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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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.*;
import com.jme3.scene.VertexBuffer.*;
import com.jme3.scene.mesh.*;
import com.jme3.util.*;
import com.jme3.util.IntMap.Entry;
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.
*
- 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 {@link Mode#Points points} are
* determined via the vertex shader's gl_PointSize
output.
*/
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 Tessellation only. Requires to set the number of vertices
* for each patch (default is 3 for triangle tessellation)
*/
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 tessellation
private int maxNumWeights = -1; // only if using skeletal animation
private int[] elementLengths;
private int[] modeStart;
private Mode mode = Mode.Triangles;
private SafeArrayList morphTargets;
/**
* 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);
}
/**
* @param forSoftwareAnim ignored
* @deprecated use generateBindPose();
*/
@Deprecated
public void generateBindPose(boolean forSoftwareAnim) {
generateBindPose();
}
/**
* 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.
*/
public void generateBindPose() {
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 it's 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()) {
if (indices.getFormat() == Format.UnsignedByte) {
ByteBuffer originalIndex = (ByteBuffer) indices.getData();
ByteBuffer arrayIndex = ByteBuffer.allocate(originalIndex.capacity());
originalIndex.clear();
arrayIndex.put(originalIndex);
indices.updateData(arrayIndex);
} else {
//bone indices can be stored in an UnsignedShort buffer
ShortBuffer originalIndex = (ShortBuffer) indices.getData();
ShortBuffer arrayIndex = ShortBuffer.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 tangent 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);
Buffer result;
if (indicesHW.getData() == null) {
VertexBuffer indices = getBuffer(Type.BoneIndex);
if (indices.getFormat() == Format.UnsignedByte) {
ByteBuffer originalIndex = (ByteBuffer) indices.getData();
ByteBuffer directIndex
= BufferUtils.createByteBuffer(originalIndex.capacity());
originalIndex.clear();
directIndex.put(originalIndex);
result = directIndex;
} else {
//bone indices can be stored in an UnsignedShort buffer
ShortBuffer originalIndex = (ShortBuffer) indices.getData();
ShortBuffer directIndex
= BufferUtils.createShortBuffer(originalIndex.capacity());
originalIndex.clear();
directIndex.put(originalIndex);
result = directIndex;
}
indicesHW.setupData(Usage.Static, indices.getNumComponents(),
indices.getFormat(), result);
}
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 tangent 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.
*
* @param modeStart the pre-existing array
*/
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 the desired number (between 0 and 4, inclusive)
*/
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
*/
@Deprecated
public float getPointSize() {
return 1.0f;
}
/**
* 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.
*
* @return the number of instances
*/
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();
// acquire 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.
*
* @return the array ID
*/
public int getId() {
return vertexArrayID;
}
/**
* Sets the mesh's VAO ID. Internal use only.
*
* @param id the array ID
*/
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.
*
* @param other the other Collidable
* @param worldMatrix the world matrix
* @param worldBound the world bound
* @param results storage for the results
* @return the number of collisions detected (≥0)
*/
public int collideWith(Collidable other,
Matrix4f worldMatrix,
BoundingVolume worldBound,
CollisionResults results) {
switch (mode) {
case Points:
case Lines:
case LineStrip:
case LineLoop:
/*
* Collisions can be detected only with triangles,
* and there are no triangles in this mesh.
*/
return 0;
}
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 information
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;
}
/**
* @deprecated use isAnimatedByJoint
* @param boneIndex the bone's index in its skeleton
* @return true if animated by that bone, otherwise false
*/
@Deprecated
public boolean isAnimatedByBone(int boneIndex) {
return isAnimatedByJoint(boneIndex);
}
/**
* Test whether the specified bone animates this mesh.
*
* @param jointIndex the bone's index in its skeleton
* @return true if the specified bone animates this mesh, otherwise false
*/
public boolean isAnimatedByJoint(int jointIndex) {
VertexBuffer biBuf = getBuffer(VertexBuffer.Type.BoneIndex);
VertexBuffer wBuf = getBuffer(VertexBuffer.Type.BoneWeight);
if (biBuf == null || wBuf == null) {
return false; // no bone animation data
}
IndexBuffer boneIndexBuffer = IndexBuffer.wrapIndexBuffer(biBuf.getData());
boneIndexBuffer.rewind();
int numBoneIndices = boneIndexBuffer.remaining();
assert numBoneIndices % 4 == 0 : numBoneIndices;
int numVertices = boneIndexBuffer.remaining() / 4;
FloatBuffer weightBuffer = (FloatBuffer) wBuf.getData();
weightBuffer.rewind();
int numWeights = weightBuffer.remaining();
assert numWeights == numVertices * 4 : numWeights;
/*
* Test each vertex to determine whether the bone affects it.
