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/*
 * Copyright (c) 2009-2012 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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package com.jme3.scene;

import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingVolume;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.collision.bih.BIHTree;
import com.jme3.export.*;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.Matrix4f;
import com.jme3.math.Triangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.scene.mesh.*;
import com.jme3.util.BufferUtils;
import com.jme3.util.IntMap;
import com.jme3.util.IntMap.Entry;
import com.jme3.util.SafeArrayList;
import com.jme3.util.clone.Cloner;
import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
import java.nio.*;
import java.util.ArrayList;

/**
 * Mesh is used to store rendering data.
 * 

* All visible elements in a scene are represented by meshes. * Meshes may contain three types of geometric primitives: *

    *
  • Points - Every vertex represents a single point in space, * the size of each point is specified via {@link Mesh#setPointSize(float) }. * Points can also be used for {@link RenderState#setPointSprite(boolean) point * sprite} mode.
  • *
  • Lines - 2 vertices represent a line segment, with the width specified * via {@link Material#getAdditionalRenderState()} and {@link RenderState#setLineWidth(float)}.
  • *
  • Triangles - 3 vertices represent a solid triangle primitive.
  • *
* * @author Kirill Vainer */ public class Mesh implements Savable, Cloneable, JmeCloneable { /** * The mode of the Mesh specifies both the type of primitive represented * by the mesh and how the data should be interpreted. */ public enum Mode { /** * A primitive is a single point in space. The size of the points * can be specified with {@link Mesh#setPointSize(float) }. */ Points(true), /** * A primitive is a line segment. Every two vertices specify * a single line. {@link Material#getAdditionalRenderState()} and {@link RenderState#setLineWidth(float)} can be used * to set the width of the lines. */ Lines(true), /** * A primitive is a line segment. The first two vertices specify * a single line, while subsequent vertices are combined with the * previous vertex to make a line. {@link Material#getAdditionalRenderState()} and {@link RenderState#setLineWidth(float)} can * be used to set the width of the lines. */ LineStrip(false), /** * Identical to {@link #LineStrip} except that at the end * the last vertex is connected with the first to form a line. * {@link Material#getAdditionalRenderState()} and {@link RenderState#setLineWidth(float)} can be used * to set the width of the lines. */ LineLoop(false), /** * A primitive is a triangle. Each 3 vertices specify a single * triangle. */ Triangles(true), /** * Similar to {@link #Triangles}, the first 3 vertices * specify a triangle, while subsequent vertices are combined with * the previous two to form a triangle. */ TriangleStrip(false), /** * Similar to {@link #Triangles}, the first 3 vertices * specify a triangle, each 2 subsequent vertices are combined * with the very first vertex to make a triangle. */ TriangleFan(false), /** * A combination of various triangle modes. It is best to avoid * using this mode as it may not be supported by all renderers. * The {@link Mesh#setModeStart(int[]) mode start points} and * {@link Mesh#setElementLengths(int[]) element lengths} must * be specified for this mode. */ Hybrid(false), /** * Used for Tesselation only. Requires to set the number of vertices * for each patch (default is 3 for triangle tesselation) */ Patch(true); private boolean listMode = false; private Mode(boolean listMode){ this.listMode = listMode; } /** * Returns true if the specified mode is a list mode (meaning * ,it specifies the indices as a linear list and not some special * format). * Will return true for the types {@link #Points}, {@link #Lines} and * {@link #Triangles}. * * @return true if the mode is a list type mode */ public boolean isListMode(){ return listMode; } } /** * The bounding volume that contains the mesh entirely. * By default a BoundingBox (AABB). */ private BoundingVolume meshBound = new BoundingBox(); private CollisionData collisionTree = null; private SafeArrayList buffersList = new SafeArrayList(VertexBuffer.class); private IntMap buffers = new IntMap(); private VertexBuffer[] lodLevels; private float pointSize = 1; private float lineWidth = 1; private transient int vertexArrayID = -1; private int vertCount = -1; private int elementCount = -1; private int instanceCount = -1; private int patchVertexCount=3; //only used for tesselation private int maxNumWeights = -1; // only if using skeletal animation private int[] elementLengths; private int[] modeStart; private Mode mode = Mode.Triangles; /** * Creates a new mesh with no {@link VertexBuffer vertex buffers}. */ public Mesh(){ } /** * Create a shallow clone of this Mesh. The {@link VertexBuffer vertex * buffers} are shared between this and the clone mesh, the rest * of the data is cloned. * * @return A shallow clone of the mesh */ @Override public Mesh clone() { try { Mesh clone = (Mesh) super.clone(); clone.meshBound = meshBound.clone(); clone.collisionTree = collisionTree != null ? collisionTree : null; clone.buffers = buffers.clone(); clone.buffersList = new SafeArrayList(VertexBuffer.class,buffersList); clone.vertexArrayID = -1; if (elementLengths != null) { clone.elementLengths = elementLengths.clone(); } if (modeStart != null) { clone.modeStart = modeStart.clone(); } return clone; } catch (CloneNotSupportedException ex) { throw new AssertionError(); } } /** * Creates a deep clone of this mesh. * The {@link VertexBuffer vertex buffers} and the data inside them * is cloned. * * @return a deep clone of this mesh. */ public Mesh deepClone(){ try{ Mesh clone = (Mesh) super.clone(); clone.meshBound = meshBound != null ? meshBound.clone() : null; // TODO: Collision tree cloning //clone.collisionTree = collisionTree != null ? collisionTree : null; clone.collisionTree = null; // it will get re-generated in any case clone.buffers = new IntMap(); clone.buffersList = new SafeArrayList(VertexBuffer.class); for (VertexBuffer vb : buffersList.getArray()){ VertexBuffer bufClone = vb.clone(); clone.buffers.put(vb.getBufferType().ordinal(), bufClone); clone.buffersList.add(bufClone); } clone.vertexArrayID = -1; clone.vertCount = vertCount; clone.elementCount = elementCount; clone.instanceCount = instanceCount; // although this could change // if the bone weight/index buffers are modified clone.maxNumWeights = maxNumWeights; clone.elementLengths = elementLengths != null ? elementLengths.clone() : null; clone.modeStart = modeStart != null ? modeStart.clone() : null; return clone; }catch (CloneNotSupportedException ex){ throw new AssertionError(); } } /** * Clone the mesh for animation use. * This creates a shallow clone of the mesh, sharing most * of the {@link VertexBuffer vertex buffer} data, however the * {@link Type#Position}, {@link Type#Normal}, and {@link Type#Tangent} buffers * are deeply cloned. * * @return A clone of the mesh for animation use. */ public Mesh cloneForAnim(){ Mesh clone = clone(); if (getBuffer(Type.BindPosePosition) != null){ VertexBuffer oldPos = getBuffer(Type.Position); // NOTE: creates deep clone VertexBuffer newPos = oldPos.clone(); clone.clearBuffer(Type.Position); clone.setBuffer(newPos); if (getBuffer(Type.BindPoseNormal) != null){ VertexBuffer oldNorm = getBuffer(Type.Normal); VertexBuffer newNorm = oldNorm.clone(); clone.clearBuffer(Type.Normal); clone.setBuffer(newNorm); if (getBuffer(Type.BindPoseTangent) != null){ VertexBuffer oldTang = getBuffer(Type.Tangent); VertexBuffer newTang = oldTang.clone(); clone.clearBuffer(Type.Tangent); clone.setBuffer(newTang); } } } return clone; } /** * Called internally by com.jme3.util.clone.Cloner. Do not call directly. */ @Override public Mesh jmeClone() { try { Mesh clone = (Mesh)super.clone(); clone.vertexArrayID = -1; return clone; } catch (CloneNotSupportedException ex) { throw new AssertionError(); } } /** * Called internally by com.jme3.util.clone.Cloner. Do not call directly. */ @Override public void cloneFields( Cloner cloner, Object original ) { // Probably could clone this now but it will get regenerated anyway. this.collisionTree = null; this.meshBound = cloner.clone(meshBound); this.buffersList = cloner.clone(buffersList); this.buffers = cloner.clone(buffers); this.lodLevels = cloner.clone(lodLevels); this.elementLengths = cloner.clone(elementLengths); this.modeStart = cloner.clone(modeStart); } /** * Generates the {@link Type#BindPosePosition}, {@link Type#BindPoseNormal}, * and {@link Type#BindPoseTangent} * buffers for this mesh by duplicating them based on the position and normal * buffers already set on the mesh. * This method does nothing if the mesh has no bone weight or index * buffers. * * @param forSoftwareAnim Should be true if the bind pose is to be generated. */ public void generateBindPose(boolean forSoftwareAnim){ if (forSoftwareAnim){ VertexBuffer pos = getBuffer(Type.Position); if (pos == null || getBuffer(Type.BoneIndex) == null) { // ignore, this mesh doesn't have positional data // or it doesn't have bone-vertex assignments, so its not animated return; } VertexBuffer bindPos = new VertexBuffer(Type.BindPosePosition); bindPos.setupData(Usage.CpuOnly, pos.getNumComponents(), pos.getFormat(), BufferUtils.clone(pos.getData())); setBuffer(bindPos); // XXX: note that this method also sets stream mode // so that animation is faster. this is not needed for hardware skinning pos.setUsage(Usage.Stream); VertexBuffer norm = getBuffer(Type.Normal); if (norm != null) { VertexBuffer bindNorm = new VertexBuffer(Type.BindPoseNormal); bindNorm.setupData(Usage.CpuOnly, norm.getNumComponents(), norm.getFormat(), BufferUtils.clone(norm.getData())); setBuffer(bindNorm); norm.setUsage(Usage.Stream); } VertexBuffer tangents = getBuffer(Type.Tangent); if (tangents != null) { VertexBuffer bindTangents = new VertexBuffer(Type.BindPoseTangent); bindTangents.setupData(Usage.CpuOnly, tangents.getNumComponents(), tangents.getFormat(), BufferUtils.clone(tangents.getData())); setBuffer(bindTangents); tangents.setUsage(Usage.Stream); }// else hardware setup does nothing, mesh already in bind pose } } /** * Prepares the mesh for software