Esempio n. 1
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  /**
   * This method triangulates the faces if they are given as a polylist. Does nothing in case the
   * faces are given as triangles already.
   *
   * @param polyList
   */
  private void triangulate(Element polyList) {
    if (!polyList.getName().equals("polylist")) return;

    Element colladaPolys = polyList.getChildByName("vcount");
    if (colladaPolys == null)
      throw new GdxRuntimeException("<polylist> does not contain <vcount> element");

    String[] tokens = colladaPolys.getText().split("\\s+");
    int[] polys = new int[tokens.length];
    int vertexCount = 0;
    for (int i = 0; i < tokens.length; i++) {
      int verts = Integer.parseInt(tokens[i]);
      polys[i] = verts;
      vertexCount += verts;
    }

    Array<VertexIndices> newVertices = new Array<VertexIndices>(vertexCount);
    int idx = 0;
    for (int i = 0; i < polys.length; i++) {
      int numVertices = polys[i];
      VertexIndices baseVertex = triangles.get(idx++);
      for (int j = 1; j < numVertices - 1; j++) {
        newVertices.add(baseVertex);
        newVertices.add(triangles.get(idx));
        newVertices.add(triangles.get(idx + 1));
        idx++;
      }
      idx++;
    }
    triangles = newVertices;
  }
Esempio n. 2
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  private VertexAttribute[] getVertexAttributes() {
    VertexAttribute[] attributes = new VertexAttribute[inputs.size];

    int texUnit = 0;
    for (int i = 0; i < inputs.size; i++) {
      Element input = inputs.get(i);
      String semantic = input.getAttribute("semantic");
      Source source = sourcesMap.get(input.getAttribute("source"));

      int usage = getVertexAttributeUsage(semantic);
      int components = source.components;
      String alias = getVertexAttributeAlias(semantic);
      if (alias.equals("a_tex")) alias += texUnit++;
      attributes[i] = new VertexAttribute(usage, components, alias);
    }
    return attributes;
  }
Esempio n. 3
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  /**
   * Conditions the inputs for a triangles/polylist list of faces and generates unique vertices
   * while merging duplicate vertices.
   *
   * @param faces
   */
  private void parseVertices(Element faces) {
    inputs = faces.getChildrenByName("input");
    if (inputs == null)
      throw new GdxRuntimeException("no <input> elements in <triangles>/<polylist>");

    int[] offsets = new int[inputs.size];
    int stride = 0;

    // normalize source references, should use the URI/address scheme of Collada FIXME
    // calculate stride and prepare to untangle the index lists mess...
    sources = new Source[inputs.size];
    for (int i = 0; i < inputs.size; i++) {
      Element input = inputs.get(i);

      // map source if it was defined in <vertices> tag
      String source = input.getAttribute("source").substring(1);
      if (mappings.containsKey(source)) {
        input.setAttribute("source", mappings.get(source));
      } else {
        input.setAttribute("source", source);
      }

      // check whether source exists
      source = input.getAttribute("source");
      if (!sourcesMap.containsKey(source))
        throw new GdxRuntimeException("source '" + source + "'  not in mesh> but in <triangle>");
      sources[i] = sourcesMap.get(source);
      offsets[i] = Integer.parseInt(input.getAttribute("offset"));
      stride = Math.max(offsets[i], stride);
    }

    // addjust for zero source offsets
    stride += 1;

    // parse <p> indices, yeah, that takes up a bit more memory.
    String[] tokens = faces.getChildByName("p").getText().split("\\s+");
    int[] indices = new int[tokens.length];
    for (int i = 0; i < tokens.length; i++) {
      indices[i] = Integer.parseInt(tokens[i]);
    }

    // untangle indices on a per source basis
    Map<VertexIndices, VertexIndices> indicesSet = new HashMap<VertexIndices, VertexIndices>();
    VertexIndices vertex = new VertexIndices(inputs.size);
    triangles = new Array<VertexIndices>(indices.length / stride);
    vertices = new Array<VertexIndices>(indices.length / stride);
    int index = 0;
    for (int i = 0; i < indices.length; i += stride) {
      for (int j = 0; j < inputs.size; j++) {
        vertex.indices[j] = indices[i + offsets[j]];
        vertex.index = index;
      }

      VertexIndices lookup = indicesSet.get(vertex);
      if (lookup != null) {
        triangles.add(lookup);
      } else {
        triangles.add(vertex);
        vertices.add(vertex);
        indicesSet.put(vertex, vertex);
        vertex = new VertexIndices(inputs.size);
        index++;
      }
    }
    numVertices = index;
  }