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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 
getTriangleIndexVertexArray(Mesh mesh)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 
createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride)75     public static native long createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride);
76 
77 }
78