package org.oscim.test.gdx.poi3d;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.RenderableProvider;
import com.badlogic.gdx.graphics.g3d.model.Animation;
import com.badlogic.gdx.graphics.g3d.model.MeshPart;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.graphics.g3d.model.NodeAnimation;
import com.badlogic.gdx.graphics.g3d.model.NodeKeyframe;
import com.badlogic.gdx.graphics.g3d.model.NodePart;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.BoundingBox;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ArrayMap;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.Pool;
/** An instance of a {@link Model}, allows to specify global transform and modify the materials, as it
* has a copy of the model's materials. Multiple instances can be created from the same Model,
* all sharing the meshes and textures of the Model. The Model owns the meshes and textures, to
* dispose of these, the Model has to be disposed. Therefor, the Model must outlive all its ModelInstances</p>
*
* The ModelInstance creates a full copy of all materials, nodes and animations.
* @author badlogic, xoppa */
public class SharedModel implements RenderableProvider {
/** the materials of the model, used by nodes that have a graphical representation FIXME not sure if superfluous, allows modification of materials without having to traverse the nodes **/
public final Array<Material> materials = new Array<Material>();
/** root nodes of the model **/
public final Array<Node> nodes = new Array<Node>();
/** animations of the model, modifying node transformations **/
public final Array<Animation> animations = new Array<Animation>();
/** the {@link Model} this instances derives from **/
public final Model model;
/** the world transform **/
public Matrix4 transform;
/** user definable value, which is passed to the shader. */
public Object userData;
/** Constructs a new ModelInstance with all nodes and materials of the given model.
* @param model The {@link Model} to create an instance of. */
public SharedModel(final Model model) {
this(model, (String[])null);
}
/** @param model The source {@link Model}
* @param nodeId The ID of the root {@link Node} of the {@link Model} for the instance to contain
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final String nodeId, boolean mergeTransform) {
this(model, null, nodeId, false, false, mergeTransform);
}
/** @param model The source {@link Model}
* @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
* @param nodeId The ID of the root {@link Node} of the {@link Model} for the instance to contain
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final Matrix4 transform, final String nodeId, boolean mergeTransform) {
this(model, transform, nodeId, false, false, mergeTransform);
}
/** Recursively searches the mode for the specified node.
* @param model The source {@link Model}
* @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
* @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final String nodeId, boolean parentTransform, boolean mergeTransform) {
this(model, null, nodeId, true, parentTransform, mergeTransform);
}
/** Recursively searches the mode for the specified node.
* @param model The source {@link Model}
* @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
* @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
* @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final Matrix4 transform, final String nodeId, boolean parentTransform, boolean mergeTransform) {
this(model, transform, nodeId, true, parentTransform, mergeTransform);
}
/** @param model The source {@link Model}
* @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
* @param recursive True to recursively search the Model's node tree, false to only search for a root node
* @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final String nodeId, boolean recursive, boolean parentTransform, boolean mergeTransform) {
this(model, null, nodeId, recursive, parentTransform, mergeTransform);
}
/** @param model The source {@link Model}
* @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
* @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