*/
int biByte = jointIndex;
for (int vIndex = 0; vIndex < numVertices; vIndex++) {
for (int wIndex = 0; wIndex < 4; wIndex++) {
int bIndex = boneIndexBuffer.get();
float weight = weightBuffer.get();
if (wIndex < maxNumWeights && bIndex == biByte && weight != 0f) {
return true;
}
}
}
return false;
}
/**
* Sets the count of vertices used for each tessellation patch
*
* @param patchVertexCount the desired count
*/
public void setPatchVertexCount(int patchVertexCount) {
this.patchVertexCount = patchVertexCount;
}
/**
* Gets the amount of vertices used for each patch;
*
* @return the count (≥0)
*/
public int getPatchVertexCount() {
return patchVertexCount;
}
public void addMorphTarget(MorphTarget target) {
if (morphTargets == null) {
morphTargets = new SafeArrayList<>(MorphTarget.class);
}
morphTargets.add(target);
}
/**
* Remove the given MorphTarget from the Mesh
* @param target The MorphTarget to remove
* @return If the MorphTarget was removed
*/
public boolean removeMorphTarget(MorphTarget target) {
return morphTargets != null ? morphTargets.remove(target) : false;
}
/**
* Remove the MorphTarget from the Mesh at the given index
* @throws IndexOutOfBoundsException if the index outside the number of morph targets
* @param index Index of the MorphTarget to remove
* @return The MorphTarget that was removed
*/
public MorphTarget removeMorphTarget(int index) {
if (morphTargets == null) {
throw new IndexOutOfBoundsException("Index:" + index + ", Size:0");
}
return morphTargets.remove(index);
}
/**
* Get the MorphTarget at the given index
* @throws IndexOutOfBoundsException if the index outside the number of morph targets
* @param index The index of the morph target to get
* @return The MorphTarget at the index
*/
public MorphTarget getMorphTarget(int index) {
if (morphTargets == null) {
throw new IndexOutOfBoundsException("Index:" + index + ", Size:0");
}
return morphTargets.get(index);
}
public MorphTarget[] getMorphTargets() {
if (morphTargets == null) {
return new MorphTarget[0];
} else {
return morphTargets.getArray();
}
}
/**
* Get the name of all morphs in order.
* Morphs without names will be null
* @return an array
*/
public String[] getMorphTargetNames() {
MorphTarget[] nbMorphTargets = getMorphTargets();
if (nbMorphTargets.length == 0) {
return new String[0];
}
String[] targets = new String[nbMorphTargets.length];
for (int index = 0; index < nbMorphTargets.length; index++) {
targets[index] = nbMorphTargets[index].getName();
}
return targets;
}
public boolean hasMorphTargets() {
return morphTargets != null && !morphTargets.isEmpty();
}
/**
* Get the index of the morph that has the given name.
*
* @param morphName The name of the morph to search for
* @return The index of the morph, or -1 if not found.
*/
public int getMorphIndex(String morphName) {
int index = -1;
MorphTarget[] nbMorphTargets = getMorphTargets();
for (int i = 0; i < nbMorphTargets.length; i++) {
if (nbMorphTargets[i].getName().equals(morphName)) {
index = i;
break;
}
}
return index;
}
@Override
@SuppressWarnings("unchecked")
public void write(JmeExporter ex) throws IOException {
OutputCapsule out = ex.getCapsule(this);
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);
if (morphTargets != null) {
out.writeSavableArrayList(new ArrayList(morphTargets), "morphTargets", null);
}
}
@Override
@SuppressWarnings("unchecked")
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);
}
ArrayList l = in.readSavableArrayList("morphTargets", null);
if (l != null) {
morphTargets = new SafeArrayList(MorphTarget.class, l);
}
}
}
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