Java Code Examples for com.jme3.scene.mesh.IndexBuffer#get()

The following examples show how to use com.jme3.scene.mesh.IndexBuffer#get() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: BIHTree.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
private void initTriList(FloatBuffer vb, IndexBuffer ib) {
    pointData = new float[numTris * 3 * 3];
    int p = 0;
    for (int i = 0; i < numTris * 3; i += 3) {
        int vert = ib.get(i) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);

        vert = ib.get(i + 1) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);

        vert = ib.get(i + 2) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);
    }

    triIndices = new int[numTris];
    for (int i = 0; i < numTris; i++) {
        triIndices[i] = i;
    }
}
 
Example 2
Source File: CurvesHelper.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
/**
 * The method generates normal buffer for the created mesh of the curve.
 * 
 * @param indexes
 *            the indexes of the mesh points
 * @param points
 *            the mesh's points
 * @param smooth
 *            the flag indicating if the result is to be smooth or solid
 * @return normals buffer for the mesh
 */
private FloatBuffer generateNormals(IndexBuffer indexes, FloatBuffer points, boolean smooth) {
    Map<Integer, Vector3f> normalMap = new TreeMap<Integer, Vector3f>();
    Vector3f[] allVerts = BufferUtils.getVector3Array(points);

    for (int i = 0; i < indexes.size(); i += 3) {
        int index1 = indexes.get(i);
        int index2 = indexes.get(i + 1);
        int index3 = indexes.get(i + 2);

        Vector3f n = FastMath.computeNormal(allVerts[index1], allVerts[index2], allVerts[index3]);
        this.addNormal(n, normalMap, smooth, index1, index2, index3);
    }

    FloatBuffer normals = BufferUtils.createFloatBuffer(normalMap.size() * 3);
    for (Entry<Integer, Vector3f> entry : normalMap.entrySet()) {
        normals.put(entry.getValue().x);
        normals.put(entry.getValue().y);
        normals.put(entry.getValue().z);
    }
    return normals;
}
 
Example 3
Source File: BIHTree.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
private void initTriList(FloatBuffer vb, IndexBuffer ib) {
    pointData = new float[numTris * 3 * 3];
    int p = 0;
    for (int i = 0; i < numTris * 3; i += 3) {
        int vert = ib.get(i) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);

        vert = ib.get(i + 1) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);

        vert = ib.get(i + 2) * 3;
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert++);
        pointData[p++] = vb.get(vert);
    }

    triIndices = new int[numTris];
    for (int i = 0; i < numTris; i++) {
        triIndices[i] = i;
    }
}
 
Example 4
Source File: TangentBinormalGenerator.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
private static  List<VertexData> processTriangles(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t, boolean splitMirrored) {
    IndexBuffer indexBuffer = mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    if (mesh.getBuffer(Type.TexCoord) == null) {
        throw new IllegalArgumentException("Can only generate tangents for "
                + "meshes with texture coordinates");
    }
    
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
    
    List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
    
    for (int i = 0; i < indexBuffer.size() / 3; i++) {
        for (int j = 0; j < 3; j++) {
            index[j] = indexBuffer.get(i * 3 + j);
            populateFromBuffer(v[j], vertexBuffer, index[j]);
            populateFromBuffer(t[j], textureBuffer, index[j]);
        }
        
        TriangleData triData = processTriangle(index, v, t);
        if(splitMirrored){
            triData.setIndex(index);
            triData.triangleOffset = i * 3 ;
        }
        vertices.get(index[0]).triangles.add(triData);
        vertices.get(index[1]).triangles.add(triData);
        vertices.get(index[2]).triangles.add(triData);
    }
    
    return vertices;
}
 
Example 5
Source File: TangentBinormalGenerator.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
private static List<VertexData> processTriangleFan(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t) {
    IndexBuffer indexBuffer = mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
    
