use of org.terasology.rendering.assets.skeletalmesh.Bone in project Terasology by MovingBlocks.
the class MD5SkeletonLoader method load.
@Override
public SkeletalMeshData load(ResourceUrn urn, List<AssetDataFile> inputs) throws IOException {
try (InputStream stream = inputs.get(0).openStream()) {
MD5 md5 = parse(stream);
SkeletalMeshDataBuilder skeletonBuilder = new SkeletalMeshDataBuilder();
List<Bone> bones = Lists.newArrayListWithCapacity(md5.numJoints);
for (int i = 0; i < md5.numJoints; ++i) {
MD5Joint joint = md5.joints[i];
Bone bone = new Bone(i, joint.name, joint.position, joint.orientation);
bones.add(bone);
if (joint.parent != -1) {
bones.get(joint.parent).addChild(bone);
}
skeletonBuilder.addBone(bone);
}
if (md5.meshes.length > 0) {
// TODO: Support multiple mesh somehow?
MD5Mesh mesh = md5.meshes[0];
for (MD5Weight weight : mesh.weightList) {
skeletonBuilder.addWeight(new BoneWeight(weight.position, weight.bias, weight.jointIndex));
}
List<Vector2f> uvs = Lists.newArrayList();
TIntList vertexStartWeight = new TIntArrayList(mesh.numVertices);
TIntList vertexWeightCount = new TIntArrayList(mesh.numVertices);
for (MD5Vertex vert : mesh.vertexList) {
uvs.add(vert.uv);
vertexStartWeight.add(vert.startWeight);
vertexWeightCount.add(vert.countWeight);
}
skeletonBuilder.setVertexWeights(vertexStartWeight, vertexWeightCount);
skeletonBuilder.setUvs(uvs);
TIntList indices = new TIntArrayList(mesh.indexList.length);
for (int i = 0; i < mesh.numTriangles; ++i) {
indices.add(mesh.indexList[i * 3]);
indices.add(mesh.indexList[i * 3 + 2]);
indices.add(mesh.indexList[i * 3 + 1]);
}
skeletonBuilder.setIndices(indices);
}
return skeletonBuilder.build();
} catch (NumberFormatException e) {
throw new IOException("Error parsing " + inputs.get(0).getFilename(), e);
}
}
use of org.terasology.rendering.assets.skeletalmesh.Bone in project Terasology by MovingBlocks.
the class ColladaLoader method parseSkeletalMeshData.
protected void parseSkeletalMeshData(Element rootElement) throws ColladaParseException {
List<MD5Joint> md5JointList = new ArrayList<>();
List<MD5Mesh> md5MeshList = new ArrayList<>();
skeletonBuilder = new SkeletalMeshDataBuilder();
// TODO: we need a better way to construct the parent/child nodes, especially for the non-joint nodes
// MAYBE we can construct all of the nodes up-front, and then fill in the missing data for the ones of type JOINT later
// And only keep the MD5 nodes in the final list if they are used?
Map<String, MD5Joint> md5JointBySidMap = new HashMap<>();
MD5Joint parentMD5Joint = null;
ElementSet nodeParentSet = rootElement.find("library_visual_scenes", "visual_scene", "node");
for (Element element : nodeParentSet) {
createMd5JointForElementAndParent(md5JointBySidMap, element, parentMD5Joint);
}
ElementSet controllerSet = rootElement.find("library_controllers", "controller");
for (Element controller : controllerSet) {
ElementSet skinSet = controller.find("skin");
if (1 != skinSet.size()) {
throw new ColladaParseException("Found " + skinSet.size() + " skin sets for controller id=" + controller.id() + " name=" + controller.name());
}
Element skin = skinSet.first();
ElementSet jointsSet = skin.find("joints");
if (1 != jointsSet.size()) {
throw new ColladaParseException("Found " + jointsSet.size() + " joints sets for controller id=" + controller.id() + " name=" + controller.name());
}
Element joints = jointsSet.first();
ElementSet vertexWeightsSet = skin.find("vertex_weights");
if (1 != vertexWeightsSet.size()) {
throw new ColladaParseException("Found " + vertexWeightsSet.size() + " vertex weights sets for controller id=" + controller.id() + " name=" + controller.name());
