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625 lines
23 KiB
Java
625 lines
23 KiB
Java
package electrosphere.renderer.model;
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import electrosphere.engine.Globals;
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import electrosphere.entity.types.camera.CameraEntityUtils;
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import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.RenderPipelineState;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.actor.ActorTextureMask;
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import electrosphere.renderer.actor.instance.InstanceData;
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import electrosphere.renderer.buffer.HomogenousInstancedArray;
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import electrosphere.renderer.buffer.ShaderAttribute;
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import electrosphere.renderer.light.LightManager;
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import electrosphere.renderer.shader.ShaderProgram;
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import electrosphere.renderer.texture.Texture;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.List;
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import java.util.Map;
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import org.joml.Matrix4d;
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import org.joml.Matrix4f;
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import org.joml.Sphered;
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import org.joml.Vector3f;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import static org.lwjgl.opengl.GL11.GL_FLOAT;
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import static org.lwjgl.opengl.GL11.GL_INT;
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import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
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import static org.lwjgl.opengl.GL11.GL_TRIANGLES;
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import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
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import static org.lwjgl.opengl.GL13.GL_TEXTURE3;
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import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
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import static org.lwjgl.opengl.GL15.GL_ELEMENT_ARRAY_BUFFER;
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import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
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import static org.lwjgl.opengl.GL15.glBindBuffer;
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import static org.lwjgl.opengl.GL15.glGenBuffers;
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import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
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import static org.lwjgl.opengl.GL20.glGetUniformLocation;
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import static org.lwjgl.opengl.GL20.glUniform1i;
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import static org.lwjgl.opengl.GL20.glUniform3fv;
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import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
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import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
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import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL30.glGenVertexArrays;
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import org.lwjgl.opengl.GL45;
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import org.lwjgl.system.MemoryStack;
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/**
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* A mesh, a collection of buffer data on the GPU
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*/
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public class Mesh {
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//the name of the mesh
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private String meshName;
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//THIS IS NOT GUARANTEED TO BE THE PARENT MODEL THAT THIS WAS LOADED IN
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//THIS CAN BE POST-LOAD SET IN MODEL VIA MODELMASK BEHAVIOR
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private Model parent;
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//various buffers that may or may not be allocated
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private int vertexBuffer;
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private int normalBuffer;
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private int elementArrayBuffer;
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private int elementCount; //pulls double duty as both the element array count as well as the direct array count, based on whichever is used
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private int vertexArrayObject;
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private int boneWeightBuffer;
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private int boneIndexBuffer;
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private int textureCoordBuffer;
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//uses element instances
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private boolean useElementArray = true;
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//THIS IS NOT GUARANTEED TO BE THE PARENT MODEL THAT THIS WAS LOADED IN
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//THIS CAN BE POST-LOAD SET IN MODEL VIA MODELMASK BEHAVIOR
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private List<Bone> bones = new ArrayList<Bone>();
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private ArrayList<String> boneIdList = new ArrayList<String>();
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//the texture mask that may or may not be masking the mesh
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private ActorTextureMask textureMask;
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//the shaders currently associated with the mesh
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private ShaderProgram shader;
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private ShaderProgram oitShader;
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//the uniforms to be sent to the gpu
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private HashMap<String,Object> uniforms = new HashMap<String,Object>();
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//the material currently associated with the mesh
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private Material material;
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//the bounding sphere for this mesh
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private Sphered boundingSphere;
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/**
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* Creates a mesh (does not initialize any data)
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* @param name The name of the mesh
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*/
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public Mesh(String name){
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this.meshName = name;
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this.boundingSphere = new Sphered();
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}
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/**
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* Generates the VAO for this mesh
