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