    List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
    
    index[0] = indexBuffer.get(0);
    index[1] = indexBuffer.get(1);
    
    populateFromBuffer(v[0], vertexBuffer, index[0]);
    populateFromBuffer(v[1], vertexBuffer, index[1]);
    
    populateFromBuffer(t[0], textureBuffer, index[0]);
    populateFromBuffer(t[1], textureBuffer, index[1]);
    
    for (int i = 2; i < vertexBuffer.limit() / 3; i++) {
        index[2] = indexBuffer.get(i);
        populateFromBuffer(v[2], vertexBuffer, index[2]);
        populateFromBuffer(t[2], textureBuffer, index[2]);
        
        TriangleData triData = processTriangle(index, v, t);
        vertices.get(index[0]).triangles.add(triData);
        vertices.get(index[1]).triangles.add(triData);
        vertices.get(index[2]).triangles.add(triData);
        
        Vector3f vTemp = v[1];
        v[1] = v[2];
        v[2] = vTemp;
        
        Vector2f tTemp = t[1];
        t[1] = t[2];
        t[2] = tTemp;
        
        index[1] = index[2];
    }
    
    return vertices;
}
 
Example 6
Source File: SilentTangentBinormalGenerator.java    From OpenRTS with MIT License 5 votes vote down vote up
private static List<VertexData> processTriangles(Mesh mesh, int[] index, Vector3f[] v, Vector2f[] t, boolean splitMirrored) {
	IndexBuffer indexBuffer = mesh.getIndexBuffer();
	FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
	if (mesh.getBuffer(Type.TexCoord) == null) {
		throw new IllegalArgumentException("Can only generate tangents for " + "meshes with texture coordinates");
	}

	FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

	List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);

	for (int i = 0; i < indexBuffer.size() / 3; i++) {
		for (int j = 0; j < 3; j++) {
			index[j] = indexBuffer.get(i * 3 + j);
			populateFromBuffer(v[j], vertexBuffer, index[j]);
			populateFromBuffer(t[j], textureBuffer, index[j]);
		}

		TriangleData triData = processTriangle(index, v, t);
		if (splitMirrored) {
			triData.setIndex(index);
			triData.triangleOffset = i * 3;
		}
		if (triData != null) {
			vertices.get(index[0]).triangles.add(triData);
			vertices.get(index[1]).triangles.add(triData);
			vertices.get(index[2]).triangles.add(triData);
		}
	}

	return vertices;
}
 
Example 7
Source File: TangentBinormalGenerator.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
private static VertexData[] processTriangles(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t)
{
    IndexBuffer indexBuffer =  mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    if (mesh.getBuffer(Type.TexCoord) == null)
        throw new IllegalArgumentException("Can only generate tangents for "
                                         + "meshes with texture coordinates");
    
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

    VertexData[] vertices = initVertexData(vertexBuffer.capacity() / 3);

    for (int i = 0; i < indexBuffer.size() / 3; i++) {
        for (int j = 0; j < 3; j++) {
            index[j] = indexBuffer.get(i*3 + j);
            populateFromBuffer(v[j], vertexBuffer, index[j]);
            populateFromBuffer(t[j], textureBuffer, index[j]);
        }

        TriangleData triData = processTriangle(index, v, t);
        if (triData != null) {
            vertices[index[0]].triangles.add(triData);
            vertices[index[1]].triangles.add(triData);
            vertices[index[2]].triangles.add(triData);
        }
    }
    
    return vertices;
}
 
Example 8
Source File: SkeletonControl.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
/**
 * 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 9
Source File: MikkTSpaceImpl.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
private int getIndex(int face, int vert) {
    IndexBuffer index = mesh.getIndexBuffer();
    int vertIndex = index.get(face * 3 + vert);
    return vertIndex;
}
 
Example 10
Source File: TangentBinormalGenerator.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
private static List<VertexData> processTriangleStrip(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t) {
    IndexBuffer indexBuffer = mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
    