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*/
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public void generateVAO(){
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vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(vertexArrayObject);
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}
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/**
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* Buffers vertex data to the gpu under this mesh container
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* @param verticies the vertex buffer
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* @param vertexDimension the dimensionality of the data (2d vectors, 3d vectors, 4d vectors, etc)
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*/
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public void bufferVertices(FloatBuffer verticies, int vertexDimension){
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if(!Globals.HEADLESS){
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vertexBuffer = bufferCustomFloatAttribArray(verticies,vertexDimension,0);
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}
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}
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/**
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* Buffers normals to the gpu under this mesh container
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* @param normals the normal data
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* @param normalDimension the dimensionality of the data (2d vector, 3d vector, 4d vector)
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*/
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public void bufferNormals(FloatBuffer normals, int normalDimension){
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if(!Globals.HEADLESS){
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normalBuffer = bufferCustomFloatAttribArray(normals,normalDimension,1);
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}
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}
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/**
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* Buffers faces to the GPU
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* @param faces The face data
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* @param elementCount The number of faces
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*/
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public void bufferFaces(IntBuffer faces, int elementCount){
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if(!Globals.HEADLESS){
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elementArrayBuffer = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
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GL15.glBufferData(GL_ELEMENT_ARRAY_BUFFER, faces, GL_STATIC_DRAW);
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this.elementCount = elementCount;
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}
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}
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/**
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* Sets the number of elements in the directly referenced arrays underneath this mesh
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* @param directArraySize The number of elements (ie the number of vertices, or normals, etc)
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*/
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public void setDirectArraySize(int directArraySize){
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this.elementCount = directArraySize;
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}
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/**
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* Buffers texture coordinates to the gpu
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* @param coords the texture coordinates data
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* @param textureDimension The dimensionality of the texture coordinate data (3d vec, 4d vec, etc)
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*/
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public void bufferTextureCoords(FloatBuffer coords, int textureDimension){
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if(!Globals.HEADLESS){
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textureCoordBuffer = bufferCustomFloatAttribArray(coords, textureDimension, 4);
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}
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}
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/**
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* Buffers bone indices to the GPU
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* @param buffer The buffer containing the bone indices
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*/
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public void bufferBoneIndices(FloatBuffer buffer){
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boneIndexBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, boneIndexBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(3);
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}
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/**
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* Buffers bone weights to the gpu
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* @param buffer The buffer containing the bone weights
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*/
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public void bufferBoneWeights(FloatBuffer buffer){
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boneWeightBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, boneWeightBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(2);
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}
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/**
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* Sends a float buffer to the gpu
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* @param buffer The buffer
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* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
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* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
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* @return The pointer to the opengl buffer created
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*/
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public int bufferCustomFloatAttribArray(FloatBuffer buffer, int bufferDimension, int attribIndex){
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int bufferPointer = 0;
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if(!Globals.HEADLESS){
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bufferPointer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, bufferPointer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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return bufferPointer;
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}
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/**
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* Sends an int buffer to the gpu
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* @param buffer The buffer
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* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
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* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
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* @return The pointer to the opengl buffer created
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*/
