.valueOf(blenderInputStream.readInt());
}
value = new DynamicArray<Number>(tableSizes, data);
}
break;
case LONG:
if (dataToRead == 1) {
value = Long.valueOf(blenderInputStream.readLong());
} else {
Number[] data = new Number[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Long.valueOf(blenderInputStream.readLong());
}
value = new DynamicArray<Number>(tableSizes, data);
}
break;
case FLOAT:
if (dataToRead == 1) {
value = Float.valueOf(blenderInputStream.readFloat());
} else {
Number[] data = new Number[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Float.valueOf(blenderInputStream.readFloat());
}
value = new DynamicArray<Number>(tableSizes, data);
}
break;
case DOUBLE:
if (dataToRead == 1) {
value = Double.valueOf(blenderInputStream.readDouble());
} else {
Number[] data = new Number[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
data[i] = Double.valueOf(blenderInputStream.readDouble());
}
value = new DynamicArray<Number>(tableSizes, data);
}
break;
case VOID:
break;
case STRUCTURE:
if (dataToRead == 1) {
Structure structure = blenderContext.getDnaBlockData().getStructure(type);
structure.fill(blenderContext.getInputStream());
value = structure;
} else {
Structure[] data = new Structure[dataToRead];
for (int i = 0; i < dataToRead; ++i) {
Structure structure = blenderContext.getDnaBlockData().getStructure(type);
structure.fill(blenderContext.getInputStream());
data[i] = structure;
}
value = new DynamicArray<Structure>(tableSizes, data);
}
break;
default:
throw new IllegalStateException("Unimplemented filling of type: " + type);
}
}
use of com.jme3.scene.plugins.blender.file.Structure in project jmonkeyengine by jMonkeyEngine.
the class LandscapeHelper method toFog.
/**
* The method loads fog for the scene.
* NOTICE! Remember to manually set the distance and density of the fog.
* Unfortunately blender's fog parameters in no way fit to the JME.
* @param worldStructure
* the world's structure
* @return fog filter or null if scene does not define it
*/
public FogFilter toFog(Structure worldStructure) {
FogFilter result = null;
int mode = ((Number) worldStructure.getFieldValue("mode")).intValue();
if ((mode & MODE_MIST) != 0) {
LOGGER.fine("Loading fog.");
result = new FogFilter();
result.setName("FIfog");
result.setFogColor(this.toBackgroundColor(worldStructure));
}
return result;
}
use of com.jme3.scene.plugins.blender.file.Structure in project jmonkeyengine by jMonkeyEngine.
the class LandscapeHelper method toSky.
/**
* Loads scene's sky. Sky can be plain or textured.
* If no sky type is selected in blender then no sky is loaded.
* @param worldStructure
* the world's structure
* @return the scene's sky
* @throws BlenderFileException
* blender exception is thrown when problems with blender file occur
*/
public Spatial toSky(Structure worldStructure) throws BlenderFileException {
int skytype = ((Number) worldStructure.getFieldValue("skytype")).intValue();
if (skytype == 0) {
return null;
}
LOGGER.fine("Loading sky.");
ColorRGBA horizontalColor = this.toBackgroundColor(worldStructure);
float zenr = ((Number) worldStructure.getFieldValue("zenr")).floatValue();
float zeng = ((Number) worldStructure.getFieldValue("zeng")).floatValue();
float zenb = ((Number) worldStructure.getFieldValue("zenb")).floatValue();
ColorRGBA zenithColor = new ColorRGBA(zenr, zeng, zenb, 1);
// jutr for this case load generated textures wheather user had set it or not because those might be needed to properly load the sky
boolean loadGeneratedTextures = blenderContext.getBlenderKey().isLoadGeneratedTextures();
blenderContext.getBlenderKey().setLoadGeneratedTextures(true);
TextureHelper textureHelper = blenderContext.getHelper(TextureHelper.class);
List<CombinedTexture> loadedTextures = null;
