Java Code Examples for com.jme3.scene.VertexBuffer#getDataReadOnly()
The following examples show how to use
com.jme3.scene.VertexBuffer#getDataReadOnly() .
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Example 1
Source File: RagdollUtils.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Test whether the indexed bone has at least one vertex in the specified * meshes with a weight greater than the specified threshold. * * @param boneIndex the index of the bone (≥0) * @param targets the meshes to search (not null, no null elements) * @param weightThreshold the threshold (≥0, ≤1) * @return true if at least 1 vertex found, otherwise false */ public static boolean hasVertices(int boneIndex, Mesh[] targets, float weightThreshold) { for (Mesh mesh : targets) { VertexBuffer biBuf = mesh.getBuffer(VertexBuffer.Type.BoneIndex); Buffer boneIndices = biBuf.getDataReadOnly(); FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); boneIndices.rewind(); boneWeight.rewind(); int vertexComponents = mesh.getVertexCount() * 3; for (int i = 0; i < vertexComponents; i += 3) { int start = i / 3 * 4; for (int k = start; k < start + 4; k++) { if (readIndex(boneIndices, k) == boneIndex && boneWeight.get(k) >= weightThreshold) { return true; } } } } return false; }
Example 2
Source File: TestIssue1004.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { BulletAppState bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); String sinbadPath = "Models/Sinbad/SinbadOldAnim.j3o"; Node sinbad = (Node) assetManager.loadModel(sinbadPath); Geometry geometry = (Geometry) sinbad.getChild(0); Mesh mesh = geometry.getMesh(); VertexBuffer.Type bufferType = VertexBuffer.Type.BoneIndex; VertexBuffer vertexBuffer = mesh.getBuffer(bufferType); // Remove the existing bone-index buffer. mesh.getBufferList().remove(vertexBuffer); mesh.getBuffers().remove(bufferType.ordinal()); // Copy the 8-bit bone indices to 16-bit indices. ByteBuffer oldBuffer = (ByteBuffer) vertexBuffer.getDataReadOnly(); int numComponents = oldBuffer.limit(); oldBuffer.rewind(); short[] shortArray = new short[numComponents]; for (int index = 0; oldBuffer.hasRemaining(); ++index) { shortArray[index] = oldBuffer.get(); } // Add the 16-bit bone indices to the mesh. mesh.setBuffer(bufferType, 4, shortArray); KinematicRagdollControl ragdoll = new KinematicRagdollControl(0.5f); sinbad.addControl(ragdoll); stop(); }
Example 3
Source File: LodGenerator.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
private void gatherVertexData(Mesh mesh, List<Vertex> vertexLookup) { //in case the model is currently animating with software animation //attempting to retrieve the bind position instead of the position. VertexBuffer position = mesh.getBuffer(VertexBuffer.Type.BindPosePosition); if (position == null) { position = mesh.getBuffer(VertexBuffer.Type.Position); } FloatBuffer pos = (FloatBuffer) position.getDataReadOnly(); pos.rewind(); while (pos.remaining() != 0) { Vertex v = new Vertex(); v.position.setX(pos.get()); v.position.setY(pos.get()); v.position.setZ(pos.get()); v.isSeam = false; Vertex existingV = findSimilar(v); if (existingV != null) { //vertex position already exists existingV.isSeam = true; v.isSeam = true; } else { vertexList.add(v); } vertexLookup.add(v); } pos.rewind(); }
Example 4
Source File: LodGenerator.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
private void gatherIndexData(Mesh mesh, List<Vertex> vertexLookup) { VertexBuffer indexBuffer = mesh.getBuffer(VertexBuffer.Type.Index); indexCount = indexBuffer.getNumElements() * 3; Buffer b = indexBuffer.getDataReadOnly(); b.rewind(); while (b.remaining() != 0) { Triangle tri = new Triangle(); tri.isRemoved = false; triangleList.add(tri); for (int i = 0; i < 3; i++) { if (b instanceof IntBuffer) { tri.vertexId[i] = ((IntBuffer) b).get(); } else { //bit shift to avoid negative values due to conversion form short to int. //we need an unsigned int here. tri.vertexId[i] = ((ShortBuffer) b).get()& 0xffff; } // assert (tri.vertexId[i] < vertexLookup.size()); tri.vertex[i] = vertexLookup.get(tri.vertexId[i]); //debug only; tri.vertex[i].index = tri.vertexId[i]; } if (tri.isMalformed()) { if (!tri.isRemoved) { logger.log(Level.FINE, "malformed triangle found with ID:{0}\n{1} It will be excluded from Lod level calculations.", new Object[]{triangleList.indexOf(tri), tri.toString()}); tri.isRemoved = true; indexCount -= 3; } } else { tri.computeNormal(); addTriangleToEdges(tri); } } b.rewind(); }
Example 5
Source File: RagdollUtils.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Enumerate vertices that meet the weight threshold for the indexed bone. * * @param mesh the mesh to analyze (not null) * @param boneIndex the index of the bone (≥0) * @param initialScale a scale applied to vertex positions (not null, * unaffected) * @param offset an offset subtracted from vertex positions (not null, * unaffected) * @param weightThreshold the minimum bone weight for inclusion in the * result (≥0, ≤1) * @return a new list of vertex coordinates (not null, length a multiple of * 3) */ private static List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f initialScale, Vector3f offset, float weightThreshold) { FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); VertexBuffer biBuf = mesh.getBuffer(VertexBuffer.Type.BoneIndex); Buffer boneIndices = biBuf.getDataReadOnly(); FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); vertices.rewind(); boneIndices.rewind(); boneWeight.rewind(); ArrayList<Float> results = new ArrayList<Float>(); int vertexComponents = mesh.getVertexCount() * 3; for (int i = 0; i < vertexComponents; i += 3) { int k; boolean add = false; int start = i / 3 * 4; for (k = start; k < start + 4; k++) { if (readIndex(boneIndices, k) == boneIndex && boneWeight.get(k) >= weightThreshold) { add = true; break; } } if (add) { Vector3f pos = new Vector3f(); pos.x = vertices.get(i); pos.y = vertices.get(i + 1); pos.z = vertices.get(i + 2); pos.subtractLocal(offset).multLocal(initialScale); results.add(pos.x); results.add(pos.y); results.add(pos.z); } } return results; }