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public int bufferCustomIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
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int bufferPointer = 0;
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if(!Globals.HEADLESS){
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bufferPointer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, bufferPointer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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return bufferPointer;
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}
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/**
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* Sends an unsigned int buffer to the gpu
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* @param buffer The buffer
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* @param bufferDimension The dimensionality of the buffer (2d vector, 3d vector, 4d vector)
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* @param attribIndex The attribute index of the buffer (ie what number will it show up as in the shader)
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* @return The pointer to the opengl buffer created
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*/
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public int bufferCustomUIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
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int bufferPointer = 0;
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if(!Globals.HEADLESS){
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bufferPointer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, bufferPointer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_UNSIGNED_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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return bufferPointer;
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}
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/**
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* Sets the texture mask for the mesh
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* @param textureMask the texture mask
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*/
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public void setTextureMask(ActorTextureMask textureMask){
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this.textureMask = textureMask;
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}
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/**
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* Sets the material for the mesh
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* @param material the material
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*/
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public void setMaterial(Material material){
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this.material = material;
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}
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/**
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* Sets the shader of this mesh
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* @param shader The shader
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*/
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public void setShader(ShaderProgram shader){
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this.shader = shader;
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}
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/**
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* Gets the shader of this mesh
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* @return The shader
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*/
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public ShaderProgram getShader(){
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return shader;
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}
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/**
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* Sets the order independent transparency shader
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* @param shader The shader
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*/
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public void setOITShader(ShaderProgram shader){
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this.oitShader = shader;
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}
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/**
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* Sets a uniform on the mesh
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* @param key the uniform key
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* @param o the value to set the uniform to
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*/
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public void setUniform(String key, Object o){
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uniforms.put(key, o);
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}
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void bufferAllUniforms(OpenGLState openGLState){
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for(String key : uniforms.keySet()){
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Object currentUniformRaw = uniforms.get(key);
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if(currentUniformRaw instanceof Matrix4f){
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Matrix4f currentUniform = (Matrix4f)currentUniformRaw;
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glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), key), false, currentUniform.get(new float[16]));
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Globals.renderingEngine.checkError();
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}
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if(currentUniformRaw instanceof Vector3f){
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Vector3f currentUniform = (Vector3f)currentUniformRaw;
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glUniform3fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), key), currentUniform.get(BufferUtils.createFloatBuffer(3)));
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Globals.renderingEngine.checkError();
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}
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if(currentUniformRaw instanceof Integer){
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int currentInform = (Integer)currentUniformRaw;
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glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), key), currentInform);
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Globals.renderingEngine.checkError();
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}
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}
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}
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/**
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* Sends a buffer to the gpu
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* @param uniformTypeMap The type of the buffer
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* @param buffers The buffer
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*/
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void bufferInstanceData(
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RenderPipelineState renderPipelineState,
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Map<ShaderAttribute,Object> buffers,
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Map<ShaderAttribute,HomogenousInstancedArray> uniformGlBufferMap
