/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.scene.plugins.blender; import com.jme3.math.FastMath; import com.jme3.math.Quaternion; import com.jme3.scene.plugins.blender.exceptions.BlenderFileException; import com.jme3.scene.plugins.blender.file.Pointer; import com.jme3.scene.plugins.blender.file.Structure; import com.jme3.scene.plugins.blender.objects.Properties; import com.jme3.util.BufferUtils; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.util.List; /** * A purpose of the helper class is to split calculation code into several classes. Each helper after use should be cleared because it can * hold the state of the calculations. * @author Marcin Roguski */ public abstract class AbstractBlenderHelper { /** The version of the blend file. */ protected final int blenderVersion; /** This variable indicates if the Y asxis is the UP axis or not. */ protected boolean fixUpAxis; /** Quaternion used to rotate data when Y is up axis. */ protected Quaternion upAxisRotationQuaternion; /** * This constructor parses the given blender version and stores the result. Some functionalities may differ in different blender * versions. * @param blenderVersion * the version read from the blend file * @param fixUpAxis * a variable that indicates if the Y asxis is the UP axis or not */ public AbstractBlenderHelper(String blenderVersion, boolean fixUpAxis) { this.blenderVersion = Integer.parseInt(blenderVersion); this.fixUpAxis = fixUpAxis; if(fixUpAxis) { upAxisRotationQuaternion = new Quaternion().fromAngles(-FastMath.HALF_PI, 0, 0); } } /** * This method clears the state of the helper so that it can be used for different calculations of another feature. */ public void clearState() {} /** * This method should be used to check if the text is blank. Avoid using text.trim().length()==0. This causes that more strings are * being created and stored in the memory. It can be unwise especially inside loops. * @param text * the text to be checked * @return true if the text is blank and false otherwise */ protected boolean isBlank(String text) { if (text != null) { for (int i = 0; i < text.length(); ++i) { if (!Character.isWhitespace(text.charAt(i))) { return false; } } } return true; } /** * Generate a new ByteBuffer using the given array of byte[4] objects. The ByteBuffer will be 4 * data.length * long and contain the vector data as data[0][0], data[0][1], data[0][2], data[0][3], data[1][0]... etc. * @param data * list of byte[4] objects to place into a new ByteBuffer */ protected ByteBuffer createByteBuffer(List data) { if (data == null) { return null; } ByteBuffer buff = BufferUtils.createByteBuffer(4 * data.size()); for (byte[] v : data) { if (v != null) { buff.put(v[0]).put(v[1]).put(v[2]).put(v[3]); } else { buff.put((byte)0).put((byte)0).put((byte)0).put((byte)0); } } buff.flip(); return buff; } /** * Generate a new FloatBuffer using the given array of float[4] objects. The FloatBuffer will be 4 * data.length * long and contain the vector data as data[0][0], data[0][1], data[0][2], data[0][3], data[1][0]... etc. * @param data * list of float[4] objects to place into a new FloatBuffer */ protected FloatBuffer createFloatBuffer(List data) { if (data == null) { return null; } FloatBuffer buff = BufferUtils.createFloatBuffer(4 * data.size()); for (float[] v : data) { if (v != null) { buff.put(v[0]).put(v[1]).put(v[2]).put(v[3]); } else { buff.put(0).put(0).put(0).put(0); } } buff.flip(); return buff; } /** * This method loads the properties if they are available and defined for the structure. * @param structure * the structure we read the properties from * @param blenderContext * the blender context * @return loaded properties or null if they are not available * @throws BlenderFileException * an exception is thrown when the blend file is somehow corrupted */ protected Properties loadProperties(Structure structure, BlenderContext blenderContext) throws BlenderFileException { Properties properties = null; Structure id = (Structure) structure.getFieldValue("ID"); if (id != null) { Pointer pProperties = (Pointer) id.getFieldValue("properties"); if (pProperties.isNotNull()) { Structure propertiesStructure = pProperties.fetchData(blenderContext.getInputStream()).get(0); properties = new Properties(); properties.load(propertiesStructure, blenderContext); } } return properties; } /** * This method analyzes the given structure and the data contained within * blender context and decides if the feature should be loaded. * @param structure * structure to be analyzed * @param blenderContext * the blender context * @return true if the feature should be loaded and false otherwise */ public abstract boolean shouldBeLoaded(Structure structure, BlenderContext blenderContext); }