com.badlogic.gdx.graphics.g3d.ModelInstance.java Source code

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/*******************************************************************************
 * 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;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g3d.model.Animation;
import com.badlogic.gdx.graphics.g3d.model.MeshPart;
import com.badlogic.gdx.graphics.g3d.model.NodeAnimation;
import com.badlogic.gdx.graphics.g3d.model.NodeKeyframe;
import com.badlogic.gdx.graphics.g3d.model.NodePart;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.BoundingBox;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ArrayMap;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.Pool;

/** An instance of a {@link Model}, allows to specify global transform and modify the materials, as it has a copy of the model's
 * materials. Multiple instances can be created from the same Model, all sharing the meshes and textures of the Model. The Model
 * owns the meshes and textures, to dispose of these, the Model has to be disposed. Therefor, the Model must outlive all its
 * ModelInstances</p>
 * 
 * The ModelInstance creates a full copy of all materials, nodes and animations.
 * @author badlogic, xoppa */
public class ModelInstance implements RenderableProvider {
    /** the materials of the model, used by nodes that have a graphical representation FIXME not sure if superfluous, allows
     * modification of materials without having to traverse the nodes **/
    public final Array<Material> materials = new Array();
    /** root nodes of the model **/
    public final Array<Node> nodes = new Array();
    /** animations of the model, modifying node transformations **/
    public final Array<Animation> animations = new Array();
    /** the {@link Model} this instances derives from **/
    public final Model model;
    /** the world transform **/
    public Matrix4 transform;
    /** user definable value, which is passed to the shader. */
    public Object userData;

    /** Constructs a new ModelInstance with all nodes and materials of the given model.
     * @param model The {@link Model} to create an instance of. */
    public ModelInstance(final Model model) {
        this(model, (String[]) null);
    }

    /** @param model The source {@link Model}
     * @param nodeId The ID of the root {@link Node} of the {@link Model} for the instance to contain
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final String nodeId, boolean mergeTransform) {
        this(model, null, nodeId, false, false, mergeTransform);
    }

    /** @param model The source {@link Model}
     * @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
     * @param nodeId The ID of the root {@link Node} of the {@link Model} for the instance to contain
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final Matrix4 transform, final String nodeId, boolean mergeTransform) {
        this(model, transform, nodeId, false, false, mergeTransform);
    }

    /** Recursively searches the mode for the specified node.
     * @param model The source {@link Model}
     * @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
     * @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final String nodeId, boolean parentTransform, boolean mergeTransform) {
        this(model, null, nodeId, true, parentTransform, mergeTransform);
    }

    /** Recursively searches the mode for the specified node.
     * @param model The source {@link Model}
     * @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
     * @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
     * @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final Matrix4 transform, final String nodeId, boolean parentTransform,
            boolean mergeTransform) {
        this(model, transform, nodeId, true, parentTransform, mergeTransform);
    }

    /** @param model The source {@link Model}
     * @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
     * @param recursive True to recursively search the Model's node tree, false to only search for a root node
     * @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final String nodeId, boolean recursive, boolean parentTransform,
            boolean mergeTransform) {
        this(model, null, nodeId, recursive, parentTransform, mergeTransform);
    }

    /** @param model The source {@link Model}
     * @param transform The {@link Matrix4} instance for this ModelInstance to reference or null to create a new matrix.
     * @param nodeId The ID of the {@link Node} within the {@link Model} for the instance to contain
     * @param recursive True to recursively search the Model's node tree, false to only search for a root node
     * @param parentTransform True to apply the parent's node transform to the instance (only applicable if recursive is true).
     * @param mergeTransform True to apply the source node transform to the instance transform, resetting the node transform. */
    public ModelInstance(final Model model, final Matrix4 transform, final String nodeId, boolean recursive,
            boolean parentTransform, boolean mergeTransform) {
        this.model = model;
        this.transform = transform == null ? new Matrix4() : transform;
        nodePartBones.clear();
        Node copy, node = model.getNode(nodeId, recursive);
        this.nodes.add(copy = copyNode(null, node));
        if (mergeTransform) {
            this.transform.mul(parentTransform ? node.globalTransform : node.localTransform);
            copy.translation.set(0, 0, 0);
            copy.rotation.idt();
            copy.scale.set(1, 1, 1);
        } else if (parentTransform && copy.parent != null)
            this.transform.mul(node.parent.globalTransform);
        setBones();
        copyAnimations(model.animations);
        calculateTransforms();
    }

