use of com.jme3.scene.plugins.fbx.objects.FbxMesh in project jmonkeyengine by jMonkeyEngine.
the class SceneLoader method linkScene.
private void linkScene() {
logger.log(Level.FINE, "Linking scene objects");
long startTime = System.currentTimeMillis();
applySkinning();
buildAnimations();
for (FbxMesh mesh : geomMap.values()) mesh.clearMaterials();
// Remove bones from node structures : JME creates attach node by itself
for (FbxNode limb : limbMap.values()) limb.node.removeFromParent();
long estimatedTime = System.currentTimeMillis() - startTime;
logger.log(Level.FINE, "Linking done in {0} ms", estimatedTime);
}
use of com.jme3.scene.plugins.fbx.objects.FbxMesh in project jmonkeyengine by jMonkeyEngine.
the class FbxNode method toJmeObject.
@Override
public Spatial toJmeObject() {
Spatial spatial;
if (nodeAttribute instanceof FbxMesh) {
FbxMesh fbxMesh = (FbxMesh) nodeAttribute;
IntMap<Mesh> jmeMeshes = fbxMesh.getJmeObject();
if (jmeMeshes == null || jmeMeshes.size() == 0) {
// No meshes found on FBXMesh (??)
logger.log(Level.WARNING, "No meshes could be loaded. Creating empty node.");
spatial = new Node(getName() + "-node");
} else {
// Multiple jME3 geometries required for a single FBXMesh.
String nodeName;
if (children.isEmpty()) {
nodeName = getName() + "-mesh";
} else {
nodeName = getName() + "-node";
}
Node node = new Node(nodeName);
boolean singleMesh = jmeMeshes.size() == 1;
for (IntMap.Entry<Mesh> meshInfo : jmeMeshes) {
node.attachChild(tryCreateGeometry(meshInfo.getKey(), meshInfo.getValue(), singleMesh));
}
spatial = node;
}
} else {
if (nodeAttribute != null) {
// Just specifies that this is a "null" node.
nodeAttribute.getJmeObject();
}
// TODO: handle other node attribute types.
// right now everything we don't know about gets converted
// to jME3 Node.
spatial = new Node(getName() + "-node");
}
if (!children.isEmpty()) {
// Check uniform scale.
// Although, if inheritType is 0 (eInheritRrSs)
// it might not be a problem.
Vector3f localScale = jmeLocalNodeTransform.getScale();
if (!FastMath.approximateEquals(localScale.x, localScale.y) || !FastMath.approximateEquals(localScale.x, localScale.z)) {
logger.log(Level.WARNING, "Non-uniform scale detected on parent node. " + "The model may appear distorted.");
}
}
spatial.setLocalTransform(jmeLocalNodeTransform);
if (visibility == 0.0) {
spatial.setCullHint(CullHint.Always);
}
for (Map.Entry<String, Object> userDataEntry : userData.entrySet()) {
spatial.setUserData(userDataEntry.getKey(), userDataEntry.getValue());
}
return spatial;
}
use of com.jme3.scene.plugins.fbx.objects.FbxMesh 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.FbxMesh 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;
}
Aggregations