}
Element vertexWeights = vertexWeightsSet.first();
String vertexWeightsCountString = vertexWeights.attr("count");
int vertexWeightsCount = Integer.parseInt(vertexWeightsCountString);
String[] jointNameArray = null;
float[] inverseBindMatrixArray;
Quat4f[] rotationArray;
ElementSet jointsInputSet = joints.find("input");
List<Input> inputList = parseInputs(jointsInputSet);
for (Input jointsInput : inputList) {
if ("JOINT".equals(jointsInput.semantic)) {
Element jointNameSourceElement = skin.select(jointsInput.sourceName);
Source jointNameSource = parseSource(jointNameSourceElement);
jointNameArray = jointNameSource.nameValues;
}
if ("INV_BIND_MATRIX".equals(jointsInput.semantic)) {
Element jointMatrixSourceElement = skin.select(jointsInput.sourceName);
Source jointMatrixSource = parseSource(jointMatrixSourceElement);
inverseBindMatrixArray = jointMatrixSource.floatValues;
rotationArray = quad4fArrayFromFloat16ArrayData(inverseBindMatrixArray);
}
}
List<MD5Weight> md5WeightList = Lists.newArrayList();
float[] weightsArray = null;
ElementSet vertexWeightsInputSet = vertexWeights.find("input");
List<Input> vertexWeightsInputList = parseInputs(vertexWeightsInputSet);
// TODO: for now, assume the offsets will always perfectly match the sorted-by-offset list indexes
Collections.sort(vertexWeightsInputList, (i1, i2) -> i1.offset - i2.offset);
for (int i = 0; i < vertexWeightsInputList.size(); i++) {
Input input = vertexWeightsInputList.get(i);
if (input.offset != i) {
throw new ColladaParseException("vertex weights input list offset does not match list index for vertex weights input " + input + " for controller id=" + controller.id() + " name=" + controller.name());
}
}
for (Input vertexWeightsInput : vertexWeightsInputList) {
// }
if ("WEIGHT".equals(vertexWeightsInput.semantic)) {
Element jointMatrixSourceElement = skin.select(vertexWeightsInput.sourceName);
Source weightsArraySource = parseSource(jointMatrixSourceElement);
weightsArray = weightsArraySource.floatValues;
}
}
ElementSet vertexWeightsVCountDataSet = vertexWeights.find("vcount");
if (1 != vertexWeightsVCountDataSet.size()) {
throw new ColladaParseException("Found " + vertexWeightsVCountDataSet.size() + " vertex weights vcount sets for controller id=" + controller.id() + " name=" + controller.name());
}
Element vertexWeightsVCountData = vertexWeightsVCountDataSet.first();
String vertexWeightsVCountString = vertexWeightsVCountData.text();
String[] vertexWeightsVCountStrings = getItemsInString(vertexWeightsVCountString);
if (vertexWeightsVCountStrings.length != vertexWeightsCount) {
throw new ColladaParseException("Expected " + vertexWeightsCount + " but was " + vertexWeightsVCountStrings.length + " for controller id=" + controller.id() + " name=" + controller.name());
}
ElementSet vertexWeightsVDataSet = vertexWeights.find("v");
if (1 != vertexWeightsVDataSet.size()) {
throw new ColladaParseException("Found " + vertexWeightsVDataSet.size() + " vertex weights v sets for controller id=" + controller.id() + " name=" + controller.name());
}
Element vertexWeightsVData = vertexWeightsVDataSet.first();
String vertexWeightsVDataString = vertexWeightsVData.text();
String[] vertexWeightsVStrings = getItemsInString(vertexWeightsVDataString);
// if (vertexWeightsVStrings.length != (vertexWeightsCount * vertexWeightsInputList.size())) {
// throw new ColladaParseException("Expected " + vertexWeightsCount + " * input count of "
// + vertexWeightsInputList.size() + " but was "