    /** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
    public ModelInstance(final Model model, final String... rootNodeIds) {
        this(model, null, rootNodeIds);
    }

    /** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
    public ModelInstance(final Model model, final Matrix4 transform, final String... rootNodeIds) {
        this.model = model;
        this.transform = transform == null ? new Matrix4() : transform;
        if (rootNodeIds == null)
            copyNodes(model.nodes);
        else
            copyNodes(model.nodes, rootNodeIds);
        copyAnimations(model.animations);
        calculateTransforms();
    }

    /** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
    public ModelInstance(final Model model, final Array<String> rootNodeIds) {
        this(model, null, rootNodeIds);
    }

    /** Constructs a new ModelInstance with only the specified nodes and materials of the given model. */
    public ModelInstance(final Model model, final Matrix4 transform, final Array<String> rootNodeIds) {
        this.model = model;
        this.transform = transform == null ? new Matrix4() : transform;
        copyNodes(model.nodes, rootNodeIds);
        copyAnimations(model.animations);
        calculateTransforms();
    }

    /** Constructs a new ModelInstance at the specified position. */
    public ModelInstance(final Model model, Vector3 position) {
        this(model);
        this.transform.setToTranslation(position);
    }

    /** Constructs a new ModelInstance at the specified position. */
    public ModelInstance(final Model model, float x, float y, float z) {
        this(model);
        this.transform.setToTranslation(x, y, z);
    }

    /** Constructs a new ModelInstance with the specified transform. */
    public ModelInstance(final Model model, Matrix4 transform) {
        this(model, transform, (String[]) null);
    }

    /** Constructs a new ModelInstance which is an copy of the specified ModelInstance. */
    public ModelInstance(ModelInstance copyFrom) {
        this(copyFrom, copyFrom.transform.cpy());
    }

    /** Constructs a new ModelInstance which is an copy of the specified ModelInstance. */
    public ModelInstance(ModelInstance copyFrom, final Matrix4 transform) {
        this.model = copyFrom.model;
        this.transform = transform == null ? new Matrix4() : transform;
        copyNodes(copyFrom.nodes);
        copyAnimations(copyFrom.animations);
        calculateTransforms();
    }

    /** @return A newly created ModelInstance which is a copy of this ModelInstance */
    public ModelInstance copy() {
        return new ModelInstance(this);
    }

    private ObjectMap<NodePart, ArrayMap<Node, Matrix4>> nodePartBones = new ObjectMap<NodePart, ArrayMap<Node, Matrix4>>();

    private void copyNodes(Array<Node> nodes) {
        nodePartBones.clear();
        for (int i = 0, n = nodes.size; i < n; ++i) {
            final Node node = nodes.get(i);
            this.nodes.add(copyNode(null, node));
        }
        setBones();
    }

    private void copyNodes(Array<Node> nodes, final String... nodeIds) {
        nodePartBones.clear();
        for (int i = 0, n = nodes.size; i < n; ++i) {
            final Node node = nodes.get(i);
            for (final String nodeId : nodeIds) {
                if (nodeId.equals(node.id)) {
                    this.nodes.add(copyNode(null, node));
                    break;
                }
            }
        }
        setBones();
    }

    private void copyNodes(Array<Node> nodes, final Array<String> nodeIds) {
        nodePartBones.clear();
        for (int i = 0, n = nodes.size; i < n; ++i) {
            final Node node = nodes.get(i);
            for (final String nodeId : nodeIds) {
                if (nodeId.equals(node.id)) {
                    this.nodes.add(copyNode(null, node));
                    break;
                }
            }
        }
        setBones();
    }

    private void setBones() {
        for (ObjectMap.Entry<NodePart, ArrayMap<Node, Matrix4>> e : nodePartBones.entries()) {
            if (e.key.invBoneBindTransforms == null)
                e.key.invBoneBindTransforms = new ArrayMap<Node, Matrix4>(true, e.value.size, Node.class,
                        Matrix4.class);
            e.key.invBoneBindTransforms.clear();