skinning by converting the bone index * and weight buffers to heap buffers. * * @param forSoftwareAnim Should be true to enable the conversion. */ public void prepareForAnim(boolean forSoftwareAnim){ if (forSoftwareAnim) { // convert indices to ubytes on the heap VertexBuffer indices = getBuffer(Type.BoneIndex); if (!indices.getData().hasArray()) { ByteBuffer originalIndex = (ByteBuffer) indices.getData(); ByteBuffer arrayIndex = ByteBuffer.allocate(originalIndex.capacity()); originalIndex.clear(); arrayIndex.put(originalIndex); indices.updateData(arrayIndex); } indices.setUsage(Usage.CpuOnly); // convert weights on the heap VertexBuffer weights = getBuffer(Type.BoneWeight); if (!weights.getData().hasArray()) { FloatBuffer originalWeight = (FloatBuffer) weights.getData(); FloatBuffer arrayWeight = FloatBuffer.allocate(originalWeight.capacity()); originalWeight.clear(); arrayWeight.put(originalWeight); weights.updateData(arrayWeight); } weights.setUsage(Usage.CpuOnly); // position, normal, and tanget buffers to be in "Stream" mode VertexBuffer positions = getBuffer(Type.Position); VertexBuffer normals = getBuffer(Type.Normal); VertexBuffer tangents = getBuffer(Type.Tangent); positions.setUsage(Usage.Stream); if (normals != null) { normals.setUsage(Usage.Stream); } if (tangents != null) { tangents.setUsage(Usage.Stream); } } else { //if HWBoneIndex and HWBoneWeight are empty, we setup them as direct //buffers with software anim buffers data VertexBuffer indicesHW = getBuffer(Type.HWBoneIndex); if (indicesHW.getData() == null) { VertexBuffer indices = getBuffer(Type.BoneIndex); ByteBuffer originalIndex = (ByteBuffer) indices.getData(); ByteBuffer directIndex = BufferUtils.createByteBuffer(originalIndex.capacity()); originalIndex.clear(); directIndex.put(originalIndex); indicesHW.setupData(Usage.Static, indices.getNumComponents(), indices.getFormat(), directIndex); } VertexBuffer weightsHW = getBuffer(Type.HWBoneWeight); if (weightsHW.getData() == null) { VertexBuffer weights = getBuffer(Type.BoneWeight); FloatBuffer originalWeight = (FloatBuffer) weights.getData(); FloatBuffer directWeight = BufferUtils.createFloatBuffer(originalWeight.capacity()); originalWeight.clear(); directWeight.put(originalWeight); weightsHW.setupData(Usage.Static, weights.getNumComponents(), weights.getFormat(), directWeight); } // position, normal, and tanget buffers to be in "Static" mode VertexBuffer positions = getBuffer(Type.Position); VertexBuffer normals = getBuffer(Type.Normal); VertexBuffer tangents = getBuffer(Type.Tangent); VertexBuffer positionsBP = getBuffer(Type.BindPosePosition); VertexBuffer normalsBP = getBuffer(Type.BindPoseNormal); VertexBuffer tangentsBP = getBuffer(Type.BindPoseTangent); positions.setUsage(Usage.Static); positionsBP.copyElements(0, positions, 0, positionsBP.getNumElements()); positions.setUpdateNeeded(); if (normals != null) { normals.setUsage(Usage.Static); normalsBP.copyElements(0, normals, 0, normalsBP.getNumElements()); normals.setUpdateNeeded(); } if (tangents != null) { tangents.setUsage(Usage.Static); tangentsBP.copyElements(0, tangents, 0, tangentsBP.getNumElements()); tangents.setUpdateNeeded(); } } } /** * Set the LOD (level of detail) index buffers on this mesh. * * @param lodLevels The LOD levels to set */ public void setLodLevels(VertexBuffer[] lodLevels){ this.lodLevels = lodLevels; } /** * @return The number of LOD levels set on this mesh, including the main * index buffer, returns zero if there are no lod levels. */ public int getNumLodLevels(){ return lodLevels != null ? lodLevels.length : 0; } /** * Returns the lod level at the given index. * * @param lod The lod level index, this does not include * the main index buffer. * @return The LOD index buffer at the index * * @throws IndexOutOfBoundsException If the index is outside of the * range [0, {@link #getNumLodLevels()}]. * * @see #setLodLevels(com.jme3.scene.VertexBuffer[]) */ public VertexBuffer getLodLevel(int lod){ return lodLevels[lod]; } /** * Get the element lengths for {@link Mode#Hybrid} mesh mode. * * @return element lengths */ public int[] getElementLengths() { return elementLengths; } /** * Set the element lengths for {@link Mode#Hybrid} mesh mode. * * @param elementLengths The element lengths to set */ public void setElementLengths(int[] elementLengths) { this.elementLengths = elementLengths; } /** * Set the mode start indices for {@link Mode#Hybrid} mesh mode. * * @return mode start indices */ public int[] getModeStart() { return modeStart; } /** * Get the mode start indices for {@link Mode#Hybrid} mesh mode. */ public void setModeStart(int[] modeStart) { this.modeStart = modeStart; } /** * Returns the mesh mode * * @return the mesh mode * * @see #setMode(com.jme3.scene.Mesh.Mode) */ public Mode getMode() { return mode; } /** * Change the Mesh's mode. By default the mode is {@link Mode#Triangles}. * * @param mode The new mode to set * * @see Mode */ public void setMode(Mode mode) { this.mode = mode; updateCounts(); } /** * Returns the maximum number of weights per vertex on this mesh. * * @return maximum number of weights per vertex * * @see #setMaxNumWeights(int) */ public int getMaxNumWeights() { return