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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 package com.jme3.bullet.util;
     33 
     34 import com.jme3.scene.Mesh;
     35 import com.jme3.scene.VertexBuffer.Type;
     36 import com.jme3.scene.mesh.IndexBuffer;
     37 import com.jme3.util.BufferUtils;
     38 import java.nio.ByteBuffer;
     39 import java.nio.FloatBuffer;
     40 
     41 /**
     42  *
     43  * @author normenhansen
     44  */
     45 public class NativeMeshUtil {
     46 
     47     public static long getTriangleIndexVertexArray(Mesh mesh){
     48         ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
     49         ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
     50         int numVertices = mesh.getVertexCount();
     51         int vertexStride = 12; //3 verts * 4 bytes per.
     52         int numTriangles = mesh.getTriangleCount();
     53         int triangleIndexStride = 12; //3 index entries * 4 bytes each.
     54 
     55         IndexBuffer indices = mesh.getIndicesAsList();
     56         FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
     57         vertices.rewind();
     58 
     59         int verticesLength = mesh.getVertexCount() * 3;
     60         for (int i = 0; i < verticesLength; i++) {
     61             float tempFloat = vertices.get();
     62             vertexBase.putFloat(tempFloat);
     63         }
     64 
     65         int indicesLength = mesh.getTriangleCount() * 3;
     66         for (int i = 0; i < indicesLength; i++) {
     67             triangleIndexBase.putInt(indices.get(i));
     68         }
     69         vertices.rewind();
     70         vertices.clear();
     71 
     72         return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
     73     }
     74 
     75     public static native long createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride);
     76 
     77 }
     78