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@@ -1,586 +0,0 @@
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-package com.jme3.scene.plugins.blender.meshes.builders;
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-
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-import java.nio.ByteBuffer;
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-import java.util.ArrayList;
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-import java.util.HashMap;
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-import java.util.LinkedHashMap;
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-import java.util.List;
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-import java.util.Map;
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-import java.util.Map.Entry;
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-import java.util.logging.Logger;
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-
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-import com.jme3.math.FastMath;
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-import com.jme3.math.Vector2f;
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-import com.jme3.math.Vector3f;
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-import com.jme3.scene.Mesh;
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-import com.jme3.scene.VertexBuffer;
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-import com.jme3.scene.VertexBuffer.Format;
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-import com.jme3.scene.VertexBuffer.Type;
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-import com.jme3.scene.VertexBuffer.Usage;
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-import com.jme3.scene.plugins.blender.BlenderContext;
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-import com.jme3.scene.plugins.blender.file.BlenderFileException;
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-import com.jme3.scene.plugins.blender.file.DynamicArray;
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-import com.jme3.scene.plugins.blender.file.Pointer;
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-import com.jme3.scene.plugins.blender.file.Structure;
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-import com.jme3.scene.plugins.blender.meshes.MeshHelper;
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-import com.jme3.scene.plugins.blender.textures.UserUVCollection;
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-import com.jme3.util.BufferUtils;
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-
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-/**
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- * A builder class for meshes made of triangles (faces).
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- *
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- * @author Marcin Roguski (Kaelthas)
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- */
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-/* package */class FaceMeshBuilder {
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- private static final Logger LOGGER = Logger.getLogger(FaceMeshBuilder.class.getName());
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-
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- /** An array of reference vertices. */
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- private Vector3f[][] verticesAndNormals;
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- /** An list of vertices colors. */
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- private List<byte[]> verticesColors;
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- /** A variable that indicates if the model uses generated textures. */
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- private boolean usesGeneratedTextures;
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- /**
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- * This map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList'
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- * positions (it simply tells which vertex is referenced where in the result list).
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- */
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- private Map<Integer, Map<Integer, List<Integer>>> globalVertexReferenceMap;
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- /** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
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- private Map<Integer, List<Vector3f>> normalMap = new HashMap<Integer, List<Vector3f>>();
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- /** The following map sorts vertices by material number (because in jme Mesh can have only one material). */
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- private Map<Integer, List<Vector3f>> vertexMap = new HashMap<Integer, List<Vector3f>>();
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- /** The following map sorts vertices colors by material number (because in jme Mesh can have only one material). */
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- private Map<Integer, List<byte[]>> vertexColorsMap = new HashMap<Integer, List<byte[]>>();
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- /** The following map sorts indexes by material number (because in jme Mesh can have only one material). */
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- private Map<Integer, List<Integer>> indexMap = new HashMap<Integer, List<Integer>>();
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- /** A collection of user defined UV coordinates (one mesh can have more than one such mappings). */
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- private UserUVCollection userUVCollection = new UserUVCollection();
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-
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- /**
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- * Constructor. Stores the given array (not copying it).
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- * The second argument describes if the model uses generated textures. If yes then no vertex amount optimisation is applied.
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- * The amount of vertices is always faceCount * 3.
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- * @param verticesAndNormals
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- * the reference vertices and normals array
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- * @param usesGeneratedTextures
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- * a variable that indicates if the model uses generated textures or not
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- */
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- public FaceMeshBuilder(Vector3f[][] verticesAndNormals, boolean usesGeneratedTextures) {
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- this.verticesAndNormals = verticesAndNormals;
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- this.usesGeneratedTextures = usesGeneratedTextures;
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- globalVertexReferenceMap = new HashMap<Integer, Map<Integer, List<Integer>>>(verticesAndNormals.length);
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- }
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-
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- public void readMesh(Structure structure, BlenderContext blenderContext) throws BlenderFileException {
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- verticesColors = this.getVerticesColors(structure, blenderContext);
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- MeshHelper meshHelper = blenderContext.getHelper(MeshHelper.class);
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-
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- if (meshHelper.isBMeshCompatible(structure)) {
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- this.readBMesh(structure);
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- } else {
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- this.readTraditionalFaces(structure);
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- }
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- }
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-
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- /**
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- * Builds the meshes.