    List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
    
    index[0] = indexBuffer.get(0);
    index[1] = indexBuffer.get(1);
    
    populateFromBuffer(v[0], vertexBuffer, index[0]);
    populateFromBuffer(v[1], vertexBuffer, index[1]);
    
    populateFromBuffer(t[0], textureBuffer, index[0]);
    populateFromBuffer(t[1], textureBuffer, index[1]);
    
    for (int i = 2; i < indexBuffer.size(); i++) {
        index[2] = indexBuffer.get(i);
        BufferUtils.populateFromBuffer(v[2], vertexBuffer, index[2]);
        BufferUtils.populateFromBuffer(t[2], textureBuffer, index[2]);
        
        boolean isDegenerate = isDegenerateTriangle(v[0], v[1], v[2]);
        TriangleData triData = processTriangle(index, v, t);
        
        if (!isDegenerate) {
            vertices.get(index[0]).triangles.add(triData);
            vertices.get(index[1]).triangles.add(triData);
            vertices.get(index[2]).triangles.add(triData);
        }
        
        Vector3f vTemp = v[0];
        v[0] = v[1];
        v[1] = v[2];
        v[2] = vTemp;
        
        Vector2f tTemp = t[0];
        t[0] = t[1];
        t[1] = t[2];
        t[2] = tTemp;
        
        index[0] = index[1];
        index[1] = index[2];
    }
    
    return vertices;
}
 
Example 11
Source File: SkinningControl.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
/**
 * 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 12
Source File: SilentTangentBinormalGenerator.java    From OpenRTS with MIT License 4 votes vote down vote up
private static List<VertexData> processTriangleStrip(Mesh mesh, int[] index, Vector3f[] v, Vector2f[] t) {
	IndexBuffer indexBuffer = mesh.getIndexBuffer();
	FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
	FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

	List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);

	index[0] = indexBuffer.get(0);
	index[1] = indexBuffer.get(1);

	populateFromBuffer(v[0], vertexBuffer, index[0]);
	populateFromBuffer(v[1], vertexBuffer, index[1]);

	populateFromBuffer(t[0], textureBuffer, index[0]);
	populateFromBuffer(t[1], textureBuffer, index[1]);

	for (int i = 2; i < indexBuffer.size(); i++) {
		index[2] = indexBuffer.get(i);
		BufferUtils.populateFromBuffer(v[2], vertexBuffer, index[2]);
		BufferUtils.populateFromBuffer(t[2], textureBuffer, index[2]);

		boolean isDegenerate = isDegenerateTriangle(v[0], v[1], v[2]);
		TriangleData triData = processTriangle(index, v, t);

		if (triData != null && !isDegenerate) {
			vertices.get(index[0]).triangles.add(triData);
			vertices.get(index[1]).triangles.add(triData);
			vertices.get(index[2]).triangles.add(triData);
		}

		Vector3f vTemp = v[0];
		v[0] = v[1];
		v[1] = v[2];
		v[2] = vTemp;

		Vector2f tTemp = t[0];
		t[0] = t[1];
		t[1] = t[2];
		t[2] = tTemp;

		index[0] = index[1];
		index[1] = index[2];
	}

	return vertices;
}
 
Example 13
Source File: SilentTangentBinormalGenerator.java    From OpenRTS with MIT License 4 votes vote down vote up
private static List<VertexData> processTriangleFan(Mesh mesh, int[] index, Vector3f[] v, Vector2f[] t) {
	IndexBuffer indexBuffer = mesh.getIndexBuffer();
	FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
	FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

	List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);

	index[0] = indexBuffer.get(0);
	index[1] = indexBuffer.get(1);

	populateFromBuffer(v[0], vertexBuffer, index[0]);
	populateFromBuffer(v[1], vertexBuffer, index[1]);

	populateFromBuffer(t[0], textureBuffer, index[0]);
	populateFromBuffer(t[1], textureBuffer, index[1]);

	for (int i = 2; i < vertexBuffer.limit() / 3; i++) {
		index[2] = indexBuffer.get(i);
		populateFromBuffer(v[2], vertexBuffer, index[2]);
		populateFromBuffer(t[2], textureBuffer, index[2]);

