Java Code Examples for com.jme3.math.FastMath#ceil()
The following examples show how to use
com.jme3.math.FastMath#ceil() .
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Example 1
Source File: SkeletonControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Method to apply skinning transforms to a mesh's buffers * * @param mesh the mesh * @param offsetMatrices the offset matices to apply */ private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) { int maxWeightsPerVert = mesh.getMaxNumWeights(); if (maxWeightsPerVert <= 0) { throw new IllegalStateException("Max weights per vert is incorrectly set!"); } int fourMinusMaxWeights = 4 - maxWeightsPerVert; // NOTE: This code assumes the vertex buffer is in bind pose // resetToBind() has been called this frame VertexBuffer vb = mesh.getBuffer(Type.Position); FloatBuffer fvb = (FloatBuffer) vb.getData(); fvb.rewind(); VertexBuffer nb = mesh.getBuffer(Type.Normal); FloatBuffer fnb = (FloatBuffer) nb.getData(); fnb.rewind(); // get boneIndexes and weights for mesh IndexBuffer ib = IndexBuffer.wrapIndexBuffer(mesh.getBuffer(Type.BoneIndex).getData()); FloatBuffer wb = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); wb.rewind(); float[] weights = wb.array(); int idxWeights = 0; TempVars vars = TempVars.get(); float[] posBuf = vars.skinPositions; float[] normBuf = vars.skinNormals; int iterations = (int) FastMath.ceil(fvb.limit() / ((float) posBuf.length)); int bufLength = posBuf.length; for (int i = iterations - 1; i >= 0; i--) { // read next set of positions and normals from native buffer bufLength = Math.min(posBuf.length, fvb.remaining()); fvb.get(posBuf, 0, bufLength); fnb.get(normBuf, 0, bufLength); int verts = bufLength / 3; int idxPositions = 0; // iterate vertices and apply skinning transform for each effecting bone for (int vert = verts - 1; vert >= 0; vert--) { // Skip this vertex if the first weight is zero. if (weights[idxWeights] == 0) { idxPositions += 3; idxWeights += 4; continue; } float nmx = normBuf[idxPositions]; float vtx = posBuf[idxPositions++]; float nmy = normBuf[idxPositions]; float vty = posBuf[idxPositions++]; float nmz = normBuf[idxPositions]; float vtz = posBuf[idxPositions++]; float rx = 0, ry = 0, rz = 0, rnx = 0, rny = 0, rnz = 0; for (int w = maxWeightsPerVert - 1; w >= 0; w--) { float weight = weights[idxWeights]; Matrix4f mat = offsetMatrices[ib.get(idxWeights++)]; rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight; ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight; rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight; rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight; rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight; rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight; } idxWeights += fourMinusMaxWeights; idxPositions -= 3; normBuf[idxPositions] = rnx; posBuf[idxPositions++] = rx; normBuf[idxPositions] = rny; posBuf[idxPositions++] = ry; normBuf[idxPositions] = rnz; posBuf[idxPositions++] = rz; } fvb.position(fvb.position() - bufLength); fvb.put(posBuf, 0, bufLength); fnb.position(fnb.position() - bufLength); fnb.put(normBuf, 0, bufLength); } vars.release(); vb.updateData(fvb); nb.updateData(fnb); }
Example 2
Source File: SkinningControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Method to apply skinning transforms to a mesh's buffers * * @param mesh the mesh * @param offsetMatrices the offset matices to apply */ private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) { int maxWeightsPerVert = mesh.getMaxNumWeights(); if (maxWeightsPerVert <= 0) { throw new IllegalStateException("Max weights per vert is incorrectly set!"); } int fourMinusMaxWeights = 4 - maxWeightsPerVert; // NOTE: This code assumes the vertex buffer is in bind pose // resetToBind() has been called this frame VertexBuffer vb = mesh.getBuffer(Type.Position); FloatBuffer fvb = (FloatBuffer) vb.getData(); fvb.rewind(); VertexBuffer nb = mesh.getBuffer(Type.Normal); FloatBuffer fnb = (FloatBuffer) nb.getData(); fnb.rewind(); // get boneIndexes and weights for mesh IndexBuffer ib = IndexBuffer.wrapIndexBuffer(mesh.getBuffer(Type.BoneIndex).getData()); FloatBuffer wb = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); wb.rewind(); float[] weights = wb.array(); int idxWeights = 0; TempVars vars = TempVars.get(); float[] posBuf = vars.skinPositions; float[] normBuf = vars.skinNormals; int iterations = (int) FastMath.ceil(fvb.limit() / ((float) posBuf.length)); int bufLength = posBuf.length; for (int i = iterations - 1; i >= 0; i--) { // read next set of