maxNumWeights; } /** * Set the maximum number of weights per vertex on this mesh. * Only relevant if this mesh has bone index/weight buffers. * This value should be between 0 and 4. * * @param maxNumWeights */ public void setMaxNumWeights(int maxNumWeights) { this.maxNumWeights = maxNumWeights; } /** * @deprecated Always returns 1.0 since point size is * determined in the vertex shader. * * @return 1.0 * * @see #setPointSize(float) */ @Deprecated public float getPointSize() { return 1.0f; } /** * @deprecated Does nothing, since the size of {@link Mode#Points points} is * determined via the vertex shader's gl_PointSize output. * * @param pointSize ignored */ @Deprecated public void setPointSize(float pointSize) { } /** * Returns the line width for line meshes. * * @return the line width * @deprecated use {@link Material#getAdditionalRenderState()} and {@link RenderState#getLineWidth()} */ @Deprecated public float getLineWidth() { return lineWidth; } /** * Specify the line width for meshes of the line modes, such * as {@link Mode#Lines}. The line width is specified as on-screen pixels, * the default value is 1.0. * * @param lineWidth The line width * @deprecated use {@link Material#getAdditionalRenderState()} and {@link RenderState#setLineWidth(float)} */ @Deprecated public void setLineWidth(float lineWidth) { if (lineWidth < 1f) { throw new IllegalArgumentException("lineWidth must be greater than or equal to 1.0"); } this.lineWidth = lineWidth; } /** * Indicates to the GPU that this mesh will not be modified (a hint). * Sets the usage mode to {@link Usage#Static} * for all {@link VertexBuffer vertex buffers} on this Mesh. */ public void setStatic() { for (VertexBuffer vb : buffersList.getArray()){ vb.setUsage(Usage.Static); } } /** * Indicates to the GPU that this mesh will be modified occasionally (a hint). * Sets the usage mode to {@link Usage#Dynamic} * for all {@link VertexBuffer vertex buffers} on this Mesh. */ public void setDynamic() { for (VertexBuffer vb : buffersList.getArray()){ vb.setUsage(Usage.Dynamic); } } /** * Indicates to the GPU that this mesh will be modified every frame (a hint). * Sets the usage mode to {@link Usage#Stream} * for all {@link VertexBuffer vertex buffers} on this Mesh. */ public void setStreamed(){ for (VertexBuffer vb : buffersList.getArray()){ vb.setUsage(Usage.Stream); } } /** * Interleaves the data in this mesh. This operation cannot be reversed. * Some GPUs may prefer the data in this format, however it is a good idea * to avoid using this method as it disables some engine features. */ @Deprecated public void setInterleaved(){ ArrayList vbs = new ArrayList(); vbs.addAll(buffersList); // ArrayList vbs = new ArrayList(buffers.values()); // index buffer not included when interleaving vbs.remove(getBuffer(Type.Index)); int stride = 0; // aka bytes per vertex for (int i = 0; i < vbs.size(); i++){ VertexBuffer vb = vbs.get(i); // if (vb.getFormat() != Format.Float){ // throw new UnsupportedOperationException("Cannot interleave vertex buffer.\n" + // "Contains not-float data."); // } stride += vb.componentsLength; vb.getData().clear(); // reset position & limit (used later) } VertexBuffer allData = new VertexBuffer(Type.InterleavedData); ByteBuffer dataBuf = BufferUtils.createByteBuffer(stride * getVertexCount()); allData.setupData(Usage.Static, 1, Format.UnsignedByte, dataBuf); // adding buffer directly so that no update counts is forced buffers.put(Type.InterleavedData.ordinal(), allData); buffersList.add(allData); for (int vert = 0; vert < getVertexCount(); vert++){ for (int i = 0; i < vbs.size(); i++){ VertexBuffer vb = vbs.get(i); switch (vb.getFormat()){ case Float: FloatBuffer fb = (FloatBuffer) vb.getData(); for (int comp = 0; comp < vb.components; comp++){ dataBuf.putFloat(fb.get()); } break; case Byte: case UnsignedByte: ByteBuffer bb = (ByteBuffer) vb.getData(); for (int comp = 0; comp < vb.components; comp++){ dataBuf.put(bb.get()); } break; case Half: case Short: case UnsignedShort: ShortBuffer sb = (ShortBuffer) vb.getData(); for (int comp = 0; comp < vb.components; comp++){ dataBuf.putShort(sb.get()); } break; case Int: case UnsignedInt: IntBuffer ib = (IntBuffer) vb.getData(); for (int comp = 0; comp < vb.components; comp++){ dataBuf.putInt(ib.get()); } break; case Double: DoubleBuffer db = (DoubleBuffer) vb.getData(); for (int comp = 0; comp < vb.components; comp++){ dataBuf.putDouble(db.get()); } break; } } } int offset = 0; for (VertexBuffer vb : vbs){ vb.setOffset(offset); vb.setStride(stride); vb.updateData(null); //vb.setupData(vb.usage, vb.components, vb.format, null); offset += vb.componentsLength; } } private int computeNumElements(int bufSize){ switch (mode){ case Triangles: return bufSize / 3; case TriangleFan: case TriangleStrip: return bufSize - 2; case Points: return bufSize; case Lines: return bufSize / 2; case LineLoop: return bufSize; case LineStrip: return bufSize - 1; case Patch: return bufSize/patchVertexCount; default: throw new UnsupportedOperationException(); } } private int computeInstanceCount() { // Whatever the max of the base instance counts int max = 0; for( VertexBuffer vb : buffersList ) { if( vb.getBaseInstanceCount() > max ) { max = vb.getBaseInstanceCount(); } } return max; } /** * Update the {@link #getVertexCount() vertex} and * {@link #getTriangleCount() triangle} counts for this mesh * based on the current data. This method should be called * after the {@link Buffer#capacity() capacities} of the mesh's * {@link VertexBuffer vertex buffers} has been altered. * * @throws IllegalStateException If this mesh is in * {@link #setInterleaved() interleaved} format. */ public void updateCounts(){ if (getBuffer(Type.InterleavedData) != null) throw new IllegalStateException("Should update counts before interleave"); VertexBuffer pb = getBuffer(Type.Position); VertexBuffer ib = getBuffer(Type.Index); if (pb != null){ vertCount = pb.getData().limit() / pb.getNumComponents(); } if (ib != null){ elementCount = computeNumElements(ib.getData().limit()); }else{ elementCount = computeNumElements(vertCount); } instanceCount = computeInstanceCount(); } /** * Returns the triangle count for the given LOD level. * * @param lod The lod level to look up * @return The triangle count for that LOD level */ public int getTriangleCount(int lod){ if (lodLevels != null){ if (lod < 0) throw new IllegalArgumentException("LOD level cannot be < 0"); if (lod >= lodLevels.length) throw new IllegalArgumentException("LOD level "+lod+" does not exist!"); return computeNumElements(lodLevels[lod].getData().limit()); }else if (lod == 0){ return elementCount; }else{ throw new IllegalArgumentException("There are no LOD levels on the mesh!"); } } /** * Returns how many triangles or elements are on this Mesh. * This value is only updated when {@link #updateCounts() } is called. * If the mesh mode is not a triangle mode, then this returns the * number of elements/primitives, e.g. how many lines or how many points, * instead of how many triangles. * * @return how many triangles/elements are on this Mesh. */ public int getTriangleCount(){ return elementCount; } /** * Returns the number of vertices on this mesh. * The value is computed based on the position buffer, which * must be set on all meshes. * * @return Number of vertices on the mesh */ public int getVertexCount(){ return vertCount; } /** * Returns the number of instances this mesh contains. The instance * count is based on any VertexBuffers with instancing set. */ public int getInstanceCount() { return instanceCount; } /** * Gets the triangle vertex positions at the given triangle index * and stores them into the v1, v2, v3 arguments. * * @param index The index of the triangle. * Should be between 0 and {@link #getTriangleCount()}. * * @param v1 Vector to contain first vertex position * @param v2 Vector to contain second vertex position * @param v3 Vector to contain third vertex position */ public void getTriangle(int index, Vector3f v1, Vector3f v2, Vector3f v3){ VertexBuffer pb = getBuffer(Type.Position); IndexBuffer ib = getIndicesAsList(); if (pb != null && pb.getFormat() == Format.Float && pb.getNumComponents() == 3){ FloatBuffer fpb = (FloatBuffer) pb.getData(); // aquire triangle's vertex indices int vertIndex = index * 3; int vert1 = ib.get(vertIndex); int vert2 = ib.get(vertIndex+1); int vert3 = ib.get(vertIndex+2); BufferUtils.populateFromBuffer(v1, fpb, vert1); BufferUtils.populateFromBuffer(v2, fpb, vert2); BufferUtils.populateFromBuffer(v3, fpb, vert3); }else{ throw new UnsupportedOperationException("Position buffer not set or " + " has incompatible format"); } } /** * Gets the triangle vertex positions at the given triangle index * and stores them into the {@link Triangle} argument. * Also sets the triangle index to the index argument. * * @param index The index of the triangle. * Should be between 0 and {@link #getTriangleCount()}. * * @param tri The triangle to store the positions in */ public void getTriangle(int index, Triangle tri){ getTriangle(index, tri.get1(), tri.get2(), tri.get3()); tri.setIndex(index); tri.setNormal(null); } /** * Gets the triangle vertex indices at the given triangle index * and stores them into the given int array. * * @param index The index of the triangle. * Should be between 0 and {@link #getTriangleCount()}. * * @param indices Indices of the triangle's vertices */ public void getTriangle(int index, int[] indices){ IndexBuffer ib = getIndicesAsList(); // acquire triangle's vertex indices int vertIndex = index * 3; indices[0] = ib.get(vertIndex); indices[1] = ib.get(vertIndex+1); indices[2] = ib.get(vertIndex+2); } /** * Returns the mesh's VAO ID. Internal use only. */ public int getId(){ return vertexArrayID; } /** * Sets the mesh's VAO ID. Internal use only. */ public void setId(int id){ if (vertexArrayID != -1) throw new IllegalStateException("ID has already been set."); vertexArrayID = id; } /** * Generates a collision tree for the mesh. * Called automatically by {@link #collideWith(com.jme3.collision.Collidable, * com.jme3.math.Matrix4f, * com.jme3.bounding.BoundingVolume, * com.jme3.collision.CollisionResults) }. */ public void createCollisionData(){ BIHTree tree = new BIHTree(this); tree.construct(); collisionTree = tree; } /** * Clears any previously generated collision data. Use this if * the mesh has changed in some way that