Behold, Nenya, Ring of Water and repository for our media and animation related
goodies, both Java 2D and LWJGL/JME 3D. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
@@ -0,0 +1,495 @@
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.model;
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import java.io.IOException;
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import java.io.ObjectInput;
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import java.io.ObjectInputStream;
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import java.io.ObjectOutput;
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import java.io.Serializable;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.HashSet;
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import com.jme.bounding.BoundingVolume;
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import com.jme.math.Matrix4f;
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import com.jme.math.Vector3f;
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import com.jme.renderer.Renderer;
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import com.jme.scene.Spatial;
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import com.jme.scene.TriMesh;
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import com.jme.scene.VBOInfo;
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import com.jme.scene.batch.SharedBatch;
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import com.jme.scene.batch.TriangleBatch;
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import com.jme.system.DisplaySystem;
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import com.jme.util.geom.BufferUtils;
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import com.samskivert.util.HashIntMap;
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import com.threerings.jme.Log;
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/**
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* A triangle mesh that deforms according to a bone hierarchy.
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*/
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public class SkinMesh extends ModelMesh
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{
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/** Represents the vertex weights of a group of vertices influenced by the
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* same set of bones. */
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public static class WeightGroup
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implements Serializable
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{
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/** The number of vertices in this weight group. */
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public int vertexCount;
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/** The bones influencing this group. */
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public Bone[] bones;
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/** The array of interleaved weights (of length <code>vertexCount *
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* boneIndices.length</code>): weights for first vertex, weights for
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* second, etc. */
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public float[] weights;
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/**
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* Rebinds this weight group for a prototype instance.
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*
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* @param bmap the mapping from prototype to instance bones
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*/
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public WeightGroup rebind (HashMap<Bone, Bone> bmap)
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{
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WeightGroup wgroup = new WeightGroup();
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wgroup.vertexCount = vertexCount;
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wgroup.bones = new Bone[bones.length];
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for (int ii = 0; ii < bones.length; ii++) {
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wgroup.bones[ii] = bmap.get(bones[ii]);
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}
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wgroup.weights = weights;
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return wgroup;
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}
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private static final long serialVersionUID = 1;
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}
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/** Represents a bone that influences the mesh. */
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public static class Bone
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implements Serializable
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{
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/** The node that defines the bone's position. */
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public ModelNode node;
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/** The inverse of the bone's model space reference transform. */
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public transient Matrix4f invRefTransform;
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/** The bone's current transform in model space. */
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public transient Matrix4f transform;
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public Bone (ModelNode node)
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{
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this.node = node;
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transform = new Matrix4f();
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}
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/**
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* Rebinds this bone for a prototype instance.
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*
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* @param pnodes a mapping from prototype nodes to instance nodes
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*/
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public Bone rebind (HashMap pnodes)
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{
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Bone bone = new Bone((ModelNode)pnodes.get(node));
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bone.invRefTransform = invRefTransform;
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bone.transform = new Matrix4f();
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return bone;
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}
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/**
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* Initializes the bone's transient state.
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*/
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private void readObject (ObjectInputStream in)
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throws IOException, ClassNotFoundException
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{
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in.defaultReadObject();
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transform = new Matrix4f();
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}
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private static final long serialVersionUID = 1;
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}
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/**
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* No-arg constructor for deserialization.
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*/
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public SkinMesh ()
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{
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}
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/**
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* Creates an empty mesh.
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*/
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public SkinMesh (String name)
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{
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super(name);
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}
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/**
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* Sets the array of weight groups that determine how bones affect
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* each vertex.