positions and normals from native buffer bufLength = Math.min(posBuf.length, fvb.remaining()); fvb.get(posBuf, 0, bufLength); fnb.get(normBuf, 0, bufLength); int verts = bufLength / 3; int idxPositions = 0; // iterate vertices and apply skinning transform for each effecting bone for (int vert = verts - 1; vert >= 0; vert--) { // Skip this vertex if the first weight is zero. if (weights[idxWeights] == 0) { idxPositions += 3; idxWeights += 4; continue; } float nmx = normBuf[idxPositions]; float vtx = posBuf[idxPositions++]; float nmy = normBuf[idxPositions]; float vty = posBuf[idxPositions++]; float nmz = normBuf[idxPositions]; float vtz = posBuf[idxPositions++]; float rx = 0, ry = 0, rz = 0, rnx = 0, rny = 0, rnz = 0; for (int w = maxWeightsPerVert - 1; w >= 0; w--) { float weight = weights[idxWeights]; Matrix4f mat = offsetMatrices[ib.get(idxWeights++)]; rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight; ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight; rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight; rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight; rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight; rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight; } idxWeights += fourMinusMaxWeights; idxPositions -= 3; normBuf[idxPositions] = rnx; posBuf[idxPositions++] = rx; normBuf[idxPositions] = rny; posBuf[idxPositions++] = ry; normBuf[idxPositions] = rnz; posBuf[idxPositions++] = rz; } fvb.position(fvb.position() - bufLength); fvb.put(posBuf, 0, bufLength); fnb.position(fnb.position() - bufLength); fnb.put(normBuf, 0, bufLength); } vars.release(); vb.updateData(fvb); nb.updateData(fnb); }
Example 3
Source File: SkeletonControl.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) { int maxWeightsPerVert = mesh.getMaxNumWeights(); int fourMinusMaxWeights = 4 - maxWeightsPerVert; // NOTE: This code assumes the vertex buffer is in bind pose // resetToBind() has been called this frame VertexBuffer vb = mesh.getBuffer(VertexBuffer.Type.Position); FloatBuffer fvb = (FloatBuffer) vb.getData(); fvb.rewind(); VertexBuffer nb = mesh.getBuffer(VertexBuffer.Type.Normal); FloatBuffer fnb = (FloatBuffer) nb.getData(); fnb.rewind(); // get boneIndexes and weights for mesh ByteBuffer ib = (ByteBuffer) mesh.getBuffer(VertexBuffer.Type.BoneIndex).getData(); FloatBuffer wb = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.BoneWeight).getData(); ib.rewind(); wb.rewind(); float[] weights = wb.array(); byte[] indices = ib.array(); int idxWeights = 0; TempVars vars = TempVars.get(); float[] posBuf = vars.skinPositions; float[] normBuf = vars.skinNormals; int iterations = (int) FastMath.ceil(fvb.capacity() / ((float) posBuf.length)); int bufLength = posBuf.length * 3; for (int i = iterations - 1; i >= 0; i--) { // read next set of positions and normals from native buffer bufLength = Math.min(posBuf.length, fvb.remaining()); fvb.get(posBuf, 0, bufLength); fnb.get(normBuf, 0, bufLength); int verts = bufLength / 3; int idxPositions = 0; // iterate vertices and apply skinning transform for each effecting bone for (int vert = verts - 1; vert >= 0; vert--) { float nmx = normBuf[idxPositions]; float vtx = posBuf[idxPositions++]; float nmy = normBuf[idxPositions]; float vty = posBuf[idxPositions++]; float nmz = normBuf[idxPositions]; float vtz = posBuf[idxPositions++]; float rx = 0, ry = 0, rz = 0, rnx = 0, rny = 0, rnz = 0; for (int w = maxWeightsPerVert - 1; w >= 0; w--) { float weight = weights[idxWeights]; Matrix4f mat = offsetMatrices[indices[idxWeights++]]; rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight; ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight; rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight; rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight; rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight; rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight; } idxWeights += fourMinusMaxWeights; idxPositions -= 3; normBuf[idxPositions] = rnx; posBuf[idxPositions++] = rx; normBuf[idxPositions] = rny; posBuf[idxPositions++] = ry; normBuf[idxPositions] = rnz; posBuf[idxPositions++] = rz; } fvb.position(fvb.position() - bufLength); fvb.put(posBuf, 0, bufLength); fnb.position(fnb.position() - bufLength); fnb.put(normBuf, 0, bufLength); } vb.updateData(fvb); nb.updateData(fnb); // mesh.updateBound(); }
Example 4