invalidates any previously * generated BIHTree. */ public void clearCollisionData() { collisionTree = null; } /** * Handles collision detection, internal use only. * User code should only use collideWith() on scene * graph elements such as {@link Spatial}s. */ public int collideWith(Collidable other, Matrix4f worldMatrix, BoundingVolume worldBound, CollisionResults results){ if (getVertexCount() == 0) { return 0; } if (collisionTree == null){ createCollisionData(); } return collisionTree.collideWith(other, worldMatrix, worldBound, results); } /** * Sets the {@link VertexBuffer} on the mesh. * This will update the vertex/triangle counts if needed. * * @param vb The buffer to set * @throws IllegalArgumentException If the buffer type is already set */ public void setBuffer(VertexBuffer vb){ if (buffers.containsKey(vb.getBufferType().ordinal())) throw new IllegalArgumentException("Buffer type already set: "+vb.getBufferType()); buffers.put(vb.getBufferType().ordinal(), vb); buffersList.add(vb); updateCounts(); } /** * Unsets the {@link VertexBuffer} set on this mesh * with the given type. Does nothing if the vertex buffer type is not set * initially. * * @param type The buffer type to remove */ public void clearBuffer(VertexBuffer.Type type){ VertexBuffer vb = buffers.remove(type.ordinal()); if (vb != null){ buffersList.remove(vb); updateCounts(); } } /** * Creates a {@link VertexBuffer} for the mesh or modifies * the existing one per the parameters given. * * @param type The type of the buffer * @param components Number of components * @param format Data format * @param buf The buffer data * * @throws UnsupportedOperationException If the buffer already set is * incompatible with the parameters given. */ public void setBuffer(Type type, int components, Format format, Buffer buf){ VertexBuffer vb = buffers.get(type.ordinal()); if (vb == null){ vb = new VertexBuffer(type); vb.setupData(Usage.Dynamic, components, format, buf); setBuffer(vb); }else{ if (vb.getNumComponents() != components || vb.getFormat() != format){ throw new UnsupportedOperationException("The buffer already set " + "is incompatible with the given parameters"); } vb.updateData(buf); updateCounts(); } } /** * Set a floating point {@link VertexBuffer} on the mesh. * * @param type The type of {@link VertexBuffer}, * e.g. {@link Type#Position}, {@link Type#Normal}, etc. * * @param components Number of components on the vertex buffer, should * be between 1 and 4. * * @param buf The floating point data to contain */ public void setBuffer(Type type, int components, FloatBuffer buf) { setBuffer(type, components, Format.Float, buf); } public void setBuffer(Type type, int components, float[] buf){ setBuffer(type, components, BufferUtils.createFloatBuffer(buf)); } public void setBuffer(Type type, int components, IntBuffer buf) { setBuffer(type, components, Format.UnsignedInt, buf); } public void setBuffer(Type type, int components, int[] buf){ setBuffer(type, components, BufferUtils.createIntBuffer(buf)); } public void setBuffer(Type type, int components, ShortBuffer buf) { setBuffer(type, components, Format.UnsignedShort, buf); } public void setBuffer(Type type, int components, byte[] buf){ setBuffer(type, components, BufferUtils.createByteBuffer(buf)); } public void setBuffer(Type type, int components, ByteBuffer buf) { setBuffer(type, components, Format.UnsignedByte, buf); } public void setBuffer(Type type, int components, short[] buf){ setBuffer(type, components, BufferUtils.createShortBuffer(buf)); } /** * Get the {@link VertexBuffer} stored on this mesh with the given * type. * * @param type The type of VertexBuffer * @return the VertexBuffer data, or null if not set */ public VertexBuffer getBuffer(Type type){ return buffers.get(type.ordinal()); } /** * Get the {@link VertexBuffer} data stored on this mesh in float * format. * * @param type The type of VertexBuffer * @return the VertexBuffer data, or null if not set */ public FloatBuffer getFloatBuffer(Type type) { VertexBuffer vb = getBuffer(type); if (vb == null) return null; return (FloatBuffer) vb.getData(); } /** * Get the {@link VertexBuffer} data stored on this mesh in short * format. * * @param type The type of VertexBuffer * @return the VertexBuffer data, or null if not set */ public ShortBuffer getShortBuffer(Type type) { VertexBuffer vb = getBuffer(type); if (vb == null) return null; return (ShortBuffer) vb.getData(); } /** * Acquires an index buffer that will read the vertices on the mesh * as a list. * * @return A virtual or wrapped index buffer to read the data as a list */ public IndexBuffer getIndicesAsList(){ if (mode == Mode.Hybrid) throw new UnsupportedOperationException("Hybrid mode not supported"); IndexBuffer ib = getIndexBuffer(); if (ib != null){ if (mode.isListMode()){ // already in list mode return ib; }else{ // not in list mode but it does have an index buffer // wrap it so the data is converted to list format return new WrappedIndexBuffer(this); } }else{ // return a virtual index buffer that will supply // "fake" indices in list format return new VirtualIndexBuffer(vertCount, mode); } } /** * Get the index buffer for this mesh. * Will return null if no index