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- * @return a map between material index and the mesh
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- */
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- public Map<Integer, Mesh> buildMeshes() {
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- Map<Integer, Mesh> result = new HashMap<Integer, Mesh>(indexMap.size());
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-
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- for (Entry<Integer, List<Integer>> meshEntry : indexMap.entrySet()) {
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- int materialIndex = meshEntry.getKey();
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- // key is the material index
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- // value is a list of vertex indices
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- Mesh mesh = new Mesh();
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-
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- // creating vertices indices for this mesh
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- List<Integer> indexList = meshEntry.getValue();
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- if (this.getVerticesAmount(materialIndex) <= Short.MAX_VALUE) {
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- short[] indices = new short[indexList.size()];
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- for (int i = 0; i < indexList.size(); ++i) {
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- indices[i] = indexList.get(i).shortValue();
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- }
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- mesh.setBuffer(Type.Index, 1, indices);
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- } else {
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- int[] indices = new int[indexList.size()];
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- for (int i = 0; i < indexList.size(); ++i) {
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- indices[i] = indexList.get(i).intValue();
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- }
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- mesh.setBuffer(Type.Index, 1, indices);
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- }
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-
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- LOGGER.fine("Creating vertices buffer.");
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- VertexBuffer verticesBuffer = new VertexBuffer(Type.Position);
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- verticesBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getVertices(materialIndex)));
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- mesh.setBuffer(verticesBuffer);
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-
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- LOGGER.fine("Creating normals buffer.");
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- VertexBuffer normalsBuffer = new VertexBuffer(Type.Normal);
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- normalsBuffer.setupData(Usage.Static, 3, Format.Float, BufferUtils.createFloatBuffer(this.getNormals(materialIndex)));
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- mesh.setBuffer(normalsBuffer);
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-
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- if (verticesColors != null) {
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- LOGGER.fine("Setting vertices colors.");
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- mesh.setBuffer(Type.Color, 4, this.getVertexColorsBuffer(materialIndex));
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- mesh.getBuffer(Type.Color).setNormalized(true);
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- }
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-
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- result.put(materialIndex, mesh);
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- }
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-
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- return result;
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- }
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-
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- /**
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- * This method reads the mesh from the new BMesh system.
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- *
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- * @param meshStructure
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- * the mesh structure
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- * @throws BlenderFileException
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- * an exception is thrown when there are problems with the
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- * blender file
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- */
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- private void readBMesh(Structure meshStructure) throws BlenderFileException {
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- LOGGER.fine("Reading BMesh.");
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- Pointer pMLoop = (Pointer) meshStructure.getFieldValue("mloop");
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- Pointer pMPoly = (Pointer) meshStructure.getFieldValue("mpoly");
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- Map<String, Vector2f[]> uvCoordinatesForFace = new HashMap<String, Vector2f[]>();
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-
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- if (pMPoly.isNotNull() && pMLoop.isNotNull()) {
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- Map<String, List<Vector2f>> uvs = this.loadUVCoordinates(meshStructure, true);
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- List<Structure> polys = pMPoly.fetchData();
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- List<Structure> loops = pMLoop.fetchData();
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- int[] vertexColorIndex = verticesColors == null ? null : new int[3];
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- for (Structure poly : polys) {
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- int materialNumber = ((Number) poly.getFieldValue("mat_nr")).intValue();
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- int loopStart = ((Number) poly.getFieldValue("loopstart")).intValue();
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- int totLoop = ((Number) poly.getFieldValue("totloop")).intValue();
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- boolean smooth = (((Number) poly.getFieldValue("flag")).byteValue() & 0x01) != 0x00;
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- int[] vertexIndexes = new int[totLoop];
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-
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- for (int i = loopStart; i < loopStart + totLoop; ++i) {
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- vertexIndexes[i - loopStart] = ((Number) loops.get(i).getFieldValue("v")).intValue();
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- }
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-
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- int i = 0;
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- while (i < totLoop - 2) {
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- int v1 = vertexIndexes[0];
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- int v2 = vertexIndexes[i + 1];
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- int v3 = vertexIndexes[i + 2];
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- if (vertexColorIndex != null) {
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- vertexColorIndex[0] = loopStart;
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- vertexColorIndex[1] = loopStart + i + 1;
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- vertexColorIndex[2] = loopStart + i + 2;
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- }
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-
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- if (uvs != null) {
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- // uvs always must be added wheater we have texture or not
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- for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) {
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- Vector2f[] uvCoordsForASingleFace = new Vector2f[3];
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- uvCoordsForASingleFace[0] = entry.getValue().get(loopStart);
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- uvCoordsForASingleFace[1] = entry.getValue().get(loopStart + i + 1);
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- uvCoordsForASingleFace[2] = entry.getValue().get(loopStart + i + 2);
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- uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace);
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- }
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- }
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-
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- this.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex);
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- uvCoordinatesForFace.clear();
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- ++i;
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- }
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- }
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- }
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- }
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-
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- /**
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- * This method reads the mesh from traditional triangle/quad storing
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- * structures.