try {
loadedTextures = textureHelper.readTextureData(worldStructure, new float[] { horizontalColor.r, horizontalColor.g, horizontalColor.b, horizontalColor.a }, true);
} finally {
blenderContext.getBlenderKey().setLoadGeneratedTextures(loadGeneratedTextures);
}
TextureCubeMap texture = null;
if (loadedTextures != null && loadedTextures.size() > 0) {
if (loadedTextures.size() > 1) {
throw new IllegalStateException("There should be only one combined texture for sky!");
}
CombinedTexture combinedTexture = loadedTextures.get(0);
texture = combinedTexture.generateSkyTexture(horizontalColor, zenithColor, blenderContext);
} else {
LOGGER.fine("Preparing colors for colorband.");
int colorbandType = ColorBand.IPO_CARDINAL;
List<ColorRGBA> colorbandColors = new ArrayList<ColorRGBA>(3);
colorbandColors.add(horizontalColor);
if ((skytype & SKYTYPE_BLEND) != 0) {
if ((skytype & SKYTYPE_PAPER) != 0) {
colorbandType = ColorBand.IPO_LINEAR;
}
if ((skytype & SKYTYPE_REAL) != 0) {
colorbandColors.add(0, zenithColor);
}
colorbandColors.add(zenithColor);
}
int size = blenderContext.getBlenderKey().getSkyGeneratedTextureSize();
List<Integer> positions = new ArrayList<Integer>(colorbandColors.size());
positions.add(0);
if (colorbandColors.size() == 2) {
positions.add(size - 1);
} else if (colorbandColors.size() == 3) {
positions.add(size / 2);
positions.add(size - 1);
}
LOGGER.fine("Generating sky texture.");
float[][] values = new ColorBand(colorbandType, colorbandColors, positions, size).computeValues();
Image image = ImageUtils.createEmptyImage(Format.RGB8, size, size, 6);
PixelInputOutput pixelIO = PixelIOFactory.getPixelIO(image.getFormat());
TexturePixel pixel = new TexturePixel();
LOGGER.fine("Creating side textures.");
int[] sideImagesIndexes = new int[] { 0, 1, 4, 5 };
for (int i : sideImagesIndexes) {
for (int y = 0; y < size; ++y) {
pixel.red = values[y][0];
pixel.green = values[y][1];
pixel.blue = values[y][2];
for (int x = 0; x < size; ++x) {
pixelIO.write(image, i, pixel, x, y);
}
}
}
LOGGER.fine("Creating top texture.");
pixelIO.read(image, 0, pixel, 0, image.getHeight() - 1);
for (int y = 0; y < size; ++y) {
for (int x = 0; x < size; ++x) {
pixelIO.write(image, 3, pixel, x, y);
}
}
LOGGER.fine("Creating bottom texture.");
pixelIO.read(image, 0, pixel, 0, 0);
for (int y = 0; y < size; ++y) {
for (int x = 0; x < size; ++x) {
pixelIO.write(image, 2, pixel, x, y);
}
}
texture = new TextureCubeMap(image);
}
LOGGER.fine("Sky texture created. Creating sky.");
return SkyFactory.createSky(blenderContext.getAssetManager(), texture, SkyFactory.EnvMapType.CubeMap);
}
use of com.jme3.scene.plugins.blender.file.Structure in project jmonkeyengine by jMonkeyEngine.
the class LandscapeHelper method toAmbientLight.
/**
* Loads scene ambient light.
* @param worldStructure
* the world's blender structure
* @return the scene's ambient light
*/
public Light toAmbientLight(Structure worldStructure) {
LOGGER.fine("Loading ambient light.");
AmbientLight ambientLight = null;
float ambr = ((Number) worldStructure.getFieldValue("ambr")).floatValue();
float ambg = ((Number) worldStructure.getFieldValue("ambg")).floatValue();
float ambb = ((Number) worldStructure.getFieldValue("ambb")).floatValue();
if (ambr > 0 || ambg > 0 || ambb > 0) {
ambientLight = new AmbientLight();
ColorRGBA ambientLightColor = new ColorRGBA(ambr, ambg, ambb, 0.0f);
ambientLight.setColor(ambientLightColor);
LOGGER.log(Level.FINE, "Loaded ambient light: {0}.", ambientLightColor);
} else {
LOGGER.finer("Ambient light is set to BLACK which means: no ambient light! The ambient light node will not be included in the result.");
}
return ambientLight;
}
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