buffer is set. * * @return The index buffer of this mesh. * * @see Type#Index */ public IndexBuffer getIndexBuffer() { VertexBuffer vb = getBuffer(Type.Index); if (vb == null) return null; return IndexBuffer.wrapIndexBuffer(vb.getData()); } /** * Extracts the vertex attributes from the given mesh into * this mesh, by using this mesh's {@link #getIndexBuffer() index buffer} * to index into the attributes of the other mesh. * Note that this will also change this mesh's index buffer so that * the references to the vertex data match the new indices. * * @param other The mesh to extract the vertex data from */ public void extractVertexData(Mesh other) { // Determine the number of unique vertices need to // be created. Also determine the mappings // between old indices to new indices (since we avoid duplicating // vertices, this is a map and not an array). VertexBuffer oldIdxBuf = getBuffer(Type.Index); IndexBuffer indexBuf = getIndexBuffer(); int numIndices = indexBuf.size(); IntMap oldIndicesToNewIndices = new IntMap(numIndices); ArrayList newIndicesToOldIndices = new ArrayList(); int newIndex = 0; for (int i = 0; i < numIndices; i++) { int oldIndex = indexBuf.get(i); if (!oldIndicesToNewIndices.containsKey(oldIndex)) { // this vertex has not been added, so allocate a // new index for it and add it to the map oldIndicesToNewIndices.put(oldIndex, newIndex); newIndicesToOldIndices.add(oldIndex); // increment to have the next index newIndex++; } } // Number of unique verts to be created now available int newNumVerts = newIndicesToOldIndices.size(); if (newIndex != newNumVerts) { throw new AssertionError(); } // Create the new index buffer. // Do not overwrite the old one because we might be able to // convert from int index buffer to short index buffer IndexBuffer newIndexBuf; if (newNumVerts >= 65536) { newIndexBuf = new IndexIntBuffer(BufferUtils.createIntBuffer(numIndices)); } else { newIndexBuf = new IndexShortBuffer(BufferUtils.createShortBuffer(numIndices)); } for (int i = 0; i < numIndices; i++) { // Map the old indices to the new indices int oldIndex = indexBuf.get(i); newIndex = oldIndicesToNewIndices.get(oldIndex); newIndexBuf.put(i, newIndex); } VertexBuffer newIdxBuf = new VertexBuffer(Type.Index); newIdxBuf.setupData(oldIdxBuf.getUsage(), oldIdxBuf.getNumComponents(), newIndexBuf instanceof IndexIntBuffer ? Format.UnsignedInt : Format.UnsignedShort, newIndexBuf.getBuffer()); clearBuffer(Type.Index); setBuffer(newIdxBuf); // Now, create the vertex buffers SafeArrayList oldVertexData = other.getBufferList(); for (VertexBuffer oldVb : oldVertexData) { if (oldVb.getBufferType() == VertexBuffer.Type.Index) { // ignore the index buffer continue; } VertexBuffer newVb = new VertexBuffer(oldVb.getBufferType()); newVb.setNormalized(oldVb.isNormalized()); //check for data before copying, some buffers are just empty shells //for caching purpose (HW skinning buffers), and will be filled when //needed if(oldVb.getData()!=null){ // Create a new vertex buffer with similar configuration, but // with the capacity of number of unique vertices Buffer buffer = VertexBuffer.createBuffer(oldVb.getFormat(), oldVb.getNumComponents(), newNumVerts); newVb.setupData(oldVb.getUsage(), oldVb.getNumComponents(), oldVb.getFormat(), buffer); // Copy the vertex data from the old buffer into the new buffer for (int i = 0; i < newNumVerts; i++) { int oldIndex = newIndicesToOldIndices.get(i); // Copy the vertex attribute from the old index // to the new index oldVb.copyElement(oldIndex, newVb, i); } } // Set the buffer on the mesh clearBuffer(newVb.getBufferType()); setBuffer(newVb); } // Copy max weights per vertex as well setMaxNumWeights(other.getMaxNumWeights()); // The data has been copied over, update informations updateCounts(); updateBound(); } /** * Scales the texture coordinate buffer on this mesh by the given * scale factor. *

* Note that values above 1 will cause the * texture to tile, while values below 1 will cause the texture * to stretch. *

* * @param scaleFactor The scale factor to scale by. Every texture * coordinate is multiplied by this vector to get the result. * * @throws IllegalStateException If there's no texture coordinate * buffer on the mesh * @throws UnsupportedOperationException If the texture coordinate * buffer is not in 2D float format. */ public void scaleTextureCoordinates(Vector2f scaleFactor){ VertexBuffer tc = getBuffer(Type.TexCoord); if (tc == null) throw new IllegalStateException("The mesh has no texture coordinates"); if (tc.getFormat() != VertexBuffer.Format.Float) throw new UnsupportedOperationException("Only float texture coord format is supported"); if (tc.getNumComponents() != 2) throw new UnsupportedOperationException("Only 2D texture coords are supported"); FloatBuffer fb = (FloatBuffer) tc.getData(); fb.clear(); for (int i = 0; i < fb.limit() / 2; i++){ float x = fb.get(); float y = fb.get(); fb.position(fb.position()-2); x *= scaleFactor.getX(); y *= scaleFactor.getY(); fb.put(x).put(y); } fb.clear(); tc.updateData(fb); } /** * Updates the bounding volume of this mesh. * The method does nothing if the mesh has no {@link Type#Position} buffer. * It is expected that the