Пример #1
0
  private void readSubEntities() throws IOException {
    entityData.subEntities = new SubEntityData[header.num_meshes];

    for (int i = 0; i < header.num_meshes; ++i) {
      // create all subentities

      SubEntityData subEntity = new SubEntityData();
      byte[] buffer = new byte[SUBENTITY_SIZE];
      readBytes += in.read(buffer);

      int pos = 0;
      pos++;
      pos++;
      int firstVertex = toInt(buffer, (pos++) * 4);
      int numVertices = toInt(buffer, (pos++) * 4);
      int firstTriangle = toInt(buffer, (pos++) * 4);
      int numTriangles = toInt(buffer, (pos++) * 4);

      subEntity.name = texts.get(textPos++);
      subEntity.material = texts.get(textPos++);
      subEntity.firstTriangleIndex = firstTriangle;
      subEntity.firstVertexIndex = firstVertex;
      subEntity.countTriangles = numTriangles;
      subEntity.countVertices = numVertices;

      subEntity.vertexData = new float[numVertices * vertexLayout.getByteStride()];
      subEntity.triangleData = new short[numTriangles * 3];
      subEntity.boneData = new float[numVertices * Mesh.BONE_BYTE_STRIDE];

      entityData.subEntities[i] = subEntity;
    }
  }
Пример #2
0
  private void readVertices() throws IOException {

    for (int i = 0; i < header.num_vertexarrays; ++i) {

      VertexArray vertexArray = vertexArrays[i];

      for (int j = 0; j < entityData.subEntities.length; ++j) {
        SubEntityData subEntity = entityData.subEntities[j];
        // These are the vertices belonging to this subentity

        int componentSize = getVertexArrayComponentSize(vertexArray);

        byte[] buffer = new byte[subEntity.countVertices * vertexArray.size * componentSize];
        readBytes += in.read(buffer);

        int pos = 0;
        int byteStride = vertexLayout.getByteStride();
        int offset;

        switch (vertexArray.type) {
          case 0: // This is a position
            offset = vertexLayout.getPos(VertexLayout.POSITION);
            for (int k = 0; k < subEntity.countVertices; ++k) {
              subEntity.vertexData[k * byteStride + offset + 0] = toFloat(buffer, (pos++) * 4);
              subEntity.vertexData[k * byteStride + offset + 1] = toFloat(buffer, (pos++) * 4);
              subEntity.vertexData[k * byteStride + offset + 2] = toFloat(buffer, (pos++) * 4);
            }

            break;
          case 1: // This is a texture coordinate
            offset = vertexLayout.getPos(VertexLayout.UV);
            for (int k = 0; k < subEntity.countVertices; ++k) {
              subEntity.vertexData[k * byteStride + offset + 0] = toFloat(buffer, (pos++) * 4);
              subEntity.vertexData[k * byteStride + offset + 1] = toFloat(buffer, (pos++) * 4);
            }

            break;
          case 2: // This is a normal
            offset = vertexLayout.getPos(VertexLayout.NORMAL);
            for (int k = 0; k < subEntity.countVertices; ++k) {
              float x = toFloat(buffer, (pos++) * 4);
              float y = toFloat(buffer, (pos++) * 4);
              float z = toFloat(buffer, (pos++) * 4);

              if (light == null) {
                // Lighting information not baked into the mesh
                subEntity.vertexData[k * byteStride + offset + 0] = x;
                subEntity.vertexData[k * byteStride + offset + 1] = y;
                subEntity.vertexData[k * byteStride + offset + 2] = z;
              } else {
                // Lighting information baked into the mesh
                float[] lightVector = light.getLightVector();
                float diffuse =
                    Math.max(
                        Vector3.dot(x, y, z, lightVector[0], lightVector[1], lightVector[2]), 0);
                subEntity.vertexData[k * byteStride + offset] = diffuse;
              }
            }
            break;
          case 4: // This is a blendindex
            offset = Mesh.BONE_INDEX_OFFSET;
            for (int k = 0; k < subEntity.countVertices; ++k) {
              for (int m = 0; m < 4; ++m) {
                int intVal = buffer[pos++] & 0xff;
                subEntity.boneData[k * Mesh.BONE_BYTE_STRIDE + offset + m] = intVal;
              }
            }
            break;
          case 5: // This is a blendweight
            offset = Mesh.BONE_WEIGHT_OFFSET;
            for (int k = 0; k < subEntity.countVertices; ++k) {
              for (int m = 0; m < 4; ++m) {
                int intVal = buffer[pos++] & 0xff;
                float weight = intVal / 255.f;
                subEntity.boneData[k * Mesh.BONE_BYTE_STRIDE + offset + m] = weight;
              }
            }
            break;
          case 6: // This i a color
            break;
          default: // None of the above, we dont care about this data;
            break;
        }
      }
    }
  }