com.badlogic.gdx.graphics.g3d.model.NodePart.java Source code

Java tutorial

Introduction

Here is the source code for com.badlogic.gdx.graphics.g3d.model.NodePart.java

Source

/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.graphics.g3d.model;

import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ArrayMap;

/** A combination of {@link MeshPart} and {@link Material}, used to represent a {@link Node}'s graphical properties. A NodePart is
 * the smallest visible part of a {@link Model}, each NodePart implies a render call.
 * @author badlogic, Xoppa */
public class NodePart {
    /** The MeshPart (shape) to render. Must not be null. */
    public MeshPart meshPart;
    /** The Material used to render the {@link #meshPart}. Must not be null. */
    public Material material;
    /** Mapping to each bone (node) and the inverse transform of the bind pose. Will be used to fill the {@link #bones} array. May
     * be null. */
    public ArrayMap<Node, Matrix4> invBoneBindTransforms;
    /** The current transformation (relative to the bind pose) of each bone, may be null. When the part is skinned, this will be
     * updated by a call to {@link ModelInstance#calculateTransforms()}. Do not set or change this value manually. */
    public Matrix4[] bones;
    /** true by default. If set to false, this part will not participate in rendering and bounding box calculation. */
    public boolean enabled = true;

    /** Construct a new NodePart with null values. At least the {@link #meshPart} and {@link #material} member must be set before
     * the newly created part can be used. */
    public NodePart() {
    }

    /** Construct a new NodePart referencing the provided {@link MeshPart} and {@link Material}.
     * @param meshPart The MeshPart to reference.
     * @param material The Material to reference. */
    public NodePart(final MeshPart meshPart, final Material material) {
        this.meshPart = meshPart;
        this.material = material;
    }

    // FIXME add copy constructor and override #equals.

    /** Convenience method to set the material, mesh, meshPartOffset, meshPartSize, primitiveType and bones members of the specified
     * Renderable. The other member of the provided {@link Renderable} remain untouched. Note that the material, mesh and bones
     * members are referenced, not copied. Any changes made to those objects will be reflected in both the NodePart and Renderable
     * object.
     * @param out The Renderable of which to set the members to the values of this NodePart. */
    public Renderable setRenderable(final Renderable out) {
        out.material = material;
        out.mesh = meshPart.mesh;
        out.meshPartOffset = meshPart.indexOffset;
        out.meshPartSize = meshPart.numVertices;
        out.primitiveType = meshPart.primitiveType;
        out.bones = bones;
        return out;
    }
}