* @param recursive True to recursively search the Model's node tree, false to only search for a root node
* @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
* @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
public SharedModel(final Model model, final Matrix4 transform, final String nodeId, boolean recursive, boolean parentTransform, boolean mergeTransform) {
this.model = model;
this.transform = transform == null ? new Matrix4() : transform;
nodePartBones.clear();
Node copy, node = model.getNode(nodeId, recursive);
this.nodes.add(copy = copyNode(null, node));
if (mergeTransform) {
this.transform.mul(parentTransform ? node.globalTransform : node.localTransform);
copy.translation.set(0,0,0);
copy.rotation.idt();
copy.scale.set(1,1,1);
} else if (parentTransform && copy.parent != null)
this.transform.mul(node.parent.globalTransform);
setBones();
copyAnimations(model.animations);
calculateTransforms();
}
/** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
public SharedModel(final Model model, final String... rootNodeIds) {
this(model, null, rootNodeIds);
}
/** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
public SharedModel(final Model model, final Matrix4 transform, final String... rootNodeIds) {
this.model = model;
this.transform = transform == null ? new Matrix4() : transform;
if (rootNodeIds == null)
copyNodes(model.nodes);
else
copyNodes(model.nodes, rootNodeIds);
copyAnimations(model.animations);
calculateTransforms();
}
/** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
public SharedModel(final Model model, final Array<String> rootNodeIds) {
this(model, null, rootNodeIds);
}
/** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
public SharedModel(final Model model, final Matrix4 transform, final Array<String> rootNodeIds) {
this.model = model;
this.transform = transform == null ? new Matrix4() : transform;
copyNodes(model.nodes, rootNodeIds);
copyAnimations(model.animations);
calculateTransforms();
}
/** Constructs a new ModelInstance at the specified position. */
public SharedModel(final Model model, Vector3 position) {
this(model);
this.transform.setToTranslation(position);
}
/** Constructs a new ModelInstance at the specified position. */
public SharedModel(final Model model, float x, float y, float z) {
this(model);
this.transform.setToTranslation(x, y, z);
}
/** Constructs a new ModelInstance with the specified transform. */
public SharedModel(final Model model, Matrix4 transform) {
this(model, transform, (String[])null);
}
/** Constructs a new ModelInstance which is an copy of the specified ModelInstance. */
public SharedModel(SharedModel copyFrom) {
this(copyFrom, copyFrom.transform.cpy());
}
/** Constructs a new ModelInstance which is an copy of the specified ModelInstance. */
public SharedModel(SharedModel copyFrom, final Matrix4 transform) {
this.model = copyFrom.model;
this.transform = transform == null ? new Matrix4() : transform;
copyNodes(copyFrom.nodes);
copyAnimations(copyFrom.animations);
calculateTransforms();
}
/** @return A newly created ModelInstance which is a copy of this ModelInstance */
public SharedModel copy() {
return new SharedModel(this);
}
private ObjectMap<NodePart, ArrayMap<Node, Matrix4>> nodePartBones = new ObjectMap<NodePart, ArrayMap<Node, Matrix4>>();
private void copyNodes (Array<Node> nodes) {
nodePartBones.clear();
for(int i = 0, n = nodes.size; i<n; ++i) {
final Node node = nodes.get(i);
this.nodes.add(copyNode(null, node));
}
setBones();
}
private void copyNodes (Array<Node> nodes, final String... nodeIds) {
nodePartBones.clear();
for(int i = 0, n = nodes.size; i<n; ++i) {
final Node node = nodes.get(i);
for (final String nodeId : nodeIds) {
if (nodeId.equals(node.id)) {
this.nodes.add(copyNode(null, node));
break;
}
}
}
setBones();
}
private void copyNodes (Array<Node> nodes, final Array<String> nodeIds) {
nodePartBones.clear();
for(int i = 0, n = nodes.size; i<n; ++i) {
final Node node = nodes.get(i);
for (final String nodeId : nodeIds) {
if (nodeId.equals(node.id)) {
this.nodes.add(copyNode(null, node));
break;
}
}
}
setBones();
}
private void setBones() {
for (ObjectMap.Entry<NodePart,ArrayMap<Node, Matrix4>> e : nodePartBones.entries()) {