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- *
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- * @param meshStructure
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- * the mesh structure
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- * @throws BlenderFileException
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- * an exception is thrown when there are problems with the
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- * blender file
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- */
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- private void readTraditionalFaces(Structure meshStructure) throws BlenderFileException {
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- LOGGER.fine("Reading traditional faces.");
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- Pointer pMFace = (Pointer) meshStructure.getFieldValue("mface");
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- List<Structure> mFaces = pMFace.isNotNull() ? pMFace.fetchData() : null;
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- if (mFaces != null && mFaces.size() > 0) {
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- // indicates if the material with the specified number should have a texture attached
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- Map<String, List<Vector2f>> uvs = this.loadUVCoordinates(meshStructure, false);
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- Map<String, Vector2f[]> uvCoordinatesForFace = new HashMap<String, Vector2f[]>();
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- int[] vertexColorIndex = verticesColors == null ? null : new int[3];
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- for (int i = 0; i < mFaces.size(); ++i) {
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- Structure mFace = mFaces.get(i);
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- int materialNumber = ((Number) mFace.getFieldValue("mat_nr")).intValue();
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- boolean smooth = (((Number) mFace.getFieldValue("flag")).byteValue() & 0x01) != 0x00;
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- if (uvs != null) {
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- // uvs always must be added wheater we have texture or not
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- for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) {
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- Vector2f[] uvCoordsForASingleFace = new Vector2f[3];
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- uvCoordsForASingleFace[0] = entry.getValue().get(i * 4);
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- uvCoordsForASingleFace[1] = entry.getValue().get(i * 4 + 1);
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- uvCoordsForASingleFace[2] = entry.getValue().get(i * 4 + 2);
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- uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace);
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- }
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- }
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-
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- int v1 = ((Number) mFace.getFieldValue("v1")).intValue();
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- int v2 = ((Number) mFace.getFieldValue("v2")).intValue();
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- int v3 = ((Number) mFace.getFieldValue("v3")).intValue();
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- int v4 = ((Number) mFace.getFieldValue("v4")).intValue();
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- if (vertexColorIndex != null) {
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- vertexColorIndex[0] = i * 4;
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- vertexColorIndex[1] = i * 4 + 1;
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- vertexColorIndex[2] = i * 4 + 2;
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- }
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-
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- this.appendFace(v1, v2, v3, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex);
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- uvCoordinatesForFace.clear();
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- if (v4 > 0) {
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- if (uvs != null) {
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- // uvs always must be added wheater we have texture or not
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- for (Entry<String, List<Vector2f>> entry : uvs.entrySet()) {
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- Vector2f[] uvCoordsForASingleFace = new Vector2f[3];
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- uvCoordsForASingleFace[0] = entry.getValue().get(i * 4);
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- uvCoordsForASingleFace[1] = entry.getValue().get(i * 4 + 2);
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- uvCoordsForASingleFace[2] = entry.getValue().get(i * 4 + 3);
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- uvCoordinatesForFace.put(entry.getKey(), uvCoordsForASingleFace);
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- }
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- }
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- if (vertexColorIndex != null) {
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- vertexColorIndex[0] = i * 4;
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- vertexColorIndex[1] = i * 4 + 2;
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- vertexColorIndex[2] = i * 4 + 3;
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- }
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- this.appendFace(v1, v3, v4, smooth, materialNumber, uvs == null ? null : uvCoordinatesForFace, vertexColorIndex);
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- uvCoordinatesForFace.clear();
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- }
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- }
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- }
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- }
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-
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- /**
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- * This method adds a face to the mesh.
