update ModelTileMesh to use the new base class
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0c192bdbd0
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2140924e62
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@ -19,7 +19,7 @@ import com.blarg.gdx.math.MathHelpers;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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public class ModelTileMesh extends TileMesh {
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public class ModelTileMesh extends BaseModelTileMesh {
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static final Vector3 tmpPosition = new Vector3();
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static final Vector3 tmpNormal = new Vector3();
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static final BoundingBox tmpModelBounds = new BoundingBox();
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@ -84,7 +84,6 @@ public class ModelTileMesh extends TileMesh {
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model.getBoundingBox(tmpModelBounds);
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if (scaleToSize != null) {
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model.getBoundingBox(tmpModelBounds);
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MathHelpers.getScaleFactor(tmpModelBounds.getDimensions(), scaleToSize, tmpScaleFactor);
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bounds = new BoundingBox().set(Vector3.Zero, scaleToSize);
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} else {
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@ -93,63 +92,7 @@ public class ModelTileMesh extends TileMesh {
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}
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for (int i = 0; i < model.nodes.size; ++i)
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addModelNodeVertices(model.nodes.get(i), textures, tmpScaleFactor);
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}
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private void addModelNodeVertices(Node node, MaterialTileMapping textures, Vector3 scaleFactor) {
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final Matrix4 transform = node.globalTransform; // TODO: test that this is the right transform to use?
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for (int i = 0; i < node.parts.size; ++i) {
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NodePart nodePart = node.parts.get(i);
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MaterialTileMapping.TileTexture texture = textures.get(nodePart.material.id);
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MeshPart meshPart = nodePart.meshPart;
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ShortBuffer indices = meshPart.mesh.getIndicesBuffer();
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FloatBuffer vertices = meshPart.mesh.getVerticesBuffer();
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final int strideInFloats = meshPart.mesh.getVertexSize() / (Float.SIZE / 8);
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for (int j = 0; j < meshPart.numVertices; ++j) {
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int index = indices.get(meshPart.indexOffset + j);
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int offset = index * strideInFloats;
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tmpPosition.set(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2))
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.add(positionOffset)
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.scl(scaleFactor)
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.mul(transform);
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this.vertices.setPos(tmpPosition);
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offset += 3;
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if (meshPart.mesh.getVertexAttribute(VertexAttributes.Usage.Color) != null) {
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// TODO: blend mesh color and source model color somehow?
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this.vertices.setCol(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2), vertices.get(offset + 3));
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offset += 4;
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} else
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this.vertices.setCol(color);
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// TODO: better to throw exception (or check beforehand) if this is missing? setting zero's doesn't feel like the best solution
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if (meshPart.mesh.getVertexAttribute(VertexAttributes.Usage.Normal) != null) {
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tmpNormal.set(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2))
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.rot(transform);
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this.vertices.setNor(tmpNormal);
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offset += 3;
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} else
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this.vertices.setNor(Vector3.Zero);
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// TODO: better to throw exception (or check beforehand) if this is missing? setting zero's doesn't feel like the best solution
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if (meshPart.mesh.getVertexAttribute(VertexAttributes.Usage.TextureCoordinates) != null) {
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this.vertices.setUV(
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TextureAtlas.scaleTexCoordU(vertices.get(offset), texture.materialMinU, texture.materialMaxU, texture.region),
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TextureAtlas.scaleTexCoordV(vertices.get(offset + 1), texture.materialMinV, texture.materialMaxV, texture.region)
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);
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offset += 3;
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} else
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this.vertices.setUV(Vector2.Zero);
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this.vertices.moveNext();
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}
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}
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for (int i = 0; i < node.children.size; ++i)
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addModelNodeVertices(node.children.get(i), textures, tmpScaleFactor);
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collectModelNodeVertices(model.nodes.get(i), vertices, textures, color, tmpScaleFactor, positionOffset);
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}
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private void setupCollisionVertices(Model collisionModel) {
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@ -162,40 +105,7 @@ public class ModelTileMesh extends TileMesh {
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int numVertices = countModelVertices(collisionModel);
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collisionVertices = new Array<Vector3>(true, numVertices, Vector3.class);
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for (int i = 0; i < collisionModel.nodes.size; ++i)
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addModelNodeCollisionVertices(collisionModel.nodes.get(i), tmpScaleFactor);
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}
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private void addModelNodeCollisionVertices(Node node, Vector3 scaleFactor) {
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final Matrix4 transform = node.globalTransform; // TODO: test that this is the right transform to use?
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for (int i = 0; i < node.parts.size; ++i) {
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NodePart nodePart = node.parts.get(i);
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MeshPart meshPart = nodePart.meshPart;
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ShortBuffer indices = meshPart.mesh.getIndicesBuffer();
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FloatBuffer vertices = meshPart.mesh.getVerticesBuffer();
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final int strideInFloats = meshPart.mesh.getVertexSize() / (Float.SIZE / 8);
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for (int j = 0; j < meshPart.numVertices; ++j) {
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int index = indices.get(meshPart.indexOffset + j);
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int offset = index * strideInFloats;
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tmpPosition.set(vertices.get(offset), vertices.get(offset + 1), vertices.get(offset + 2))
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.add(positionOffset)
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.scl(scaleFactor)
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.mul(transform);
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collisionVertices.add(new Vector3(tmpPosition));
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}
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}
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for (int i = 0; i < node.children.size; ++i)
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addModelNodeCollisionVertices(node.children.get(i), tmpScaleFactor);
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}
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private int countModelVertices(Model model) {
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int numVertices = 0;
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for (int i = 0; i < model.meshParts.size; ++i)
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numVertices += model.meshParts.get(i).numVertices;
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return numVertices;
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collectModelNodeVertexPositions(collisionModel.nodes.get(i), collisionVertices, tmpScaleFactor, collisionPositionOffset);
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}
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@Override
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