Source File: PMDNode.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void softwareSkinUpdate(PMDMesh mesh){ int maxWeightsPerVert = 2;//mesh.getMaxNumWeights(); int fourMinusMaxWeights = 4 - maxWeightsPerVert; // Matrix4f[] offsetMatrices = mesh.getBoneMatrixArray(); // NOTE: This code assumes the vertex buffer is in bind pose // resetToBind() has been called this frame resetToBind(mesh); VertexBuffer vb = mesh.getBuffer(VertexBuffer.Type.Position); FloatBuffer fvb = (FloatBuffer) vb.getData(); fvb.rewind(); VertexBuffer nb = mesh.getBuffer(VertexBuffer.Type.Normal); FloatBuffer fnb = (FloatBuffer) nb.getData(); fnb.rewind(); FloatBuffer fvb2 = (FloatBuffer)mesh.getVbBackup().getData(); fvb2.rewind(); FloatBuffer fnb2 = (FloatBuffer)mesh.getNbBackup().getData(); fnb2.rewind(); // get boneIndexes and weights for mesh ShortBuffer ib = (ShortBuffer) mesh.getBuffer(VertexBuffer.Type.BoneIndex).getData(); FloatBuffer wb = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.BoneWeight).getData(); ib.rewind(); wb.rewind(); // float[] weights = wb.array(); // short[] indices = ib.array(); int idxWeights = 0; TempVars vars = TempVars.get(); float[] posBuf = vars.skinPositions; float[] normBuf = vars.skinNormals; int iterations = (int) FastMath.ceil(fvb.capacity() / ((float)posBuf.length)); int bufLength = posBuf.length * 3; for (int i = iterations-1; i >= 0; i--){ // read next set of positions and normals from native buffer bufLength = Math.min(posBuf.length, fvb.remaining()); fvb2.get(posBuf, 0, bufLength); fnb2.get(normBuf, 0, bufLength); int verts = bufLength / 3; int idxPositions = 0; // iterate vertices and apply skinning transform for each effecting bone for (int vert = verts - 1; vert >= 0; vert--){ float nmx = normBuf[idxPositions]; float vtx = posBuf[idxPositions++]; float nmy = normBuf[idxPositions]; float vty = posBuf[idxPositions++]; float nmz = normBuf[idxPositions]; float vtz = posBuf[idxPositions++]; float rx=0, ry=0, rz=0, rnx=0, rny=0, rnz=0; for (int w = maxWeightsPerVert - 1; w >= 0; w--){ float weight = wb.get(idxWeights); //weights[idxWeights]; Matrix4f mat = mesh.getBoneMatrixArray()[ib.get(idxWeights++)];//offsetMatrices[indices[idxWeights++]]; rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight; ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight; rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight; rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight; rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight; rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight; } idxWeights += fourMinusMaxWeights; idxPositions -= 3; normBuf[idxPositions] = rnx; posBuf[idxPositions++] = rx; normBuf[idxPositions] = rny; posBuf[idxPositions++] = ry; normBuf[idxPositions] = rnz; posBuf[idxPositions++] = rz; } // fvb.position(fvb2.position()-bufLength); fvb.put(posBuf, 0, bufLength); // fnb.position(fnb2.position()-bufLength); fnb.put(normBuf, 0, bufLength); } vb.setUpdateNeeded(); nb.setUpdateNeeded(); vars.release(); // mesh.updateBound(); }
Example 5
Source File: AndroidImageLoader.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public Object load(AssetInfo info) throws IOException { InputStream in = null; Bitmap bitmap = null; try { BitmapFactory.Options options = new BitmapFactory.Options(); options.inJustDecodeBounds = true; in = info.openStream(); BitmapFactory.decodeStream(in,null, options); float scaleW=(float)options.outWidth /256f; float scaleH=(float)options.outHeight/256f; float scale = 1; //Math.max(scaleW,scaleH); in.close(); in = null; options = new BitmapFactory.Options(); options.inJustDecodeBounds=false; options.inPurgeable = false; options.inSampleSize = (int)FastMath.ceil(scale); in = info.openStream(); bitmap = BitmapFactory.decodeStream(in, null, options); if (bitmap == null) { throw new IOException("Failed to load image: " + info.getKey().getName()); } } finally { if (in != null) { in.close(); } } int width = bitmap.getWidth(); int height = bitmap.getHeight(); Format fmt; switch (bitmap.getConfig()) { case ALPHA_8: fmt = Format.Alpha8; break; case ARGB_4444: fmt = Format.ARGB4444; break; case ARGB_8888: fmt = Format.RGBA8; break; case RGB_565: fmt = Format.RGB565; break; default: // return null; throw new IOException("Failed to load image: " + info.getKey().getName()); } if (((TextureKey) info.getKey()).isFlipY()) { Bitmap newBitmap = null; Matrix flipMat = new Matrix(); flipMat.preScale(1.0f, -1.0f); newBitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), flipMat, false); bitmap.recycle(); bitmap = newBitmap; if (bitmap == null) { throw new IOException("Failed to flip image: " + info.getKey().getName()); } } Image image = new Image(fmt, width, height, null); image.setEfficentData(bitmap); return image; }