package org.jrenner.fps.headless; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Mesh; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.VertexAttributes; import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute; import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; 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.graphics.g3d.model.data.ModelAnimation; import com.badlogic.gdx.graphics.g3d.model.data.ModelData; import com.badlogic.gdx.graphics.g3d.model.data.ModelMaterial; import com.badlogic.gdx.graphics.g3d.model.data.ModelMesh; import com.badlogic.gdx.graphics.g3d.model.data.ModelMeshPart; import com.badlogic.gdx.graphics.g3d.model.data.ModelNode; import com.badlogic.gdx.graphics.g3d.model.data.ModelNodeAnimation; import com.badlogic.gdx.graphics.g3d.model.data.ModelNodeKeyframe; import com.badlogic.gdx.graphics.g3d.model.data.ModelNodePart; import com.badlogic.gdx.graphics.g3d.model.data.ModelTexture; import com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor; import com.badlogic.gdx.graphics.g3d.utils.TextureProvider; import com.badlogic.gdx.graphics.g3d.utils.TextureProvider.FileTextureProvider; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.collision.BoundingBox; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.ArrayMap; import com.badlogic.gdx.utils.BufferUtils; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.utils.GdxRuntimeException; import com.badlogic.gdx.utils.ObjectMap; public class HeadlessModel implements Disposable { public final Array<Node> nodes = new Array(); /** animations of the model, modifying node transformations **/ public final Array<Animation> animations = new Array(); /** the meshes of the model **/ public final Array<Mesh> meshes = new Array(); /** parts of meshes, used by nodes that have a graphical representation FIXME not sure if superfluous, stored in Nodes as well, * could be useful to create bullet meshes **/ public final Array<MeshPart> meshParts = new Array(); /** Array of disposable resources like textures or meshes the Model is responsible for disposing **/ protected final Array<Disposable> disposables = new Array(); /** Constructs an empty model. Manual created models do not manage their resources by default. Use * {@link #manageDisposable(com.badlogic.gdx.utils.Disposable)} to add resources to be managed by this model. */ public HeadlessModel() { } /** Constructs a new Model based on the {@link com.badlogic.gdx.graphics.g3d.model.data.ModelData}. Texture files will be loaded from the internal file storage via an * {@link com.badlogic.gdx.graphics.g3d.utils.TextureProvider.FileTextureProvider}. * @param modelData the {@link com.badlogic.gdx.graphics.g3d.model.data.ModelData} got from e.g. {@link com.badlogic.gdx.assets.loaders.ModelLoader} */ public HeadlessModel(ModelData modelData) { this(modelData, new FileTextureProvider()); } /** Constructs a new Model based on the {@link com.badlogic.gdx.graphics.g3d.model.data.ModelData}. * @param modelData the {@link com.badlogic.gdx.graphics.g3d.model.data.ModelData} got from e.g. {@link com.badlogic.gdx.assets.loaders.ModelLoader} * @param textureProvider the {@link com.badlogic.gdx.graphics.g3d.utils.TextureProvider} to use for loading the textures */ public HeadlessModel(ModelData modelData, TextureProvider textureProvider) { load(modelData, textureProvider); } private void load (ModelData modelData, TextureProvider textureProvider) { loadMeshes(modelData.meshes); loadNodes(modelData.nodes); loadAnimations(modelData.animations); calculateTransforms(); } private void loadAnimations (Iterable<ModelAnimation> modelAnimations) { for (final ModelAnimation anim : modelAnimations) { Animation animation = new Animation(); animation.id = anim.id; for (ModelNodeAnimation nanim : anim.nodeAnimations) { final Node node = getNode(nanim.nodeId); if (node == null) continue; NodeAnimation nodeAnim = new NodeAnimation(); nodeAnim.node = node; for (ModelNodeKeyframe kf : nanim.keyframes) { if (kf.keytime > animation.duration) animation.duration = kf.keytime; NodeKeyframe keyframe = new NodeKeyframe(); keyframe.keytime = kf.keytime; keyframe.rotation.set(kf.rotation == null ? node.rotation : kf.rotation); keyframe.scale.set(kf.scale == null ? node.scale : kf.scale); keyframe.translation.set(kf.translation == null ? node.translation : kf.translation); nodeAnim.keyframes.add(keyframe); } if (nodeAnim.keyframes.size > 0) animation.nodeAnimations.add(nodeAnim); } if (animation.nodeAnimations.size > 0) animations.add(animation); } } private