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- * @param v1
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- * index of the 1'st vertex from the reference vertex table
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- * @param v2
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- * index of the 2'nd vertex from the reference vertex table
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- * @param v3
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- * index of the 3'rd vertex from the reference vertex table
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- * @param smooth
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- * indicates if this face should have smooth shading or flat shading
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- * @param materialNumber
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- * the material number for this face
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- * @param uvsForFace
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- * a 3-element array of vertices UV coordinates mapped to the UV's set name
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- * @param vertexColorIndex
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- * a table of 3 elements that indicates the verts' colors indexes
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- */
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- private void appendFace(int v1, int v2, int v3, boolean smooth, int materialNumber, Map<String, Vector2f[]> uvsForFace, int[] vertexColorIndex) {
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- if (uvsForFace != null && uvsForFace.size() > 0) {
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- for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) {
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- if (entry.getValue().length != 3) {
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- throw new IllegalArgumentException("UV coordinates must be a 3-element array!" + (entry.getKey() != null ? " (UV set name: " + entry.getKey() + ')' : ""));
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- }
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- }
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- }
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-
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- // getting the required lists
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- List<Integer> indexList = indexMap.get(materialNumber);
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- if (indexList == null) {
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- indexList = new ArrayList<Integer>();
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- indexMap.put(materialNumber, indexList);
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- }
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- List<Vector3f> vertexList = vertexMap.get(materialNumber);
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- if (vertexList == null) {
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- vertexList = new ArrayList<Vector3f>();
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- vertexMap.put(materialNumber, vertexList);
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- }
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- List<byte[]> vertexColorsList = vertexColorsMap != null ? vertexColorsMap.get(materialNumber) : null;
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- if (vertexColorsList == null && vertexColorsMap != null) {
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- vertexColorsList = new ArrayList<byte[]>();
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- vertexColorsMap.put(materialNumber, vertexColorsList);
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- }
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- List<Vector3f> normalList = normalMap.get(materialNumber);
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- if (normalList == null) {
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- normalList = new ArrayList<Vector3f>();
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|
- normalMap.put(materialNumber, normalList);
|
|
|
|
- }
|
|
|
|
- Map<Integer, List<Integer>> vertexReferenceMap = globalVertexReferenceMap.get(materialNumber);
|
|
|
|
- if (vertexReferenceMap == null) {
|
|
|
|
