use of org.terasology.rendering.assets.skeletalmesh.SkeletalMeshData 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.SkeletalMeshData in project Terasology by MovingBlocks.
the class HeadlessGraphics method registerCoreAssetTypes.
@Override
public void registerCoreAssetTypes(ModuleAwareAssetTypeManager assetTypeManager) {
assetTypeManager.registerCoreAssetType(Font.class, (AssetFactory<Font, FontData>) FontImpl::new, "fonts");
assetTypeManager.registerCoreAssetType(Texture.class, (AssetFactory<Texture, TextureData>) HeadlessTexture::new, "textures", "fonts");
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.NEAREST, path -> path.getName(2).toString().equals("textures")));
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.LINEAR, path -> path.getName(2).toString().equals("fonts")));
assetTypeManager.registerCoreAssetType(Shader.class, (AssetFactory<Shader, ShaderData>) HeadlessShader::new, "shaders");
assetTypeManager.registerCoreAssetType(Material.class, (AssetFactory<Material, MaterialData>) HeadlessMaterial::new, "materials");
assetTypeManager.registerCoreAssetType(Mesh.class, (AssetFactory<Mesh, MeshData>) HeadlessMesh::new, "mesh");
assetTypeManager.registerCoreAssetType(SkeletalMesh.class, (AssetFactory<SkeletalMesh, SkeletalMeshData>) HeadlessSkeletalMesh::new, "skeletalMesh");
assetTypeManager.registerCoreAssetType(MeshAnimation.class, (AssetFactory<MeshAnimation, MeshAnimationData>) MeshAnimationImpl::new, "animations");
assetTypeManager.registerCoreAssetType(Atlas.class, (AssetFactory<Atlas, AtlasData>) Atlas::new, "atlas");
assetTypeManager.registerCoreAssetType(Subtexture.class, (AssetFactory<Subtexture, SubtextureData>) Subtexture::new);
}
use of org.terasology.rendering.assets.skeletalmesh.SkeletalMeshData in project Terasology by MovingBlocks.
the class LwjglGraphics method registerCoreAssetTypes.
@Override
public void registerCoreAssetTypes(ModuleAwareAssetTypeManager assetTypeManager) {
// cast lambdas explicitly to avoid inconsistent compiler behavior wrt. type inference
assetTypeManager.registerCoreAssetType(Font.class, (AssetFactory<Font, FontData>) FontImpl::new, "fonts");
assetTypeManager.registerCoreAssetType(Texture.class, (AssetFactory<Texture, TextureData>) (urn, assetType, data) -> (new OpenGLTexture(urn, assetType, data, this)), "textures", "fonts");
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.NEAREST, path -> {
if (path.getName(1).toString().equals(ModuleAssetDataProducer.OVERRIDE_FOLDER)) {
return path.getName(3).toString().equals("textures");
} else {
return path.getName(2).toString().equals("textures");
}
}));
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.LINEAR, path -> {
if (path.getName(1).toString().equals(ModuleAssetDataProducer.OVERRIDE_FOLDER)) {
return path.getName(3).toString().equals("fonts");
} else {
return path.getName(2).toString().equals("fonts");
}
}));
assetTypeManager.registerCoreAssetType(Shader.class, (AssetFactory<Shader, ShaderData>) GLSLShader::new, "shaders");
assetTypeManager.registerCoreAssetType(Material.class, (AssetFactory<Material, MaterialData>) GLSLMaterial::new, "materials");
assetTypeManager.registerCoreAssetType(Mesh.class, (AssetFactory<Mesh, MeshData>) (urn, assetType, data) -> new OpenGLMesh(urn, assetType, bufferPool, data), "mesh");
assetTypeManager.registerCoreAssetType(SkeletalMesh.class, (AssetFactory<SkeletalMesh, SkeletalMeshData>) (urn, assetType, data) -> new OpenGLSkeletalMesh(urn, assetType, data, bufferPool), "skeletalMesh");
assetTypeManager.registerCoreAssetType(MeshAnimation.class, (AssetFactory<MeshAnimation, MeshAnimationData>) MeshAnimationImpl::new, "animations");
assetTypeManager.registerCoreAssetType(Atlas.class, (AssetFactory<Atlas, AtlasData>) Atlas::new, "atlas");
assetTypeManager.registerCoreAssetType(Subtexture.class, (AssetFactory<Subtexture, SubtextureData>) Subtexture::new);
}
use of org.terasology.rendering.assets.skeletalmesh.SkeletalMeshData in project Terasology by MovingBlocks.
the class HeadlessEnvironment method setupAssetManager.
