/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics.g3d.model; import com.badlogic.gdx.graphics.g3d.Material; import com.badlogic.gdx.graphics.g3d.Model; import com.badlogic.gdx.graphics.g3d.ModelInstance; import com.badlogic.gdx.graphics.g3d.Renderable; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.utils.ArrayMap; /** A combination of {@link MeshPart} and {@link Material}, used to represent a {@link Node}'s graphical properties. A NodePart is * the smallest visible part of a {@link Model}, each NodePart implies a render call. * @author badlogic, Xoppa */ public class NodePart { /** The MeshPart (shape) to render. Must not be null. */ public MeshPart meshPart; /** The Material used to render the {@link #meshPart}. Must not be null. */ public Material material; /** Mapping to each bone (node) and the inverse transform of the bind pose. Will be used to fill the {@link #bones} array. May * be null. */ public ArrayMap<Node, Matrix4> invBoneBindTransforms; /** The current transformation (relative to the bind pose) of each bone, may be null. When the part is skinned, this will be * updated by a call to {@link ModelInstance#calculateTransforms()}. Do not set or change this value manually. */ public Matrix4[] bones; /** true by default. If set to false, this part will not participate in rendering and bounding box calculation. */ public boolean enabled = true; /** Construct a new NodePart with null values. At least the {@link #meshPart} and {@link #material} member must be set before * the newly created part can be used. */ public NodePart () { } /** Construct a new NodePart referencing the provided {@link MeshPart} and {@link Material}. * @param meshPart The MeshPart to reference. * @param material The Material to reference. */ public NodePart (final MeshPart meshPart, final Material material) { this.meshPart = meshPart; this.material = material; } // FIXME add copy constructor and override #equals. /** Convenience method to set the material, mesh, meshPartOffset, meshPartSize, primitiveType and bones members of the specified * Renderable. The other member of the provided {@link Renderable} remain untouched. Note that the material, mesh and bones * members are referenced, not copied. Any changes made to those objects will be reflected in both the NodePart and Renderable * object. * @param out The Renderable of which to set the members to the values of this NodePart. */ public Renderable setRenderable (final Renderable out) { out.material = material; out.meshPart.set(meshPart); out.bones = bones; return out; } public NodePart copy () { return new NodePart().set(this); } protected NodePart set (NodePart other) { meshPart = new MeshPart(other.meshPart); material = other.material; enabled = other.enabled; if (other.invBoneBindTransforms == null) { invBoneBindTransforms = null; bones = null; } else { if (invBoneBindTransforms == null) invBoneBindTransforms = new ArrayMap<Node, Matrix4>(true, other.invBoneBindTransforms.size, Node.class, Matrix4.class); else invBoneBindTransforms.clear(); invBoneBindTransforms.putAll(other.invBoneBindTransforms); if (bones == null || bones.length != invBoneBindTransforms.size) bones = new Matrix4[invBoneBindTransforms.size]; for (int i = 0; i < bones.length; i++) { if (bones[i] == null) bones[i] = new Matrix4(); } } return this; } }