- vertexReferenceMap = new HashMap<Integer, List<Integer>>();
|
|
|
|
- globalVertexReferenceMap.put(materialNumber, vertexReferenceMap);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // creating faces
|
|
|
|
- Integer[] index = new Integer[] { v1, v2, v3 };
|
|
|
|
- if (smooth && !usesGeneratedTextures) {
|
|
|
|
- for (int i = 0; i < 3; ++i) {
|
|
|
|
- if (!vertexReferenceMap.containsKey(index[i])) {
|
|
|
|
- // if this index is not yet used then create another face
|
|
|
|
- this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap);
|
|
|
|
- if (uvsForFace != null) {
|
|
|
|
- for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) {
|
|
|
|
- userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size());
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- vertexList.add(verticesAndNormals[index[i]][0]);
|
|
|
|
- if (verticesColors != null) {
|
|
|
|
- vertexColorsList.add(verticesColors.get(vertexColorIndex[i]));
|
|
|
|
- }
|
|
|
|
- normalList.add(verticesAndNormals[index[i]][1]);
|
|
|
|
-
|
|
|
|
- index[i] = vertexList.size() - 1;
|
|
|
|
- } else if (uvsForFace != null) {
|
|
|
|
- // if the index is used then check if the vertexe's UV coordinates match, if yes then the vertex doesn't have separate UV's
|
|
|
|
- // in different faces so we can use it here as well, if UV's are different in separate faces the we need to add this vert
|
|
|
|
- // because in jme one vertex can have only on UV coordinate
|
|
|
|
- boolean vertexAlreadyUsed = false;
|
|
|
|
- for (Integer vertexIndex : vertexReferenceMap.get(index[i])) {
|
|
|
|
- int vertexUseCounter = 0;
|
|
|
|
- for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) {
|
|
|
|
- if (entry.getValue()[i].equals(userUVCollection.getUVForVertex(entry.getKey(), vertexIndex))) {
|
|
|
|
- ++vertexUseCounter;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (vertexUseCounter == uvsForFace.size()) {
|
|
|
|
- vertexAlreadyUsed = true;
|
|
|
|
- index[i] = vertexIndex;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (!vertexAlreadyUsed) {
|
|
|
|
- // treat this face as a new one because its vertices have separate UV's
|
|
|
|
- this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap);
|
|
|
|
- for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) {
|
|
|
|
- userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size());
|
|
|
|
- }
|
|
|
|
- vertexList.add(verticesAndNormals[index[i]][0]);
|
|
|
|
- if (verticesColors != null) {
|
|
|
|
- vertexColorsList.add(verticesColors.get(vertexColorIndex[i]));
|
|
|
|
- }
|
|
|
|
- normalList.add(verticesAndNormals[index[i]][1]);
|
|
|
|
- index[i] = vertexList.size() - 1;
|
|
|
|
- }
|
|
|
|
- } else {
|
|
|
|
- // use this index again
|
|
|
|
- index[i] = vertexList.indexOf(verticesAndNormals[index[i]][0]);
|
|
|
|
- }
|
|
|
|
- indexList.add(index[i]);
|
|
|
|
- }
|
|
|
|
- } else {
|
|
|
|
- Vector3f n = smooth ? null : FastMath.computeNormal(verticesAndNormals[v1][0], verticesAndNormals[v2][0], verticesAndNormals[v3][0]);
|
|
|
|
- for (int i = 0; i < 3; ++i) {
|
|
|
|
- indexList.add(vertexList.size());
|
|
|
|
- this.appendVertexReference(index[i], vertexList.size(), vertexReferenceMap);
|
|
|
|
- if (uvsForFace != null) {
|
|
|
|
- for (Entry<String, Vector2f[]> entry : uvsForFace.entrySet()) {
|
|
|
|
- userUVCollection.addUV(materialNumber, entry.getKey(), entry.getValue()[i], vertexList.size());
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- vertexList.add(verticesAndNormals[index[i]][0]);
|
|
|
|
- if (verticesColors != null) {
|
|
|
|
- vertexColorsList.add(verticesColors.get(vertexColorIndex[i]));
|
|
|
|
- }
|
|
|
|
- normalList.add(smooth ? verticesAndNormals[index[i]][1] : n);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * The method loads the UV coordinates. The result is a map where the key is the user's UV set name and the values are UV coordinates.
|
|
|
|
- * But depending on the mesh type (triangle/quads or bmesh) the lists in the map have different meaning.
|
|
|
|
- * For bmesh they are enlisted just like they are stored in the blend file (in loops).
|
|
|
|
- * For traditional faces every 4 UV's should be assigned for a single face.
|
|
|
|
- * @param meshStructure
|
|
|
|
- * the mesh structure
|
|
|
|
- * @param useBMesh
|
|
|
|
- * tells if we should load the coordinates from loops of from faces
|
|
|
|
- * @return a map that sorts UV coordinates between different UV sets
