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1 /*******************************************************************************
2  * Copyright 2011 See AUTHORS file.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *   http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  ******************************************************************************/
16 
17 package com.badlogic.gdx.graphics.g3d.model;
18 
19 import com.badlogic.gdx.graphics.g3d.Material;
20 import com.badlogic.gdx.graphics.g3d.Model;
21 import com.badlogic.gdx.graphics.g3d.ModelInstance;
22 import com.badlogic.gdx.graphics.g3d.Renderable;
23 import com.badlogic.gdx.math.Matrix4;
24 import com.badlogic.gdx.utils.ArrayMap;
25 
26 /** A combination of {@link MeshPart} and {@link Material}, used to represent a {@link Node}'s graphical properties. A NodePart is
27  * the smallest visible part of a {@link Model}, each NodePart implies a render call.
28  * @author badlogic, Xoppa */
29 public class NodePart {
30 	/** The MeshPart (shape) to render. Must not be null. */
31 	public MeshPart meshPart;
32 	/** The Material used to render the {@link #meshPart}. Must not be null. */
33 	public Material material;
34 	/** Mapping to each bone (node) and the inverse transform of the bind pose. Will be used to fill the {@link #bones} array. May
35 	 * be null. */
36 	public ArrayMap<Node, Matrix4> invBoneBindTransforms;
37 	/** The current transformation (relative to the bind pose) of each bone, may be null. When the part is skinned, this will be
38 	 * updated by a call to {@link ModelInstance#calculateTransforms()}. Do not set or change this value manually. */
39 	public Matrix4[] bones;
40 	/** true by default. If set to false, this part will not participate in rendering and bounding box calculation. */
41 	public boolean enabled = true;
42 
43 	/** Construct a new NodePart with null values. At least the {@link #meshPart} and {@link #material} member must be set before
44 	 * the newly created part can be used. */
NodePart()45 	public NodePart () {
46 	}
47 
48 	/** Construct a new NodePart referencing the provided {@link MeshPart} and {@link Material}.
49 	 * @param meshPart The MeshPart to reference.
50 	 * @param material The Material to reference. */
NodePart(final MeshPart meshPart, final Material material)51 	public NodePart (final MeshPart meshPart, final Material material) {
52 		this.meshPart = meshPart;
53 		this.material = material;
54 	}
55 
56 	// FIXME add copy constructor and override #equals.
57 
58 	/** Convenience method to set the material, mesh, meshPartOffset, meshPartSize, primitiveType and bones members of the specified
59 	 * Renderable. The other member of the provided {@link Renderable} remain untouched. Note that the material, mesh and bones
60 	 * members are referenced, not copied. Any changes made to those objects will be reflected in both the NodePart and Renderable
61 	 * object.
62 	 * @param out The Renderable of which to set the members to the values of this NodePart. */
setRenderable(final Renderable out)63 	public Renderable setRenderable (final Renderable out) {
64 		out.material = material;
65 		out.meshPart.set(meshPart);
66 		out.bones = bones;
67 		return out;
68 	}
69 
copy()70 	public NodePart copy () {
71 		return new NodePart().set(this);
72 	}
73 
set(NodePart other)74 	protected NodePart set (NodePart other) {
75 		meshPart = new MeshPart(other.meshPart);
76 		material = other.material;
77 		enabled = other.enabled;
78 		if (other.invBoneBindTransforms == null) {
79 			invBoneBindTransforms = null;
80 			bones = null;
81 		} else {
82 			if (invBoneBindTransforms == null)
83 				invBoneBindTransforms = new ArrayMap<Node, Matrix4>(true, other.invBoneBindTransforms.size, Node.class, Matrix4.class);
84 			else
85 				invBoneBindTransforms.clear();
86 			invBoneBindTransforms.putAll(other.invBoneBindTransforms);
87 
88 			if (bones == null || bones.length != invBoneBindTransforms.size)
89 				bones = new Matrix4[invBoneBindTransforms.size];
90 
91 			for (int i = 0; i < bones.length; i++) {
92 				if (bones[i] == null)
93 					bones[i] = new Matrix4();
94 			}
95 		}
96 		return this;
97 	}
98 }
99