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*/
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public void setWeightGroups (WeightGroup[] weightGroups)
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{
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_weightGroups = weightGroups;
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// compile a list of all referenced bones
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HashSet<Bone> bones = new HashSet<Bone>();
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for (WeightGroup group : weightGroups) {
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Collections.addAll(bones, group.bones);
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}
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_bones = bones.toArray(new Bone[bones.size()]);
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}
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@Override // documentation inherited
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public void reconstruct (
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ByteBuffer vertices, ByteBuffer normals, ByteBuffer colors,
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ByteBuffer textures, ByteBuffer indices)
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{
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super.reconstruct(vertices, normals, colors, textures, indices);
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// store the current buffers as the originals
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storeOriginalBuffers();
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// initialize the quantized frame table
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_frames = new HashIntMap<Object>();
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}
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@Override // documentation inherited
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public void centerVertices ()
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{
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super.centerVertices();
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storeOriginalBuffers();
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}
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@Override // documentation inherited
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public Spatial putClone (Spatial store, Model.CloneCreator properties)
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{
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SkinMesh mstore = (SkinMesh)properties.originalToCopy.get(this);
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if (mstore != null) {
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return mstore;
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} else if (store == null) {
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mstore = new SkinMesh(getName());
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} else {
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mstore = (SkinMesh)store;
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}
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properties.removeProperty("vertices");
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properties.removeProperty("normals");
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properties.removeProperty("displaylistid");
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super.putClone(mstore, properties);
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properties.addProperty("vertices");
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properties.addProperty("normals");
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properties.addProperty("displaylistid");
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mstore._frames = _frames;
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mstore._useDisplayLists = _useDisplayLists;
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mstore._invRefTransform = _invRefTransform;
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mstore._bones = new Bone[_bones.length];
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HashMap<Bone, Bone> bmap = new HashMap<Bone, Bone>();
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for (int ii = 0; ii < _bones.length; ii++) {
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bmap.put(_bones[ii], mstore._bones[ii] =
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_bones[ii].rebind(properties.originalToCopy));
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}
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mstore._weightGroups = new WeightGroup[_weightGroups.length];
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for (int ii = 0; ii < _weightGroups.length; ii++) {
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mstore._weightGroups[ii] = _weightGroups[ii].rebind(bmap);
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}
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mstore._ovbuf = _ovbuf;
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mstore._onbuf = _onbuf;
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mstore._vbuf = new float[_vbuf.length];
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mstore._nbuf = new float[_nbuf.length];
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return mstore;
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}
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@Override // documentation inherited
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public void writeExternal (ObjectOutput out)
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throws IOException
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{
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super.writeExternal(out);
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out.writeObject(_weightGroups);
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}
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@Override // documentation inherited
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public void readExternal (ObjectInput in)
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throws IOException, ClassNotFoundException
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{
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super.readExternal(in);
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setWeightGroups((WeightGroup[])in.readObject());
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}
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@Override // documentation inherited
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public void expandModelBounds ()
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{
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BoundingVolume obound =
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(BoundingVolume)getBatch(0).getModelBound().clone(null);
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updateModelBound();
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getBatch(0).getModelBound().mergeLocal(obound);
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}
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@Override // documentation inherited
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public void setReferenceTransforms ()
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{
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_invRefTransform = new Matrix4f();
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if (parent instanceof ModelNode) {
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Matrix4f transform = new Matrix4f();
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ModelNode.setTransform(getLocalTranslation(), getLocalRotation(),
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getLocalScale(), transform);
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((ModelNode)parent).getModelTransform().mult(transform,
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_invRefTransform);