ObjectMap<NodePart, ArrayMap<String, Matrix4>> nodePartBones = new ObjectMap<NodePart, ArrayMap<String, Matrix4>>(); private void loadNodes (Iterable<ModelNode> modelNodes) { nodePartBones.clear(); for (ModelNode node : modelNodes) { nodes.add(loadNode(null, node)); } for (ObjectMap.Entry<NodePart, ArrayMap<String, Matrix4>> e : nodePartBones.entries()) { if (e.key.invBoneBindTransforms == null) e.key.invBoneBindTransforms = new ArrayMap<Node, Matrix4>(Node.class, Matrix4.class); e.key.invBoneBindTransforms.clear(); for (ObjectMap.Entry<String, Matrix4> b : e.value.entries()) e.key.invBoneBindTransforms.put(getNode(b.key), new Matrix4(b.value).inv()); } } private Node loadNode (Node parent, ModelNode modelNode) { Node node = new Node(); node.id = modelNode.id; node.parent = parent; if (modelNode.translation != null) node.translation.set(modelNode.translation); if (modelNode.rotation != null) node.rotation.set(modelNode.rotation); if (modelNode.scale != null) node.scale.set(modelNode.scale); // FIXME create temporary maps for faster lookup? if (modelNode.parts != null) { for (ModelNodePart modelNodePart : modelNode.parts) { MeshPart meshPart = null; if (modelNodePart.meshPartId != null) { for (MeshPart part : meshParts) { if (modelNodePart.meshPartId.equals(part.id)) { meshPart = part; break; } } } if (meshPart == null) throw new GdxRuntimeException("Invalid node: " + node.id); NodePart nodePart = new NodePart(); nodePart.meshPart = meshPart; // nodePart.material = meshMaterial; node.parts.add(nodePart); if (modelNodePart.bones != null) nodePartBones.put(nodePart, modelNodePart.bones); } } if (modelNode.children != null) { for (ModelNode child : modelNode.children) { node.children.add(loadNode(node, child)); } } return node; } private void loadMeshes (Iterable<ModelMesh> meshes) { for (ModelMesh mesh : meshes) { convertMesh(mesh); } } private void convertMesh (ModelMesh modelMesh) { int numIndices = 0; for (ModelMeshPart part : modelMesh.parts) { numIndices += part.indices.length; } VertexAttributes attributes = new VertexAttributes(modelMesh.attributes); int numVertices = modelMesh.vertices.length / (attributes.vertexSize / 4); Mesh mesh = new Mesh(Mesh.VertexDataType.VertexArray, true, numVertices, numIndices, modelMesh.attributes); meshes.add(mesh); disposables.add(mesh); BufferUtils.copy(modelMesh.vertices, mesh.getVerticesBuffer(), modelMesh.vertices.length, 0); int offset = 0; mesh.getIndicesBuffer().clear(); for (ModelMeshPart part : modelMesh.parts) { MeshPart meshPart = new MeshPart(); meshPart.id = part.id; meshPart.primitiveType = part.primitiveType; meshPart.indexOffset = offset; meshPart.numVertices = part.indices.length; meshPart.mesh = mesh; mesh.getIndicesBuffer().put(part.indices); offset += meshPart.numVertices; meshParts.add(meshPart); } mesh.getIndicesBuffer().position(0); } /** Adds a {@link com.badlogic.gdx.utils.Disposable} to be managed and disposed by this Model. Can be used to keep track of manually loaded textures * for {@link com.badlogic.gdx.graphics.g3d.ModelInstance}. * @param disposable the Disposable */ public void manageDisposable (Disposable disposable) { if (!disposables.contains(disposable, true)) disposables.add(disposable); } /** @return the {@link com.badlogic.gdx.utils.Disposable} objects that will be disposed when the {@link #dispose()} method is called. */ public Iterable<Disposable> getManagedDisposables () { return disposables; } @Override public void dispose () { for (Disposable disposable : disposables) { disposable.dispose(); } } /** Calculates the local and world transform of all {@link com.badlogic.gdx.graphics.g3d.model.Node} instances in this model, recursively. First each * {@link com.badlogic.gdx.graphics.g3d.model.Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each * {@link com.badlogic.gdx.graphics.g3d.model.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 com.badlogic.gdx.math.collision.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 com.badlogic.gdx.math.collision.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 com.badlogic.gdx.graphics.g3d.model.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 com.badlogic.gdx.graphics.g3d.model.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 node to fetch. * @return The {@link com.badlogic.gdx.graphics.g3d.model.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 com.badlogic.gdx.graphics.g3d.model.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 com.badlogic.gdx.graphics.g3d.model.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); } }