		TriangleData triData = processTriangle(index, v, t);
		if (triData != null) {
			vertices.get(index[0]).triangles.add(triData);
			vertices.get(index[1]).triangles.add(triData);
			vertices.get(index[2]).triangles.add(triData);
		}

		Vector3f vTemp = v[1];
		v[1] = v[2];
		v[2] = vTemp;

		Vector2f tTemp = t[1];
		t[1] = t[2];
		t[2] = tTemp;

		index[1] = index[2];
	}

	return vertices;
}
 
Example 14
Source File: TangentBinormalGenerator.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
private static VertexData[] processTriangleStrip(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t)
{
    IndexBuffer indexBuffer =  mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

    VertexData[] vertices = initVertexData(vertexBuffer.capacity() / 3);

    index[0] = indexBuffer.get(0);
    index[1] = indexBuffer.get(1);

    populateFromBuffer(v[0], vertexBuffer, index[0]);
    populateFromBuffer(v[1], vertexBuffer, index[1]);

    populateFromBuffer(t[0], textureBuffer, index[0]);
    populateFromBuffer(t[1], textureBuffer, index[1]);
    
    for (int i = 2; i < indexBuffer.size(); i++) {
        index[2] = indexBuffer.get(i);
        BufferUtils.populateFromBuffer(v[2], vertexBuffer, index[2]);
        BufferUtils.populateFromBuffer(t[2], textureBuffer, index[2]);
        
        boolean isDegenerate = isDegenerateTriangle(v[0], v[1], v[2]);
        TriangleData triData = processTriangle(index, v, t);
        
        if (triData != null && !isDegenerate) {
            vertices[index[0]].triangles.add(triData);
            vertices[index[1]].triangles.add(triData);
            vertices[index[2]].triangles.add(triData);
        }

        Vector3f vTemp = v[0];
        v[0] = v[1];
        v[1] = v[2];
        v[2] = vTemp;

        Vector2f tTemp = t[0];
        t[0] = t[1];
        t[1] = t[2];
        t[2] = tTemp;

        index[0] = index[1];
        index[1] = index[2];
    }

    return vertices;
}
 
Example 15
Source File: TangentBinormalGenerator.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
private static VertexData[] processTriangleFan(Mesh mesh,
        int[] index, Vector3f[] v, Vector2f[] t)
{
    IndexBuffer indexBuffer =  mesh.getIndexBuffer();
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();

    VertexData[] vertices = initVertexData(vertexBuffer.capacity() / 3);

    index[0] = indexBuffer.get(0);
    index[1] = indexBuffer.get(1);

    populateFromBuffer(v[0], vertexBuffer, index[0]);
    populateFromBuffer(v[1], vertexBuffer, index[1]);

    populateFromBuffer(t[0], textureBuffer, index[0]);
    populateFromBuffer(t[1], textureBuffer, index[1]);

    for (int i = 2; i < vertexBuffer.capacity() / 3; i++) {
        index[2] = indexBuffer.get(i);
        populateFromBuffer(v[2], vertexBuffer, index[2]);
        populateFromBuffer(t[2], textureBuffer, index[2]);

        TriangleData triData = processTriangle(index, v, t);
        if (triData != null) {
            vertices[index[0]].triangles.add(triData);
            vertices[index[1]].triangles.add(triData);
            vertices[index[2]].triangles.add(triData);
        }

        Vector3f vTemp = v[1];
        v[1] = v[2];
        v[2] = vTemp;

        Vector2f tTemp = t[1];
        t[1] = t[2];
        t[2] = tTemp;

        index[1] = index[2];
    }

    return vertices;
}