/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.bullet.util; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer.Type; import com.jme3.scene.mesh.IndexBuffer; import com.jme3.util.BufferUtils; import java.nio.ByteBuffer; import java.nio.FloatBuffer; /** * * @author normenhansen */ public class NativeMeshUtil { public static long getTriangleIndexVertexArray(Mesh mesh){ ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4); ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4); int numVertices = mesh.getVertexCount(); int vertexStride = 12; //3 verts * 4 bytes per. int numTriangles = mesh.getTriangleCount(); int triangleIndexStride = 12; //3 index entries * 4 bytes each. IndexBuffer indices = mesh.getIndicesAsList(); FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); vertices.rewind(); int verticesLength = mesh.getVertexCount() * 3; for (int i = 0; i < verticesLength; i++) { float tempFloat = vertices.get(); vertexBase.putFloat(tempFloat); } int indicesLength = mesh.getTriangleCount() * 3; for (int i = 0; i < indicesLength; i++) { triangleIndexBase.putInt(indices.get(i)); } vertices.rewind(); vertices.clear(); return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); } public static native long createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride); }