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_invRefTransform.invertLocal();
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}
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for (Bone bone : _bones) {
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bone.invRefTransform =
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_invRefTransform.mult(bone.node.getModelTransform()).invert();
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}
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}
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@Override // documentation inherited
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public void lockStaticMeshes (
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Renderer renderer, boolean useVBOs, boolean useDisplayLists)
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{
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// we can use VBOs for color, texture, and indices
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if (useVBOs && renderer.supportsVBO()) {
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VBOInfo vboinfo = new VBOInfo(false);
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vboinfo.setVBOColorEnabled(true);
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vboinfo.setVBOTextureEnabled(true);
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vboinfo.setVBOIndexEnabled(true);
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setVBOInfo(vboinfo);
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}
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_useDisplayLists = useDisplayLists;
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}
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@Override // documentation inherited
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public void storeMeshFrame (int frameId, boolean blend)
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{
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_storeFrameId = frameId;
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_storeBlend = blend;
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}
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@Override // documentation inherited
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public void setMeshFrame (int frameId)
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{
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TriangleBatch batch = getBatch(0),
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tbatch = (TriangleBatch)_frames.get(frameId);
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if (batch instanceof SharedBatch) {
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((SharedBatch)batch).setTarget(tbatch);
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} else {
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clearBatches();
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addBatch(new SharedBatch(tbatch));
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getBatch(0).updateRenderState();
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}
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}
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@Override // documentation inherited
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public void blendMeshFrames (int frameId1, int frameId2, float alpha)
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{
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BlendFrame frame1 = (BlendFrame)_frames.get(frameId1),
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frame2 = (BlendFrame)_frames.get(frameId2);
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frame1.blend(frame2, alpha, _vbuf, _nbuf);
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FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
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vbuf.rewind();
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vbuf.put(_vbuf);
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nbuf.rewind();
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nbuf.put(_nbuf);
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}
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@Override // documentation inherited
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||||
public void updateWorldData (float time)
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||||
{
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||||
super.updateWorldData(time);
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||||
if (_weightGroups == null || _storeFrameId == -1) {
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return;
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}
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// update the bone transforms
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||||
for (Bone bone : _bones) {
|
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_invRefTransform.mult(bone.node.getModelTransform(),
|
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bone.transform);
|
||||
bone.transform.multLocal(bone.invRefTransform);
|
||||
}
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||||
|
||||
// deform the mesh according to the positions of the bones (this code
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||||
// is ugly as sin because it's optimized at a low level)
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Bone[] bones;
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||||
int vertexCount, jj, kk, ww;
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float[] weights;
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Matrix4f m;
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float weight, ovx, ovy, ovz, onx, ony, onz, vx, vy, vz, nx, ny, nz;
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for (int ii = 0, bidx = 0; ii < _weightGroups.length; ii++) {
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vertexCount = _weightGroups[ii].vertexCount;
|
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bones = _weightGroups[ii].bones;
|
||||
weights = _weightGroups[ii].weights;
|
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for (jj = 0, ww = 0; jj < vertexCount; jj++) {
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||||
ovx = _ovbuf[bidx];
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||||
ovy = _ovbuf[bidx + 1];
|
||||
ovz = _ovbuf[bidx + 2];
|
||||
onx = _onbuf[bidx];
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||||
ony = _onbuf[bidx + 1];
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||||
onz = _onbuf[bidx + 2];
|
||||
vx = vy = vz = 0f;
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||||
nx = ny = nz = 0f;
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||||
for (kk = 0; kk < bones.length; kk++) {
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m = bones[kk].transform;
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||||
weight = weights[ww++];
|
||||
|
||||
vx += (ovx*m.m00 + ovy*m.m01 + ovz*m.m02 + m.m03) * weight;
|
||||
vy += (ovx*m.m10 + ovy*m.m11 + ovz*m.m12 + m.m13) * weight;
|
||||
vz += (ovx*m.m20 + ovy*m.m21 + ovz*m.m22 + m.m23) * weight;
|
||||
|
||||
nx += (onx*m.m00 + ony*m.m01 + onz*m.m02) * weight;
|
||||
ny += (onx*m.m10 + ony*m.m11 + onz*m.m12) * weight;
|
||||
nz += (onx*m.m20 + ony*m.m21 + onz*m.m22) * weight;
|
||||
}
|
||||
_vbuf[bidx] = vx;
|
||||
_vbuf[bidx + 1] = vy;
|
||||
_vbuf[bidx + 2] = vz;
|
||||
_nbuf[bidx++] = nx;
|
||||
_nbuf[bidx++] = ny;
|
||||
_nbuf[bidx++] = nz;
|
||||
}
|
||||
}
|
||||
|
||||
// if skinning in real time, copy the data from arrays to buffers;
|
||||
// otherwise, store the mesh as an animation frame
|
||||
if (_storeFrameId == 0) {
|
||||
FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
|
||||
vbuf.rewind();
|
||||
vbuf.put(_vbuf);
|
||||
nbuf.rewind();
|
||||
nbuf.put(_nbuf);
|
||||
} else {
|
||||
storeFrame();
|
||||
_storeFrameId = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stores the current frame data for later use.