|
|
|
|
- * @throws BlenderFileException
|
|
|
|
- * an exception is thrown when problems with blend file occur
|
|
|
|
- */
|
|
|
|
- @SuppressWarnings("unchecked")
|
|
|
|
- private Map<String, List<Vector2f>> loadUVCoordinates(Structure meshStructure, boolean useBMesh) throws BlenderFileException {
|
|
|
|
- Map<String, List<Vector2f>> result = new HashMap<String, List<Vector2f>>();
|
|
|
|
- if (useBMesh) {
|
|
|
|
- // in this case the UV's are assigned to vertices (an array is the same length as the vertex array)
|
|
|
|
- Structure loopData = (Structure) meshStructure.getFieldValue("ldata");
|
|
|
|
- Pointer pLoopDataLayers = (Pointer) loopData.getFieldValue("layers");
|
|
|
|
- List<Structure> loopDataLayers = pLoopDataLayers.fetchData();
|
|
|
|
- for (Structure structure : loopDataLayers) {
|
|
|
|
- Pointer p = (Pointer) structure.getFieldValue("data");
|
|
|
|
- if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_BMESH) {
|
|
|
|
- String uvSetName = structure.getFieldValue("name").toString();
|
|
|
|
- List<Structure> uvsStructures = p.fetchData();
|
|
|
|
- List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size());
|
|
|
|
- for (Structure uvStructure : uvsStructures) {
|
|
|
|
- DynamicArray<Number> loopUVS = (DynamicArray<Number>) uvStructure.getFieldValue("uv");
|
|
|
|
- uvs.add(new Vector2f(loopUVS.get(0).floatValue(), loopUVS.get(1).floatValue()));
|
|
|
|
- }
|
|
|
|
- result.put(uvSetName, uvs);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- } else {
|
|
|
|
- // in this case UV's are assigned to faces (the array has the same legnth as the faces count)
|
|
|
|
- Structure facesData = (Structure) meshStructure.getFieldValue("fdata");
|
|
|
|
- Pointer pFacesDataLayers = (Pointer) facesData.getFieldValue("layers");
|
|
|
|
- List<Structure> facesDataLayers = pFacesDataLayers.fetchData();
|
|
|
|
- for (Structure structure : facesDataLayers) {
|
|
|
|
- Pointer p = (Pointer) structure.getFieldValue("data");
|
|
|
|
- if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_FMESH) {
|
|
|
|
- String uvSetName = structure.getFieldValue("name").toString();
|
|
|
|
- List<Structure> uvsStructures = p.fetchData();
|
|
|
|
- List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size());
|
|
|
|
- for (Structure uvStructure : uvsStructures) {
|
|
|
|
- DynamicArray<Number> mFaceUVs = (DynamicArray<Number>) uvStructure.getFieldValue("uv");
|
|
|
|
- uvs.add(new Vector2f(mFaceUVs.get(0).floatValue(), mFaceUVs.get(1).floatValue()));
|
|
|
|
- uvs.add(new Vector2f(mFaceUVs.get(2).floatValue(), mFaceUVs.get(3).floatValue()));
|
|
|
|
- uvs.add(new Vector2f(mFaceUVs.get(4).floatValue(), mFaceUVs.get(5).floatValue()));
|
|
|
|
- uvs.add(new Vector2f(mFaceUVs.get(6).floatValue(), mFaceUVs.get(7).floatValue()));
|
|
|
|
- }
|
|
|
|
- result.put(uvSetName, uvs);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- return result;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * This method returns the vertices colors. Each vertex is stored in byte[4] array.
|
|
|
|
- *
|
|
|
|
- * @param meshStructure
|
|
|
|
- * the structure containing the mesh data
|
|
|
|
- * @param blenderContext
|
|
|
|
- * the blender context
|
|
|
|
- * @return a list of vertices colors, each color belongs to a single vertex
|
|
|
|
- * @throws BlenderFileException
|
|
|
|
- * this exception is thrown when the blend file structure is somehow invalid or corrupted
|
|
|
|
- */
|
|
|
|
- private List<byte[]> getVerticesColors(Structure meshStructure, BlenderContext blenderContext) throws BlenderFileException {
|
|
|
|
- MeshHelper meshHelper = blenderContext.getHelper(MeshHelper.class);
|
|
|
|
- Pointer pMCol = (Pointer) meshStructure.getFieldValue(meshHelper.isBMeshCompatible(meshStructure) ? "mloopcol" : "mcol");
|
|
|
|
- List<byte[]> verticesColors = null;
|
|
|
|
- // it was likely a bug in blender untill version 2.63 (the blue and red factors were misplaced in their structure)
|
|
|
|
- // so we need to put them right
|
|
|
|
- boolean useBGRA = blenderContext.getBlenderVersion() < 263;
|
|
|
|
- if (pMCol.isNotNull()) {
|
|
|
|
- List<Structure> mCol = pMCol.fetchData();
|
|
|
|
- verticesColors = new ArrayList<byte[]>(mCol.size());
|
|
|
|
- for (Structure color : mCol) {
|
|
|
|
- byte r = ((Number) color.getFieldValue("r")).byteValue();
|
|
|
|
- byte g = ((Number) color.getFieldValue("g")).byteValue();