position buffer is a float buffer with 3 components. */ public void updateBound(){ VertexBuffer posBuf = getBuffer(VertexBuffer.Type.Position); if (meshBound != null && posBuf != null){ meshBound.computeFromPoints((FloatBuffer)posBuf.getData()); } } /** * Returns the {@link BoundingVolume} of this Mesh. * By default the bounding volume is a {@link BoundingBox}. * * @return the bounding volume of this mesh */ public BoundingVolume getBound() { return meshBound; } /** * Sets the {@link BoundingVolume} for this Mesh. * The bounding volume is recomputed by calling {@link #updateBound() }. * * @param modelBound The model bound to set */ public void setBound(BoundingVolume modelBound) { meshBound = modelBound; } /** * Returns a map of all {@link VertexBuffer vertex buffers} on this Mesh. * The integer key for the map is the {@link Enum#ordinal() ordinal} * of the vertex buffer's {@link Type}. * Note that the returned map is a reference to the map used internally, * modifying it will cause undefined results. * * @return map of vertex buffers on this mesh. */ public IntMap getBuffers(){ return buffers; } /** * Returns a list of all {@link VertexBuffer vertex buffers} on this Mesh. * Using a list instead an IntMap via the {@link #getBuffers() } method is * better for iteration as there's no need to create an iterator instance. * Note that the returned list is a reference to the list used internally, * modifying it will cause undefined results. * * @return list of vertex buffers on this mesh. */ public SafeArrayList getBufferList(){ return buffersList; } /** * Determines if the mesh uses bone animation. * * A mesh uses bone animation if it has bone index / weight buffers * such as {@link Type#BoneIndex} or {@link Type#HWBoneIndex}. * * @return true if the mesh uses bone animation, false otherwise */ public boolean isAnimated() { return getBuffer(Type.BoneIndex) != null || getBuffer(Type.HWBoneIndex) != null; } /** * Sets the count of vertices used for each tessellation patch * @param patchVertexCount */ public void setPatchVertexCount(int patchVertexCount) { this.patchVertexCount = patchVertexCount; } /** * Gets the amout of vertices used for each patch; * @return */ public int getPatchVertexCount() { return patchVertexCount; } public void write(JmeExporter ex) throws IOException { OutputCapsule out = ex.getCapsule(this); // HashMap map = new HashMap(); // for (Entry buf : buffers){ // if (buf.getValue() != null) // map.put(buf.getKey()+"a", buf.getValue()); // } // out.writeStringSavableMap(map, "buffers", null); out.write(meshBound, "modelBound", null); out.write(vertCount, "vertCount", -1); out.write(elementCount, "elementCount", -1); out.write(instanceCount, "instanceCount", -1); out.write(maxNumWeights, "max_num_weights", -1); out.write(mode, "mode", Mode.Triangles); out.write(collisionTree, "collisionTree", null); out.write(elementLengths, "elementLengths", null); out.write(modeStart, "modeStart", null); out.write(pointSize, "pointSize", 1f); //Removing HW skinning buffers to not save them VertexBuffer hwBoneIndex = null; VertexBuffer hwBoneWeight = null; hwBoneIndex = getBuffer(Type.HWBoneIndex); if (hwBoneIndex != null) { buffers.remove(Type.HWBoneIndex.ordinal()); } hwBoneWeight = getBuffer(Type.HWBoneWeight); if (hwBoneWeight != null) { buffers.remove(Type.HWBoneWeight.ordinal()); } out.writeIntSavableMap(buffers, "buffers", null); //restoring Hw skinning buffers. if (hwBoneIndex != null) { buffers.put(hwBoneIndex.getBufferType().ordinal(), hwBoneIndex); } if (hwBoneWeight != null) { buffers.put(hwBoneWeight.getBufferType().ordinal(), hwBoneWeight); } out.write(lodLevels, "lodLevels", null); } public void read(JmeImporter im) throws IOException { InputCapsule in = im.getCapsule(this); meshBound = (BoundingVolume) in.readSavable("modelBound", null); vertCount = in.readInt("vertCount", -1); elementCount = in.readInt("elementCount", -1); instanceCount = in.readInt("instanceCount", -1); maxNumWeights = in.readInt("max_num_weights", -1); mode = in.readEnum("mode", Mode.class, Mode.Triangles); elementLengths = in.readIntArray("elementLengths", null); modeStart = in.readIntArray("modeStart", null); collisionTree = (BIHTree) in.readSavable("collisionTree", null); elementLengths = in.readIntArray("elementLengths", null); modeStart = in.readIntArray("modeStart", null); pointSize = in.readFloat("pointSize", 1f); // in.readStringSavableMap("buffers", null); buffers = (IntMap) in.readIntSavableMap("buffers", null); for (Entry entry : buffers){ buffersList.add(entry.getValue()); } //creating hw animation buffers empty so that they are put in the cache if(isAnimated()){ VertexBuffer hwBoneIndex = new VertexBuffer(Type.HWBoneIndex); hwBoneIndex.setUsage(Usage.CpuOnly); setBuffer(hwBoneIndex); VertexBuffer hwBoneWeight = new VertexBuffer(Type.HWBoneWeight); hwBoneWeight.setUsage(Usage.CpuOnly); setBuffer(hwBoneWeight); } Savable[] lodLevelsSavable = in.readSavableArray("lodLevels", null); if (lodLevelsSavable != null) { lodLevels = new VertexBuffer[lodLevelsSavable.length]; System.arraycopy( lodLevelsSavable, 0, lodLevels, 0, lodLevels.length); } } }




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