|
||||
*/
|
||||
protected void storeFrame ()
|
||||
{
|
||||
if (_storeBlend) {
|
||||
_frames.put(_storeFrameId, new BlendFrame(
|
||||
(float[])_vbuf.clone(), (float[])_nbuf.clone()));
|
||||
} else {
|
||||
TriangleBatch batch = getBatch(0), tbatch = new TriangleBatch();
|
||||
tbatch.setParentGeom(DUMMY_MESH);
|
||||
tbatch.setColorBuffer(batch.getColorBuffer());
|
||||
tbatch.setTextureBuffer(batch.getTextureBuffer(0), 0);
|
||||
tbatch.setIndexBuffer(batch.getIndexBuffer());
|
||||
tbatch.setVertexBuffer(BufferUtils.createFloatBuffer(_vbuf));
|
||||
tbatch.setNormalBuffer(BufferUtils.createFloatBuffer(_nbuf));
|
||||
VBOInfo ovboinfo = batch.getVBOInfo();
|
||||
if (ovboinfo != null) {
|
||||
VBOInfo vboinfo = new VBOInfo(true);
|
||||
vboinfo.setVBOIndexEnabled(true);
|
||||
vboinfo.setVBOColorID(ovboinfo.getVBOColorID());
|
||||
vboinfo.setVBOTextureID(0, ovboinfo.getVBOTextureID(0));
|
||||
vboinfo.setVBOIndexID(ovboinfo.getVBOIndexID());
|
||||
tbatch.setVBOInfo(vboinfo);
|
||||
} else if (_useDisplayLists) {
|
||||
tbatch.lockMeshes(
|
||||
DisplaySystem.getDisplaySystem().getRenderer());
|
||||
}
|
||||
_frames.put(_storeFrameId, tbatch);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stores the current vertex and normal buffers for later deformation.
|
||||
*/
|
||||
protected void storeOriginalBuffers ()
|
||||
{
|
||||
FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
|
||||
vbuf.rewind();
|
||||
nbuf.rewind();
|
||||
FloatBuffer.wrap(_ovbuf = new float[vbuf.capacity()]).put(vbuf);
|
||||
FloatBuffer.wrap(_onbuf = new float[nbuf.capacity()]).put(nbuf);
|
||||
_vbuf = new float[_ovbuf.length];
|
||||
_nbuf = new float[_onbuf.length];
|
||||
}
|
||||
|
||||
/** A stored frame used for linear blending. */
|
||||
protected static class BlendFrame
|
||||
{
|
||||
/** The skinned vertex and normal values. */
|
||||
public float[] vbuf, nbuf;
|
||||
|
||||
public BlendFrame (float[] vbuf, float[] nbuf)
|
||||
{
|
||||
this.vbuf = vbuf;
|
||||
this.nbuf = nbuf;
|
||||
}
|
||||
|
||||
public void blend (
|
||||
BlendFrame next, float alpha, float[] rvbuf, float[] rnbuf)
|
||||
{
|
||||
float[] nvbuf = next.vbuf, nnbuf = next.nbuf;
|
||||
float ialpha = 1f - alpha;
|
||||
for (int ii = 0, nn = vbuf.length; ii < nn; ii++) {
|
||||
rvbuf[ii] = vbuf[ii] * ialpha + nvbuf[ii] * alpha;
|
||||
rnbuf[ii] = nbuf[ii] * ialpha + nnbuf[ii] * alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Pre-skinned {@link TriangleBatch}es or {@link BlendFrame}s shared
|
||||
* between all instances corresponding to frame ids from
|
||||
* {@link #storeAnimationFrame}. */
|
||||
protected HashIntMap<Object> _frames;
|
||||
|
||||
/** Whether or to use display lists if VBOs are unavailable for quantized
|
||||
* meshes. */
|
||||
protected boolean _useDisplayLists;
|
||||
|
||||
/** The inverse of the model space reference transform. */
|
||||
protected Matrix4f _invRefTransform;
|
||||
|
||||
/** The groups of vertices influenced by different sets of bones. */
|
||||
protected WeightGroup[] _weightGroups;
|
||||
|
||||
/** The bones referenced by the weight groups. */
|
||||
protected Bone[] _bones;
|
||||
|
||||
/** The original (undeformed) vertex and normal buffers and the deformed
|
||||
* versions. */
|
||||
protected float[] _ovbuf, _onbuf, _vbuf, _nbuf;
|
||||
|
||||
/** The frame id to store on the next update. If 0, don't store any frame
|
||||
* and skin the mesh as normal. If -1, a frame has been stored and thus
|
||||
* skinning should only take place when further frames are requested. */
|
||||
protected int _storeFrameId;
|
||||
|
||||
/** Whether or not the stored frame id will be used for blending. */
|
||||
protected boolean _storeBlend;
|
||||
|
||||
/** A dummy mesh that simply hold transformation values. */
|
||||
protected static final TriMesh DUMMY_MESH = new TriMesh();
|
||||
|
||||
private static final long serialVersionUID = 1;
|
||||
}
|
||||
Reference in New Issue
Block a user