// + vertexWeightsVStrings.length + " for controller id=" + controller.id() + " name=" + controller.name());
// }
// TODO: these aren't actually needed once we are populating MD5Weight records
String[] vertexWeightsJointNameArray = new String[vertexWeightsCount];
float[] vertexWeightsArray = new float[vertexWeightsCount];
int vertexWeightsVDataIndex = -1;
for (int vertexWeightsIndex = 0; vertexWeightsIndex < vertexWeightsCount; vertexWeightsIndex++) {
MD5Weight md5Weight = new MD5Weight();
Vector3f vertexPosition = new Vector3f();
vertexPosition.x = vertices.get(3 * vertexWeightsIndex + 0);
vertexPosition.y = vertices.get(3 * vertexWeightsIndex + 1);
vertexPosition.z = vertices.get(3 * vertexWeightsIndex + 2);
md5Weight.position = vertexPosition;
md5WeightList.add(md5Weight);
String vCountString = vertexWeightsVCountStrings[vertexWeightsIndex];
int vCount = Integer.parseInt(vCountString);
for (int vCountIndex = 0; vCountIndex < vCount; vCountIndex++) {
for (Input vertexWeightsInput : vertexWeightsInputList) {
// vCount varies each time
++vertexWeightsVDataIndex;
String indexString = vertexWeightsVStrings[vertexWeightsVDataIndex];
int index = Integer.parseInt(indexString);
if (-1 == index) {
throw new ColladaParseException("We do not support indexing into the bind shape yet");
}
if ("JOINT".equals(vertexWeightsInput.semantic)) {
md5Weight.jointIndex = index;
vertexWeightsJointNameArray[vertexWeightsIndex] = jointNameArray[index];
// logger.debug(String.valueOf(vertexWeightsVDataIndex) + ": " + "jointName=" + vertexWeightsJointNameArray[vertexWeightsIndex]);
} else if ("WEIGHT".equals(vertexWeightsInput.semantic)) {
md5Weight.bias = weightsArray[index];
vertexWeightsArray[vertexWeightsIndex] = weightsArray[index];
// logger.debug(String.valueOf(vertexWeightsVDataIndex) + ": " + "weight=" + vertexWeightsArray[vertexWeightsIndex]);
} else {
throw new ColladaParseException("Found unexpected vertex weights Input semantic " + vertexWeightsInput.semantic + " for controller id=" + controller.id() + " name=" + controller.name());
}
}
}
}
MD5Mesh md5Mesh = new MD5Mesh();
md5Mesh.weightList = md5WeightList;
// Find a node with sid="joint-name"
for (String jointName : jointNameArray) {
MD5Joint md5Joint = md5JointBySidMap.get(jointName);
if (null == md5Joint) {
throw new ColladaParseException("Cannot find joint node for node sid value for joint " + jointName + " in nodes for library_visual_scenes");
}
md5JointList.add(md5Joint);
}
}
Deque<MD5Joint> jointsToProcess = new LinkedList<>(md5JointList);
while (!jointsToProcess.isEmpty()) {
MD5Joint joint = jointsToProcess.pop();
MD5Joint parentJoint = joint.parent;
if (null != parentJoint) {
if (!md5JointList.contains(parentJoint)) {
md5JointList.add(parentJoint);
jointsToProcess.push(parentJoint);
}
}
}
for (MD5Joint joint : md5JointList) {
if (null == joint.position) {
throw new ColladaParseException("no joint position for joint with element id " + joint.element.id());
}
if (null == joint.orientation) {
throw new ColladaParseException("no joint orientation for joint with element id " + joint.element.id());
}
// index argument is not used for anything currently, so we'll just set it to -1
joint.bone = new Bone(-1, joint.name, joint.position, joint.orientation);
}
for (MD5Joint joint : md5JointList) {
// We can probably skip unused end nodes
joint.childList.stream().filter(childJoint -> childJoint.bone != null).forEach(childJoint -> joint.bone.addChild(childJoint.bone));
}
for (MD5Joint joint : md5JointList) {
skeletonBuilder.addBone(joint.bone);
}
if (md5MeshList.size() > 0) {
// TODO: Support multiple mesh somehow?
