use of com.jme3.scene.plugins.fbx.objects.FbxCluster in project jmonkeyengine by jMonkeyEngine.
the class SceneLoader method loadDeformer.
private FbxObject loadDeformer(FbxElement element) {
String type = (String) element.properties.get(2);
switch(type) {
case "Skin":
FbxSkin skinData = new FbxSkin(this, element);
skinMap.put(skinData.id, skinData);
return skinData;
case "Cluster":
FbxCluster clusterData = new FbxCluster(this, element);
return clusterData;
}
return null;
}
use of com.jme3.scene.plugins.fbx.objects.FbxCluster in project jmonkeyengine by jMonkeyEngine.
the class FbxMesh method applyCluster.
public void applyCluster(FbxCluster cluster) {
if (boneIndices == null) {
boneIndices = new ArrayList[positions.length];
boneWeights = new ArrayList[positions.length];
}
FbxLimbNode limb = cluster.getLimb();
Bone bone = limb.getJmeBone();
Skeleton skeleton = limb.getSkeletonHolder().getJmeSkeleton();
int boneIndex = skeleton.getBoneIndex(bone);
int[] positionIndices = cluster.getVertexIndices();
double[] weights = cluster.getWeights();
for (int i = 0; i < positionIndices.length; i++) {
int positionIndex = positionIndices[i];
float boneWeight = (float) weights[i];
ArrayList<Integer> boneIndicesForVertex = boneIndices[positionIndex];
ArrayList<Float> boneWeightsForVertex = boneWeights[positionIndex];
if (boneIndicesForVertex == null) {
boneIndicesForVertex = new ArrayList<Integer>();
boneWeightsForVertex = new ArrayList<Float>();
boneIndices[positionIndex] = boneIndicesForVertex;
boneWeights[positionIndex] = boneWeightsForVertex;
}
boneIndicesForVertex.add(boneIndex);
boneWeightsForVertex.add(boneWeight);
}
}
use of com.jme3.scene.plugins.fbx.objects.FbxCluster in project jmonkeyengine by jMonkeyEngine.
the class FbxMesh method toJmeObject.
@Override
protected IntMap<Mesh> toJmeObject() {
// Load clusters from SkinDeformer
if (skinDeformer != null) {
for (FbxCluster cluster : skinDeformer.getJmeObject()) {
applyCluster(cluster);
}
}
IrMesh irMesh = toIRMesh();
// Trim bone weights to 4 weights per vertex.
IrUtils.trimBoneWeights(irMesh);
// Convert tangents / binormals to tangents with parity.
IrUtils.toTangentsWithParity(irMesh);
// Triangulate quads.
IrUtils.triangulate(irMesh);
// Split meshes by material indices.
IntMap<IrMesh> irMeshes = IrUtils.splitByMaterial(irMesh);
// Create a jME3 Mesh for each material index.
IntMap<Mesh> jmeMeshes = new IntMap<Mesh>();
for (IntMap.Entry<IrMesh> irMeshEntry : irMeshes) {
Mesh jmeMesh = IrUtils.convertIrMeshToJmeMesh(irMeshEntry.getValue());
jmeMeshes.put(irMeshEntry.getKey(), jmeMesh);
}
if (jmeMeshes.size() == 0) {
// When will this actually happen? Not sure.
logger.log(Level.WARNING, "Empty FBX mesh found (unusual).");
}
// It makes sense only if the mesh uses a single material!
if (jmeMeshes.containsKey(-1) && jmeMeshes.size() > 1) {
logger.log(Level.WARNING, "Mesh has polygons with no material " + "indices (unusual) - they will use material index 0.");
}
return jmeMeshes;
}
use of com.jme3.scene.plugins.fbx.objects.FbxCluster in project jmonkeyengine by jMonkeyEngine.
the class FbxNode method getPreferredParent.
/**
* If this geometry node is deformed by a skeleton, this
* returns the node containing the skeleton.
*
* In jME3, a mesh can be deformed by a skeleton only if it is
* a child of the node containing the skeleton. However, this
* is not a requirement in FBX, so we have to modify the scene graph
* of the loaded model to adjust for this.
* This happens automatically in
* {@link #createScene(com.jme3.scene.plugins.fbx.node.FbxNode)}.
*
* @return The model this node would like to be a child of, or null
* if no preferred parent.
*/
public FbxNode getPreferredParent() {
if (!(nodeAttribute instanceof FbxMesh)) {
return null;
}
FbxMesh fbxMesh = (FbxMesh) nodeAttribute;
FbxSkinDeformer deformer = fbxMesh.getSkinDeformer();
FbxNode preferredParent = null;
if (deformer != null) {
for (FbxCluster cluster : deformer.getJmeObject()) {
FbxLimbNode limb = cluster.getLimb();
if (preferredParent == null) {
preferredParent = limb.getSkeletonHolder();
} else if (preferredParent != limb.getSkeletonHolder()) {
logger.log(Level.WARNING, "A mesh is being deformed by multiple skeletons. " + "Only one skeleton will work, ignoring other skeletons.");
}
}
}
return preferredParent;
}
use of com.jme3.scene.plugins.fbx.objects.FbxCluster 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;
}
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