if (e.key.invBoneBindTransforms == null)
e.key.invBoneBindTransforms = new ArrayMap<Node, Matrix4>(true, e.value.size, Node.class, Matrix4.class);
e.key.invBoneBindTransforms.clear();
for (final ObjectMap.Entry<Node, Matrix4> b : e.value.entries())
e.key.invBoneBindTransforms.put(getNode(b.key.id), b.value); // Share the inv bind matrix with the model
e.key.bones = new Matrix4[e.value.size];
for (int i = 0; i < e.key.bones.length; i++)
e.key.bones[i] = new Matrix4();
}
}
private Node copyNode(Node parent, Node node) {
Node copy = new Node();
copy.id = node.id;
//copy.boneId = node.boneId;
copy.parent = parent;
copy.translation.set(node.translation);
copy.rotation.set(node.rotation);
copy.scale.set(node.scale);
copy.localTransform.set(node.localTransform);
copy.globalTransform.set(node.globalTransform);
for(NodePart nodePart: node.parts) {
copy.parts.add(copyNodePart(nodePart));
}
for(Node child: node.children) {
copy.children.add(copyNode(copy, child));
}
return copy;
}
private NodePart copyNodePart (NodePart nodePart) {
NodePart copy = new NodePart();
copy.meshPart = new MeshPart();
copy.meshPart.id = nodePart.meshPart.id;
copy.meshPart.indexOffset = nodePart.meshPart.indexOffset;
copy.meshPart.numVertices = nodePart.meshPart.numVertices;
copy.meshPart.primitiveType = nodePart.meshPart.primitiveType;
copy.meshPart.mesh = nodePart.meshPart.mesh;
if (nodePart.invBoneBindTransforms != null)
nodePartBones.put(copy, nodePart.invBoneBindTransforms);
// final int index = materials.indexOf(nodePart.material, false);
// if (index < 0)
// materials.add(copy.material = nodePart.material.copy());
// else
// copy.material = materials.get(index);
//
copy.material = nodePart.material;
return copy;
}
private void copyAnimations (final Iterable<Animation> source) {
for (final Animation anim : source) {
Animation animation = new Animation();
animation.id = anim.id;
animation.duration = anim.duration;
for (final NodeAnimation nanim : anim.nodeAnimations) {
final Node node = getNode(nanim.node.id);
if (node == null)
continue;
NodeAnimation nodeAnim = new NodeAnimation();
nodeAnim.node = node;
for (final NodeKeyframe kf : nanim.keyframes) {
NodeKeyframe keyframe = new NodeKeyframe();
keyframe.keytime = kf.keytime;
keyframe.rotation.set(kf.rotation);
keyframe.scale.set(kf.scale);
keyframe.translation.set(kf.translation);
nodeAnim.keyframes.add(keyframe);
}
if (nodeAnim.keyframes.size > 0)
animation.nodeAnimations.add(nodeAnim);
}
if (animation.nodeAnimations.size > 0)
animations.add(animation);
}
}
/**
* Traverses the Node hierarchy and collects {@link Renderable} instances for every
* node with a graphical representation. Renderables are obtained from the provided
* pool. The resulting array can be rendered via a {@link ModelBatch}.
*
* @param renderables the output array
* @param pool the pool to obtain Renderables from
*/
public void getRenderables(Array<Renderable> renderables, Pool<Renderable> pool) {
for(Node node: nodes) {
getRenderables(node, renderables, pool);
}
}
/** @return The renderable of the first node's first part. */
public Renderable getRenderable(final Renderable out) {
return getRenderable(out, nodes.get(0));
}
/** @return The renderable of the node's first part. */
public Renderable getRenderable(final Renderable out, final Node node) {
return getRenderable(out, node, node.parts.get(0));
}
public Renderable getRenderable(final Renderable out, final Node node, final NodePart nodePart) {
nodePart.setRenderable(out);
if (nodePart.bones == null && transform != null)
out.worldTransform.set(transform).mul(node.globalTransform);
else if (transform != null)
out.worldTransform.set(transform);
else
out.worldTransform.idt();
out.userData = userData;
return out;
}
protected void getRenderables(Node node, Array<Renderable> renderables, Pool<Renderable> pool) {
if(node.parts.size > 0) {
for(NodePart nodePart: node.parts) {
renderables.add(getRenderable(pool.obtain(), node, nodePart));
}
}
for(Node child: node.children) {
getRenderables(child, renderables, pool);
}
}
/** Calculates the local and world transform of all {@link Node} instances in this model, recursively.