MD5Mesh mesh = md5MeshList.get(0);
for (MD5Weight weight : mesh.weightList) {
skeletonBuilder.addWeight(new BoneWeight(weight.position, weight.bias, weight.jointIndex));
}
List<Vector2f> uvs = Lists.newArrayList();
TIntList vertexStartWeight = new TIntArrayList(vertices.size() / 3);
TIntList vertexWeightCount = new TIntArrayList(vertices.size() / 3);
for (int i = 0; i < vertices.size() / 3; i++) {
vertexStartWeight.add(i);
vertexWeightCount.add(1);
}
skeletonBuilder.setVertexWeights(vertexStartWeight, vertexWeightCount);
for (int i = 0; i < normals.size() / 2; i++) {
uvs.add(new Vector2f(normals.get(i * 2 + 0), normals.get(i * 2 + 1)));
}
skeletonBuilder.setUvs(uvs);
skeletonBuilder.setIndices(indices);
}
// Now if you have come this far, you should be able to read the geometry data,
// as well as the skeleton and skinning data from COLLADA documents. And you should be able to draw
// the model in raw triangles, as well as draw the skeleton. Although I haven't discussed how you
// can accumulate the world matrices for each joint and then draw in world coordinates for debugging
// purposes but I think I gave a hint that we have to multiply parent joint's world matrix with current
// joint's Joint matrix and save the result in current joint's world matrix. We have to start this
// process from the root bone. So that we don't have dirty world matrices from parents, and the root
// Joint's world matrix becomes the Joint matrix, since root don't have any parent. If you are also
// reading the COLLADA specification version 1.5 you can find the skinning equation so you should also
// be able to put the model in bind shape. How can we animate this model is still not covered and will
// be covered in the following sections.
// THIS IS THE TARGET GOAL:
/*
Bones
- String name
- int index
- V3 object position
- Quat4f obj rotation
- parent / children bones
SkeletalMesh
// This part may not be required if we can implement SkeletalMeshData methods without it
//////////////
public SkeletalMeshData(List<Bone> bones, List<BoneWeight> weights,
List<Vector2f> uvs,
TIntList vertexStartWeights, TIntList vertexWeightCounts,
TIntList indices) {
BoneWeight
Vector3f position = new Vector3f();
float bias;
int boneIndex;
Vector3f normal = new Vector3f();
//////////////
public Collection<Bone> getBones();
public Bone getRootBone();
public Bone getBone(String name);
public int getVertexCount();
public List<Vector3f> getBindPoseVertexPositions();
public List<Vector3f> getVertexPositions(List<Vector3f> bonePositions, List<Quat4f> boneRotations);
public List<Vector3f> getBindPoseVertexNormals();
public List<Vector3f> getVertexNormals(List<Vector3f> bonePositions, List<Quat4f> boneRotations);
public TIntList getIndices();
public List<Vector2f> getUVs();
*/
}
use of org.terasology.rendering.assets.skeletalmesh.Bone in project Terasology by MovingBlocks.
the class SkeletonRenderer method renderOpaque.
@Override
public void renderOpaque() {
Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition();
Quat4f worldRot = new Quat4f();
Vector3f worldPos = new Vector3f();
Quat4f inverseWorldRot = new Quat4f();
FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16);
FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12);
for (EntityRef entity : entityManager.getEntitiesWith(SkeletalMeshComponent.class, LocationComponent.class)) {
SkeletalMeshComponent skeletalMesh = entity.getComponent(SkeletalMeshComponent.class);
if (skeletalMesh.mesh == null || skeletalMesh.material == null || skeletalMesh.boneEntities == null || !skeletalMesh.material.isRenderable()) {
continue;
}
AABB aabb;
MeshAnimation animation = skeletalMesh.animation;
if (animation != null) {
aabb = animation.getAabb();
} else {
aabb = skeletalMesh.mesh.getStaticAabb();
}
LocationComponent location = entity.getComponent(LocationComponent.class);
location.getWorldRotation(worldRot);
inverseWorldRot.inverse(worldRot);
location.getWorldPosition(worldPos);
float worldScale = location.getWorldScale();
aabb = aabb.transform(worldRot, worldPos, worldScale);
if (!worldRenderer.getActiveCamera().hasInSight(aabb)) {
