protected void updateSubBatch(Geometry bg) { Batch batch = batchesByGeom.get(bg); if (batch != null) { Mesh mesh = batch.geometry.getMesh(); Mesh origMesh = bg.getMesh(); VertexBuffer pvb = mesh.getBuffer(VertexBuffer.Type.Position); FloatBuffer posBuf = (FloatBuffer) pvb.getData(); VertexBuffer nvb = mesh.getBuffer(VertexBuffer.Type.Normal); FloatBuffer normBuf = (FloatBuffer) nvb.getData(); VertexBuffer opvb = origMesh.getBuffer(VertexBuffer.Type.Position); FloatBuffer oposBuf = (FloatBuffer) opvb.getData(); VertexBuffer onvb = origMesh.getBuffer(VertexBuffer.Type.Normal); FloatBuffer onormBuf = (FloatBuffer) onvb.getData(); Matrix4f transformMat = getTransformMatrix(bg); if (mesh.getBuffer(VertexBuffer.Type.Tangent) != null) { VertexBuffer tvb = mesh.getBuffer(VertexBuffer.Type.Tangent); FloatBuffer tanBuf = (FloatBuffer) tvb.getData(); VertexBuffer otvb = origMesh.getBuffer(VertexBuffer.Type.Tangent); FloatBuffer otanBuf = (FloatBuffer) otvb.getData(); doTransformsTangents( oposBuf, onormBuf, otanBuf, posBuf, normBuf, tanBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), transformMat); tvb.updateData(tanBuf); } else { doTransforms( oposBuf, onormBuf, posBuf, normBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), transformMat); } pvb.updateData(posBuf); nvb.updateData(normBuf); batch.needMeshUpdate = true; } }
/** * Specific method for skinning with tangents to avoid cluttering the classic skinning calculation * with null checks that would slow down the process even if tangents don't have to be computed. * Also the iteration has additional indexes since tangent has 4 components instead of 3 for pos * and norm * * @param maxWeightsPerVert maximum number of weights per vertex * @param mesh the mesh * @param offsetMatrices the offsetMaytrices to apply * @param tb the tangent vertexBuffer */ private void applySkinningTangents(Mesh mesh, Matrix4f[] offsetMatrices, VertexBuffer tb) { int maxWeightsPerVert = mesh.getMaxNumWeights(); if (maxWeightsPerVert <= 0) { throw new IllegalStateException("Max weights per vert is incorrectly set!"); } int fourMinusMaxWeights = 4 - maxWeightsPerVert; // NOTE: This code assumes the vertex buffer is in bind pose // resetToBind() has been called this frame VertexBuffer vb = mesh.getBuffer(Type.Position); FloatBuffer fvb = (FloatBuffer) vb.getData(); fvb.rewind(); VertexBuffer nb = mesh.getBuffer(Type.Normal); FloatBuffer fnb = (FloatBuffer) nb.getData(); fnb.rewind(); FloatBuffer ftb = (FloatBuffer) tb.getData(); ftb.rewind(); // get boneIndexes and weights for mesh ByteBuffer ib = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData(); FloatBuffer wb = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); ib.rewind(); wb.rewind(); float[] weights = wb.array(); byte[] indices = ib.array(); int idxWeights = 0; TempVars vars = TempVars.get(); float[] posBuf = vars.skinPositions; float[] normBuf = vars.skinNormals; float[] tanBuf = vars.skinTangents; int iterations = (int) FastMath.ceil(fvb.capacity() / ((float) posBuf.length)); int bufLength = 0; int tanLength = 0; for (int i = iterations - 1; i >= 0; i--) { // read next set of positions and normals from native buffer bufLength = Math.min(posBuf.length, fvb.remaining()); tanLength = Math.min(tanBuf.length, ftb.remaining()); fvb.get(posBuf, 0, bufLength); fnb.get(normBuf, 0, bufLength); ftb.get(tanBuf, 0, tanLength); int verts = bufLength / 3; int idxPositions = 0; // tangents has their own index because of the 4 components int idxTangents = 0; // iterate vertices and apply skinning transform for each effecting bone for (int vert = verts - 1; vert >= 0; vert--) { float nmx = normBuf[idxPositions]; float vtx = posBuf[idxPositions++]; float nmy = normBuf[idxPositions]; float vty = posBuf[idxPositions++]; float nmz = normBuf[idxPositions]; float vtz = posBuf[idxPositions++]; float tnx = tanBuf[idxTangents++]; float tny = tanBuf[idxTangents++]; float tnz = tanBuf[idxTangents++]; // skipping the 4th component of the tangent since it doesn't have to be transformed idxTangents++; float rx = 0, ry = 0, rz = 0, rnx = 0, rny = 0, rnz = 0, rtx = 0, rty = 0, rtz = 0; for (int w = maxWeightsPerVert - 1; w >= 0; w--) { float weight = weights[idxWeights]; Matrix4f mat = offsetMatrices[indices[idxWeights++]]; rx += (mat.m00 * vtx + mat.m01 * vty + mat.m02 * vtz + mat.m03) * weight; ry += (mat.m10 * vtx + mat.m11 * vty + mat.m12 * vtz + mat.m13) * weight; rz += (mat.m20 * vtx + mat.m21 * vty + mat.m22 * vtz + mat.m23) * weight; rnx += (nmx * mat.m00 + nmy * mat.m01 + nmz * mat.m02) * weight; rny += (nmx * mat.m10 + nmy * mat.m11 + nmz * mat.m12) * weight; rnz += (nmx * mat.m20 + nmy * mat.m21 + nmz * mat.m22) * weight; rtx += (tnx * mat.m00 + tny * mat.m01 + tnz * mat.m02) * weight; rty += (tnx * mat.m10 + tny * mat.m11 + tnz * mat.m12) * weight; rtz += (tnx * mat.m20 + tny * mat.m21 + tnz * mat.m22) * weight; } idxWeights += fourMinusMaxWeights; idxPositions -= 3; normBuf[idxPositions] = rnx; posBuf[idxPositions++] = rx; normBuf[idxPositions] = rny; posBuf[idxPositions++] = ry; normBuf[idxPositions] = rnz; posBuf[idxPositions++] = rz; idxTangents -= 4; tanBuf[idxTangents++] = rtx; tanBuf[idxTangents++] = rty; tanBuf[idxTangents++] = rtz; // once again skipping the 4th component of the tangent idxTangents++; } fvb.position(fvb.position() - bufLength); fvb.put(posBuf, 0, bufLength); fnb.position(fnb.position() - bufLength); fnb.put(normBuf, 0, bufLength); ftb.position(ftb.position() - tanLength); ftb.put(tanBuf, 0, tanLength); } vars.release(); vb.updateData(fvb); nb.updateData(fnb); tb.updateData(ftb); }