Java Code Examples for org.lwjgl.assimp.AIMesh#mMaterialIndex()
The following examples show how to use
org.lwjgl.assimp.AIMesh#mMaterialIndex() .
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Example 1
Source File: StaticMeshesLoader.java From lwjglbook with Apache License 2.0 | 5 votes |
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) { List<Float> vertices = new ArrayList<>(); List<Float> textures = new ArrayList<>(); List<Float> normals = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); processVertices(aiMesh, vertices); processNormals(aiMesh, normals); processTextCoords(aiMesh, textures); processIndices(aiMesh, indices); // Texture coordinates may not have been populated. We need at least the empty slots if ( textures.size() == 0) { int numElements = (vertices.size() / 3) * 2; for (int i=0; i<numElements; i++) { textures.add(0.0f); } } Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures), Utils.listToArray(normals), Utils.listIntToArray(indices)); Material material; int materialIdx = aiMesh.mMaterialIndex(); if (materialIdx >= 0 && materialIdx < materials.size()) { material = materials.get(materialIdx); } else { material = new Material(); } mesh.setMaterial(material); return mesh; }
Example 2
Source File: AnimMeshesLoader.java From lwjglbook with Apache License 2.0 | 5 votes |
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) { List<Float> vertices = new ArrayList<>(); List<Float> textures = new ArrayList<>(); List<Float> normals = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); List<Integer> boneIds = new ArrayList<>(); List<Float> weights = new ArrayList<>(); processVertices(aiMesh, vertices); processNormals(aiMesh, normals); processTextCoords(aiMesh, textures); processIndices(aiMesh, indices); processBones(aiMesh, boneList, boneIds, weights); // Texture coordinates may not have been populated. We need at least the empty slots if ( textures.size() == 0) { int numElements = (vertices.size() / 3) * 2; for (int i=0; i<numElements; i++) { textures.add(0.0f); } } Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures), Utils.listToArray(normals), Utils.listIntToArray(indices), Utils.listIntToArray(boneIds), Utils.listToArray(weights)); Material material; int materialIdx = aiMesh.mMaterialIndex(); if (materialIdx >= 0 && materialIdx < materials.size()) { material = materials.get(materialIdx); } else { material = new Material(); } mesh.setMaterial(material); return mesh; }
Example 3
Source File: StaticMeshesLoader.java From lwjglbook with Apache License 2.0 | 5 votes |
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) { List<Float> vertices = new ArrayList<>(); List<Float> textures = new ArrayList<>(); List<Float> normals = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); processVertices(aiMesh, vertices); processNormals(aiMesh, normals); processTextCoords(aiMesh, textures); processIndices(aiMesh, indices); // Texture coordinates may not have been populated. We need at least the empty slots if ( textures.size() == 0) { int numElements = (vertices.size() / 3) * 2; for (int i=0; i<numElements; i++) { textures.add(0.0f); } } Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures), Utils.listToArray(normals), Utils.listIntToArray(indices) ); Material material; int materialIdx = aiMesh.mMaterialIndex(); if (materialIdx >= 0 && materialIdx < materials.size()) { material = materials.get(materialIdx); } else { material = new Material(); } mesh.setMaterial(material); return mesh; }
Example 4
Source File: StaticMeshesLoader.java From lwjglbook with Apache License 2.0 | 5 votes |
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials) { List<Float> vertices = new ArrayList<>(); List<Float> textures = new ArrayList<>(); List<Float> normals = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); processVertices(aiMesh, vertices); processNormals(aiMesh, normals); processTextCoords(aiMesh, textures); processIndices(aiMesh, indices); // Texture coordinates may not have been populated. We need at least the empty slots if ( textures.size() == 0) { int numElements = (vertices.size() / 3) * 2; for (int i=0; i<numElements; i++) { textures.add(0.0f); } } Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures), Utils.listToArray(normals), Utils.listIntToArray(indices)); Material material; int materialIdx = aiMesh.mMaterialIndex(); if (materialIdx >= 0 && materialIdx < materials.size()) { material = materials.get(materialIdx); } else { material = new Material(); } mesh.setMaterial(material); return mesh; }
Example 5
Source File: AnimMeshesLoader.java From lwjglbook with Apache License 2.0 | 5 votes |
private static Mesh processMesh(AIMesh aiMesh, List<Material> materials, List<Bone> boneList) { List<Float> vertices = new ArrayList<>(); List<Float> textures = new ArrayList<>(); List<Float> normals = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); List<Integer> boneIds = new ArrayList<>(); List<Float> weights = new ArrayList<>(); processVertices(aiMesh, vertices); processNormals(aiMesh, normals); processTextCoords(aiMesh, textures); processIndices(aiMesh, indices); processBones(aiMesh, boneList, boneIds, weights); // Texture coordinates may not have been populated. We need at least the empty slots if ( textures.size() == 0) { int numElements = (vertices.size() / 3) * 2; for (int i=0; i<numElements; i++) { textures.add(0.0f); } } Mesh mesh = new Mesh(Utils.listToArray(vertices), Utils.listToArray(textures), Utils.listToArray(normals), Utils.listIntToArray(indices), Utils.listIntToArray(boneIds), Utils.listToArray(weights)); Material material; int materialIdx = aiMesh.mMaterialIndex(); if (materialIdx >= 0 && materialIdx < materials.size()) { material = materials.get(materialIdx); } else { material = new Material(); } mesh.setMaterial(material); return mesh; }