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){
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for(ShaderAttribute attribute : buffers.keySet()){
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HomogenousInstancedArray buffer = uniformGlBufferMap.get(attribute);
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buffer.updateBuffer(buffers.get(attribute), 0);
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buffer.bind(renderPipelineState);
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}
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}
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/**
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* Draws the mesh
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* @param renderPipelineState The state of the render pipeline
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*/
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public void complexDraw(RenderPipelineState renderPipelineState, OpenGLState openGLState){
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//bind vao off the rip
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glBindVertexArray(vertexArrayObject);
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Globals.renderingEngine.checkError();
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if(renderPipelineState.getUseMeshShader()){
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ShaderProgram selectedProgram = null;
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switch(renderPipelineState.getSelectedShader()){
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case PRIMARY: {
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selectedProgram = shader;
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} break;
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case OIT: {
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selectedProgram = oitShader;
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} break;
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}
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if(selectedProgram == null){
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selectedProgram = shader;
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}
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openGLState.setActiveShader(renderPipelineState, selectedProgram);
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Globals.renderingEngine.checkError();
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}
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if(renderPipelineState.getUseLight()){
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//Until we switch to uniform buffer objects we will have to buffer lighting data here manually each time we draw
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//side note: :(
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if(Globals.renderingEngine.getLightManager() == null){
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//don't buffer as the light manager hasn't initialized
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} else {
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LightManager lightManager = Globals.renderingEngine.getLightManager();
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lightManager.bindBuffer(openGLState);
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}
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Globals.renderingEngine.checkError();
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}
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if(renderPipelineState.getUseMaterial() && textureMask == null){
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Globals.renderingEngine.checkError();
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if(material == null){
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Globals.materialDefault.apply_material(openGLState,0,1);
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openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 0);
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} else {
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material.apply_material(openGLState);
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if(material.hasTransparency){
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openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 1);
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} else {
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openGLState.getActiveShader().setUniform(openGLState, "hasTransparency", 0);
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}
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}
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Globals.renderingEngine.checkError();
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}
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//
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//The texture masking logic
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if(textureMask != null){
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//
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//path that uses already-defined texture objects
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if(textureMask.getTextures() != null){
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int i = 0;
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for(Texture texture : textureMask.getTextures()){
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if(texture != null){
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texture.bind(openGLState,5+i);
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}
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openGLState.getActiveShader().setUniform(openGLState, textureMask.getUniformNames().get(i), 5+i);
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i++;
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}
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} else if(textureMask.getTexturePaths() != null){
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//
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//path that uses paths to textures in the asset manager
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int i = 0;
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for(String texturePath : textureMask.getTexturePaths()){
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Texture texture = Globals.assetManager.fetchTexture(texturePath);
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if(texture != null){
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texture.bind(openGLState, i);
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}
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i++;
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}
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}
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Globals.renderingEngine.checkError();
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}
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if(renderPipelineState.getUseShadowMap()){
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openGLState.glActiveTexture(GL_TEXTURE3);
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Globals.renderingEngine.checkError();
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openGLState.glBindTexture(GL_TEXTURE_2D, RenderingEngine.lightBufferDepthTexture.getTexturePointer());
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Globals.renderingEngine.checkError();
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openGLState.getActiveShader().setUniform(openGLState, "shadowMap", 3);
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}
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if(renderPipelineState.getUseBones()){