* First each {@link Node#localTransform} transform is calculated based on the translation, rotation and
* scale of each Node. Then each {@link Node#calculateWorldTransform()}
* is calculated, based on the parent's world transform and the local transform of each Node.
* Finally, the animation bone matrices are updated accordingly.</p>
*
* This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale)
* was modified.
*/
public void calculateTransforms() {
final int n = nodes.size;
for(int i = 0; i < n; i++) {
nodes.get(i).calculateTransforms(true);
}
for(int i = 0; i < n; i++) {
nodes.get(i).calculateBoneTransforms(true);
}
}
/** Calculate the bounding box of this model instance.
* This is a potential slow operation, it is advised to cache the result.
* @param out the {@link BoundingBox} that will be set with the bounds.
* @return the out parameter for chaining */
public BoundingBox calculateBoundingBox(final BoundingBox out) {
out.inf();
return extendBoundingBox(out);
}
/** Extends the bounding box with the bounds of this model instance.
* This is a potential slow operation, it is advised to cache the result.
* @param out the {@link BoundingBox} that will be extended with the bounds.
* @return the out parameter for chaining */
public BoundingBox extendBoundingBox(final BoundingBox out) {
final int n = nodes.size;
for(int i = 0; i < n; i++)
nodes.get(i).extendBoundingBox(out);
return out;
}
/** @param id The ID of the animation to fetch (case sensitive).
* @return The {@link Animation} with the specified id, or null if not available. */
public Animation getAnimation(final String id) {
return getAnimation(id, true);
}
/** @param id The ID of the animation to fetch.
* @param ignoreCase whether to use case sensitivity when comparing the animation id.
* @return The {@link Animation} with the specified id, or null if not available. */
public Animation getAnimation(final String id, boolean ignoreCase) {
final int n = animations.size;
Animation animation;
if (ignoreCase) {
for (int i = 0; i < n; i++)
if ((animation = animations.get(i)).id.equalsIgnoreCase(id))
return animation;
} else {
for (int i = 0; i < n; i++)
if ((animation = animations.get(i)).id.equals(id))
return animation;
}
return null;
}
// /** @param id The ID of the material to fetch.
// * @return The {@link Material} with the specified id, or null if not available. */
// public Material getMaterial(final String id) {
// return getMaterial(id, true);
// }
//
// /** @param id The ID of the material to fetch.
// * @param ignoreCase whether to use case sensitivity when comparing the material id.
// * @return The {@link Material} with the specified id, or null if not available. */
// public Material getMaterial(final String id, boolean ignoreCase) {
// final int n = materials.size;
// Material material;
// if (ignoreCase) {
// for (int i = 0; i < n; i++)
// if ((material = materials.get(i)).id.equalsIgnoreCase(id))
// return material;
// } else {
// for (int i = 0; i < n; i++)
// if ((material = materials.get(i)).id.equals(id))
// return material;
// }
// return null;
// }
/** @param id The ID of the node to fetch.
* @return The {@link Node} with the specified id, or null if not found. */
public Node getNode(final String id) {
return getNode(id, true);
}
/** @param id The ID of the node to fetch.
* @param recursive false to fetch a root node only, true to search the entire node tree for the specified node.
* @return The {@link Node} with the specified id, or null if not found. */
public Node getNode(final String id, boolean recursive) {
return getNode(id, recursive, false);
}
/** @param id The ID of the node to fetch.
* @param recursive false to fetch a root node only, true to search the entire node tree for the specified node.
* @param ignoreCase whether to use case sensitivity when comparing the node id.
* @return The {@link Node} with the specified id, or null if not found. */
public Node getNode(final String id, boolean recursive, boolean ignoreCase) {
return Node.getNode(nodes, id, recursive, ignoreCase);
}
}