continue;
}
skeletalMesh.material.enable();
skeletalMesh.material.setFloat("sunlight", 1.0f, true);
skeletalMesh.material.setFloat("blockLight", 1.0f, true);
skeletalMesh.material.setFloat3("colorOffset", skeletalMesh.color.rf(), skeletalMesh.color.gf(), skeletalMesh.color.bf(), true);
skeletalMesh.material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix());
skeletalMesh.material.bindTextures();
Vector3f worldPositionCameraSpace = new Vector3f();
worldPositionCameraSpace.sub(worldPos, cameraPosition);
worldPos.y -= skeletalMesh.heightOffset;
Matrix4f matrixCameraSpace = new Matrix4f(worldRot, worldPositionCameraSpace, worldScale);
Matrix4f modelViewMatrix = MatrixUtils.calcModelViewMatrix(worldRenderer.getActiveCamera().getViewMatrix(), matrixCameraSpace);
MatrixUtils.matrixToFloatBuffer(modelViewMatrix, tempMatrixBuffer44);
skeletalMesh.material.setMatrix4("worldViewMatrix", tempMatrixBuffer44, true);
MatrixUtils.matrixToFloatBuffer(MatrixUtils.calcNormalMatrix(modelViewMatrix), tempMatrixBuffer33);
skeletalMesh.material.setMatrix3("normalMatrix", tempMatrixBuffer33, true);
skeletalMesh.material.setFloat("sunlight", worldRenderer.getMainLightIntensityAt(worldPos), true);
skeletalMesh.material.setFloat("blockLight", worldRenderer.getBlockLightIntensityAt(worldPos), true);
List<Vector3f> bonePositions = Lists.newArrayListWithCapacity(skeletalMesh.mesh.getVertexCount());
List<Quat4f> boneRotations = Lists.newArrayListWithCapacity(skeletalMesh.mesh.getVertexCount());
for (Bone bone : skeletalMesh.mesh.getBones()) {
EntityRef boneEntity = skeletalMesh.boneEntities.get(bone.getName());
if (boneEntity == null) {
boneEntity = EntityRef.NULL;
}
LocationComponent boneLocation = boneEntity.getComponent(LocationComponent.class);
if (boneLocation != null) {
Vector3f pos = boneLocation.getWorldPosition();
pos.sub(worldPos);
inverseWorldRot.rotate(pos, pos);
bonePositions.add(pos);
Quat4f rot = new Quat4f(inverseWorldRot);
rot.mul(boneLocation.getWorldRotation());
boneRotations.add(rot);
} else {
logger.warn("Unable to resolve bone \"{}\"", bone.getName());
bonePositions.add(new Vector3f());
boneRotations.add(new Quat4f());
}
}
((OpenGLSkeletalMesh) skeletalMesh.mesh).setScaleTranslate(skeletalMesh.scale, skeletalMesh.translate);
((OpenGLSkeletalMesh) skeletalMesh.mesh).render(bonePositions, boneRotations);
}
}
use of org.terasology.rendering.assets.skeletalmesh.Bone in project Terasology by MovingBlocks.
the class SkeletonRenderer method newSkeleton.
@ReceiveEvent(components = { SkeletalMeshComponent.class, LocationComponent.class })
public void newSkeleton(OnActivatedComponent event, EntityRef entity) {
SkeletalMeshComponent skeleton = entity.getComponent(SkeletalMeshComponent.class);
if (skeleton.mesh == null) {
return;
}
if (skeleton.boneEntities == null) {
skeleton.boneEntities = Maps.newHashMap();
for (Bone bone : skeleton.mesh.getBones()) {
LocationComponent loc = new LocationComponent();
EntityRef parent = (bone.getParent() != null) ? skeleton.boneEntities.get(bone.getParent().getName()) : entity;
EntityRef boneEntity = entityManager.create(loc);
Location.attachChild(parent, boneEntity);
loc.setLocalPosition(bone.getLocalPosition());
loc.setLocalRotation(bone.getLocalRotation());
if (bone.getParent() == null) {
skeleton.rootBone = boneEntity;
}
skeleton.boneEntities.put(bone.getName(), boneEntity);
}
entity.saveComponent(skeleton);
}
}
use of org.terasology.rendering.assets.skeletalmesh.Bone in project Terasology by MovingBlocks.
the class MeshAnimationImpl method isValidAnimationFor.
@Override
public boolean isValidAnimationFor(SkeletalMesh mesh) {
for (int i = 0; i < data.getBoneNames().size(); ++i) {
Bone bone = mesh.getBone(data.getBoneNames().get(i));
boolean hasParent = data.getBoneParent().get(i) != MeshAnimationData.NO_PARENT;
if (hasParent && (bone.getParent() == null || !bone.getParent().getName().equals(data.getBoneNames().get(data.getBoneParent().get(i))))) {
return false;
} else if (!hasParent && bone.getParent() != null) {
return false;
}
}
return true;
}
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