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//
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//Handle bones
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//
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if(bones != null && !bones.isEmpty()){
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
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openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
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Iterator<String> boneIterator = boneIdList.iterator();
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// float bufferarray[] = new float[16];
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int incrementer = 0;
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while (boneIterator.hasNext()){
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String boneName = boneIterator.next();
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Bone currentBone = parent.getBoneMap().get(boneName);
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String currentUniform = "bones[" + incrementer + "]";
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if(currentBone != null){
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Matrix4d currentMat = currentBone.getFinalTransform();
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// currentMat.get(bufferarray);
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// if(boneName.equals("Torso")){
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// System.out.println("Found torso bone");
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// System.out.println(currentUniform);
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// System.out.println(currentMat);
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// }
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openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
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} else {
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// System.out.println("Bonename: " + boneName);
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// System.exit(1);
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openGLState.getActiveShader().setUniform(openGLState, currentUniform, new float[16]);
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
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}
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incrementer++;
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}
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} else {
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
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}
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} else {
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
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}
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if(renderPipelineState.getBufferStandardUniforms()){
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//buffer model/view/proj matrices
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try(MemoryStack stack = MemoryStack.stackPush()){
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openGLState.getActiveShader().setUniform(openGLState, "model", parent.getModelMatrix());
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openGLState.getActiveShader().setUniform(openGLState, "view", Globals.viewMatrix);
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openGLState.getActiveShader().setUniform(openGLState, "projection", Globals.projectionMatrix);
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openGLState.getActiveShader().setUniform(openGLState, "viewPos", CameraEntityUtils.getCameraEye(Globals.playerCamera));
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Vector3f worldPos = new Vector3f((float)parent.getWorldPos().x,(float)parent.getWorldPos().y,(float)parent.getWorldPos().z);
|
|
openGLState.getActiveShader().setUniform(openGLState, "modelWorldPos", worldPos);
|
|
openGLState.getActiveShader().setUniform(openGLState, "lightSpaceMatrix", Globals.lightDepthMatrix);
|
|
openGLState.getActiveShader().setUniform(openGLState, "frame", (int)Globals.timekeeper.getNumberOfRenderFramesElapsed());
|
|
openGLState.getActiveShader().setUniform(openGLState, "time", (float)Globals.timekeeper.getCurrentRendererTime());
|
|
}
|
|
Globals.renderingEngine.checkError();
|
|
}
|
|
|
|
if(renderPipelineState.getBufferNonStandardUniforms()){
|
|
bufferAllUniforms(openGLState);
|
|
Globals.renderingEngine.checkError();
|
|
}
|
|
|
|
if(renderPipelineState.getInstanced()){
|
|
if(renderPipelineState.getInstanceData()!=null){
|
|
InstanceData instanceData = renderPipelineState.getInstanceData();
|
|
Map<ShaderAttribute,Object> buffers = instanceData.getCpuBufferMap();
|
|
Map<ShaderAttribute,HomogenousInstancedArray> glBufferMap = instanceData.getGlBufferMap();
|
|
bufferInstanceData(renderPipelineState, buffers, glBufferMap);
|
|
renderPipelineState.setInstanceCount(instanceData.getDrawCount());
|
|
Globals.renderingEngine.checkError();
|
|
}
|
|
}
|
|
|
|
|
|
if(renderPipelineState.getInstanced()){
|
|
GL45.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, renderPipelineState.getInstanceCount());
|
|
Globals.renderingEngine.checkError();
|
|
} else {
|
|
if(useElementArray){
|
|
GL11.glDrawElements(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0);
|
|
Globals.renderingEngine.checkError();
|
|
} else {
|
|
GL11.glDrawArrays(GL_TRIANGLES, 0, elementCount);
|
|
Globals.renderingEngine.checkError();
|
|
}
|
|
}
|
|
glBindVertexArray(0);
|
|
Globals.renderingEngine.checkError();
|
|
}
|
|
|
|
/**
|
|
* Updates the bounding sphere of the mesh
|
|
* @param x
|
|
* @param y
|
|
* @param z
|
|
* @param r
|
|
*/
|
|
public void updateBoundingSphere(float x, float y, float z, float r){
|
|
this.boundingSphere.x = x;
|
|
this.boundingSphere.y = y;
|
|
this.boundingSphere.z = z;
|
|
this.boundingSphere.r = r;
|
|
}
|
|
|
|
/**
|
|
* Gets the bounding sphere of this mesh
|
|
* @return The bounding sphere
|
|
*/
|
|
public Sphered getBoundingSphere(){
|
|
return this.boundingSphere;
|
|
}
|
|
|
|
/**
|
|
* Gets the material of the mesh
|
|
* @return The material
|
|
*/
|
|
public Material getMaterial(){
|
|
return material;
|
|
}
|
|
|
|
/**
|
|
* Gets whether this mesh has bones or not
|
|
* @return true if has bones
|
|
*/
|
|
public boolean hasBones(){
|
|
return bones.size() > 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the name of this mesh
|
|
* @return The name of the mesh
|
|
*/
|
|
public String getMeshName(){
|
|
return meshName;
|
|
}
|
|
|
|
/**
|
|
* Sets the parent model of this mesh
|
|
* @param parent The parent
|
|
*/
|
|
public void setParent(Model parent){
|
|
this.parent = parent;
|
|
}
|
|
|
|
/**
|
|
* Gets the bones for this mesh
|
|
* @return The list of bones
|
|
*/
|
|
public List<Bone> getBones(){
|
|
return bones;
|
|
}
|
|
|
|
/**
|
|
* Sets the bones for this mesh
|
|
* @param bones The list of bones
|
|
*/
|
|
public void setBones(List<Bone> bones){
|
|
this.bones = bones;
|
|
}
|
|
|
|
/**
|
|
* Registers a bone id
|
|
* @param boneId the bone id
|
|
*/
|
|
public void registerBoneId(String boneId){
|
|
this.boneIdList.add(boneId);
|
|
}
|
|
|
|
/**
|
|
* Sets whether to use an element array or a direct array
|
|
* @param useElementArray if true, use elements, else use direct array reference
|
|
*/
|
|
public void setUseElementArray(boolean useElementArray){
|
|
this.useElementArray = useElementArray;
|
|
}
|
|
|
|
/**
|
|
* Gets whether the mesh uses an element array or a direct array
|
|
* @return if true, use elements, else use direct array reference
|
|
*/
|
|
public boolean getUseElementArray(){
|
|
return this.useElementArray;
|
|
}
|
|
|
|
}
|