|
|
|
|
- byte b = ((Number) color.getFieldValue("b")).byteValue();
|
|
|
|
- byte a = ((Number) color.getFieldValue("a")).byteValue();
|
|
|
|
- verticesColors.add(useBGRA ? new byte[] { b, g, r, a } : new byte[] { r, g, b, a });
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- return verticesColors;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @return a map that maps vertex index from reference array to its indices in the result list
|
|
|
|
- */
|
|
|
|
- public Map<Integer, Map<Integer, List<Integer>>> getVertexReferenceMap() {
|
|
|
|
- return globalVertexReferenceMap;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @param materialNumber
|
|
|
|
- * the material index
|
|
|
|
- * @return result vertices array
|
|
|
|
- */
|
|
|
|
- private Vector3f[] getVertices(int materialNumber) {
|
|
|
|
- return vertexMap.get(materialNumber).toArray(new Vector3f[vertexMap.get(materialNumber).size()]);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @param materialNumber
|
|
|
|
- * the material index
|
|
|
|
- * @return the amount of result vertices
|
|
|
|
- */
|
|
|
|
- private int getVerticesAmount(int materialNumber) {
|
|
|
|
- return vertexMap.get(materialNumber).size();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @param materialNumber
|
|
|
|
- * the material index
|
|
|
|
- * @return normals result array
|
|
|
|
- */
|
|
|
|
- private Vector3f[] getNormals(int materialNumber) {
|
|
|
|
- return normalMap.get(materialNumber).toArray(new Vector3f[normalMap.get(materialNumber).size()]);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @param materialNumber
|
|
|
|
- * the material index
|
|
|
|
- * @return the vertices colors buffer or null if no vertex colors is set
|
|
|
|
- */
|
|
|
|
- private ByteBuffer getVertexColorsBuffer(int materialNumber) {
|
|
|
|
- ByteBuffer result = null;
|
|
|
|
- if (verticesColors != null && vertexColorsMap.get(materialNumber) != null) {
|
|
|
|
- List<byte[]> data = vertexColorsMap.get(materialNumber);
|
|
|
|
- result = BufferUtils.createByteBuffer(4 * data.size());
|
|
|
|
- for (byte[] v : data) {
|
|
|
|
- if (v != null) {
|
|
|
|
- result.put(v[0]).put(v[1]).put(v[2]).put(v[3]);
|
|
|
|
- } else {
|
|
|
|
- result.put((byte) 0).put((byte) 0).put((byte) 0).put((byte) 0);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- result.flip();
|
|
|
|
- }
|
|
|
|
- return result;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @param materialNumber
|
|
|
|
- * the material number that is appied to the mesh
|
|
|
|
- * @return UV coordinates of vertices that belong to the required mesh part
|
|
|
|
- */
|
|
|
|
- public LinkedHashMap<String, List<Vector2f>> getUVCoordinates(int materialNumber) {
|
|
|
|
- return userUVCollection.getUVCoordinates(materialNumber);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @return indicates if the mesh has UV coordinates
|
|
|
|
- */
|
|
|
|
- public boolean hasUVCoordinates() {
|
|
|
|
- return userUVCollection.hasUVCoordinates();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * @return <b>true</b> if the mesh has no vertices and <b>false</b> otherwise
|
|
|
|
- */
|
|
|
|
- public boolean isEmpty() {
|
|
|
|
- return vertexMap.size() == 0;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /**
|
|
|
|
- * This method fills the vertex reference map. The vertices are loaded once and referenced many times in the model. This map is created
|
|
|
|
- * to tell where the basic vertices are referenced in the result vertex lists. The key of the map is the basic vertex index, and its key
|
|
|
|
- * - the reference indices list.
|
|
|
|
- *
|
|
|
|
- * @param basicVertexIndex
|
|
|
|
- * the index of the vertex from its basic table
|
|
|
|
- * @param resultIndex
|
|
|
|
- * the index of the vertex in its result vertex list
|
|
|
|
- * @param vertexReferenceMap
|
|
|
|
- * the reference map
|
|
|
|
- */
|
|
|
|
- private void appendVertexReference(int basicVertexIndex, int resultIndex, Map<Integer, List<Integer>> vertexReferenceMap) {
|
|
|
|
- List<Integer> referenceList = vertexReferenceMap.get(Integer.valueOf(basicVertexIndex));
|
|
|
|
- if (referenceList == null) {
|
|
|
|
- referenceList = new ArrayList<Integer>();
|
|
|
|
- vertexReferenceMap.put(Integer.valueOf(basicVertexIndex), referenceList);
|
|
|
|
- }
|
|
|
|
- referenceList.add(Integer.valueOf(resultIndex));
|
|
|
|
- }
|
|
|
|
-}
|
|
|