@Override
protected AssetManager setupAssetManager() {
ModuleAwareAssetTypeManager assetTypeManager = new ModuleAwareAssetTypeManager();
// cast lambdas explicitly to avoid inconsistent compiler behavior wrt. type inference
assetTypeManager.registerCoreAssetType(Prefab.class, (AssetFactory<Prefab, PrefabData>) PojoPrefab::new, false, "prefabs");
assetTypeManager.registerCoreAssetType(BlockShape.class, (AssetFactory<BlockShape, BlockShapeData>) BlockShapeImpl::new, "shapes");
assetTypeManager.registerCoreAssetType(BlockSounds.class, (AssetFactory<BlockSounds, BlockSoundsData>) BlockSounds::new, "blockSounds");
assetTypeManager.registerCoreAssetType(BlockTile.class, (AssetFactory<BlockTile, TileData>) BlockTile::new, "blockTiles");
assetTypeManager.registerCoreAssetType(BlockFamilyDefinition.class, (AssetFactory<BlockFamilyDefinition, BlockFamilyDefinitionData>) BlockFamilyDefinition::new, "blocks");
assetTypeManager.registerCoreAssetType(StaticSound.class, NullSound::new, "sounds");
assetTypeManager.registerCoreAssetType(StreamingSound.class, NullStreamingSound::new, "music");
DefaultBlockFamilyFactoryRegistry blockFamilyFactoryRegistry = new DefaultBlockFamilyFactoryRegistry();
blockFamilyFactoryRegistry.setBlockFamilyFactory("horizontal", new HorizontalBlockFamilyFactory());
blockFamilyFactoryRegistry.setBlockFamilyFactory("alignToSurface", new AttachedToSurfaceFamilyFactory());
assetTypeManager.registerCoreFormat(BlockFamilyDefinition.class, new BlockFamilyDefinitionFormat(assetTypeManager.getAssetManager(), blockFamilyFactoryRegistry));
assetTypeManager.registerCoreAssetType(UISkin.class, (AssetFactory<UISkin, UISkinData>) UISkin::new, "skins");
assetTypeManager.registerCoreAssetType(BehaviorTree.class, (AssetFactory<BehaviorTree, BehaviorTreeData>) BehaviorTree::new, false, "behaviors");
assetTypeManager.registerCoreAssetType(UIElement.class, (AssetFactory<UIElement, UIData>) UIElement::new, "ui");
assetTypeManager.registerCoreAssetType(Font.class, (AssetFactory<Font, FontData>) FontImpl::new, "fonts");
assetTypeManager.registerCoreAssetType(Texture.class, (AssetFactory<Texture, TextureData>) HeadlessTexture::new, "textures", "fonts");
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.NEAREST, path -> path.getName(2).toString().equals("textures")));
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.LINEAR, path -> path.getName(2).toString().equals("fonts")));
assetTypeManager.registerCoreAssetType(Shader.class, (AssetFactory<Shader, ShaderData>) HeadlessShader::new, "shaders");
assetTypeManager.registerCoreAssetType(Material.class, (AssetFactory<Material, MaterialData>) HeadlessMaterial::new, "materials");
assetTypeManager.registerCoreAssetType(Mesh.class, (AssetFactory<Mesh, MeshData>) HeadlessMesh::new, "mesh");
assetTypeManager.registerCoreAssetType(SkeletalMesh.class, (AssetFactory<SkeletalMesh, SkeletalMeshData>) HeadlessSkeletalMesh::new, "skeletalMesh");
assetTypeManager.registerCoreAssetType(MeshAnimation.class, (AssetFactory<MeshAnimation, MeshAnimationData>) MeshAnimationImpl::new, "animations");
assetTypeManager.registerCoreAssetType(Atlas.class, (AssetFactory<Atlas, AtlasData>) Atlas::new, "atlas");
assetTypeManager.registerCoreAssetType(Subtexture.class, (AssetFactory<Subtexture, SubtextureData>) Subtexture::new);
assetTypeManager.switchEnvironment(context.get(ModuleManager.class).getEnvironment());
context.put(ModuleAwareAssetTypeManager.class, assetTypeManager);
context.put(AssetManager.class, assetTypeManager.getAssetManager());
return assetTypeManager.getAssetManager();
}
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