            for (final ObjectMap.Entry<Node, Matrix4> b : e.value.entries())
                e.key.invBoneBindTransforms.put(getNode(b.key.id), b.value); // Share the inv bind matrix with the model

            e.key.bones = new Matrix4[e.value.size];
            for (int i = 0; i < e.key.bones.length; i++)
                e.key.bones[i] = new Matrix4();
        }
    }

    private Node copyNode(Node parent, Node node) {
        Node copy = new Node();
        copy.id = node.id;
        // copy.boneId = node.boneId;
        copy.parent = parent;
        copy.translation.set(node.translation);
        copy.rotation.set(node.rotation);
        copy.scale.set(node.scale);
        copy.localTransform.set(node.localTransform);
        copy.globalTransform.set(node.globalTransform);
        for (NodePart nodePart : node.parts) {
            copy.parts.add(copyNodePart(nodePart));
        }
        for (Node child : node.children) {
            copy.children.add(copyNode(copy, child));
        }
        return copy;
    }

    private NodePart copyNodePart(NodePart nodePart) {
        NodePart copy = new NodePart();
        copy.meshPart = new MeshPart();
        copy.meshPart.id = nodePart.meshPart.id;
        copy.meshPart.indexOffset = nodePart.meshPart.indexOffset;
        copy.meshPart.numVertices = nodePart.meshPart.numVertices;
        copy.meshPart.primitiveType = nodePart.meshPart.primitiveType;
        copy.meshPart.mesh = nodePart.meshPart.mesh;

        if (nodePart.invBoneBindTransforms != null)
            nodePartBones.put(copy, nodePart.invBoneBindTransforms);

        final int index = materials.indexOf(nodePart.material, false);
        if (index < 0)
            materials.add(copy.material = nodePart.material.copy());
        else
            copy.material = materials.get(index);

        return copy;
    }

    private void copyAnimations(final Iterable<Animation> source) {
        for (final Animation anim : source) {
            Animation animation = new Animation();
            animation.id = anim.id;
            animation.duration = anim.duration;
            for (final NodeAnimation nanim : anim.nodeAnimations) {
                final Node node = getNode(nanim.node.id);
                if (node == null)
                    continue;
                NodeAnimation nodeAnim = new NodeAnimation();
                nodeAnim.node = node;
                for (final NodeKeyframe kf : nanim.keyframes) {
                    NodeKeyframe keyframe = new NodeKeyframe();
                    keyframe.keytime = kf.keytime;
                    keyframe.rotation.set(kf.rotation);
                    keyframe.scale.set(kf.scale);
                    keyframe.translation.set(kf.translation);
                    nodeAnim.keyframes.add(keyframe);
                }
                if (nodeAnim.keyframes.size > 0)
                    animation.nodeAnimations.add(nodeAnim);
            }
            if (animation.nodeAnimations.size > 0)
                animations.add(animation);
        }
    }

    /** Traverses the Node hierarchy and collects {@link Renderable} instances for every node with a graphical representation.
     * Renderables are obtained from the provided pool. The resulting array can be rendered via a {@link ModelBatch}.
     * 
     * @param renderables the output array
     * @param pool the pool to obtain Renderables from */
    public void getRenderables(Array<Renderable> renderables, Pool<Renderable> pool) {
        for (Node node : nodes) {
            getRenderables(node, renderables, pool);
        }
    }

    /** @return The renderable of the first node's first part. */
    public Renderable getRenderable(final Renderable out) {
        return getRenderable(out, nodes.get(0));
    }

    /** @return The renderable of the node's first part. */
    public Renderable getRenderable(final Renderable out, final Node node) {
        return getRenderable(out, node, node.parts.get(0));
    }

    public Renderable getRenderable(final Renderable out, final Node node, final NodePart nodePart) {
        nodePart.setRenderable(out);
        if (nodePart.bones == null && transform != null)
            out.worldTransform.set(transform).mul(node.globalTransform);
        else if (transform != null)
            out.worldTransform.set(transform);
        else
            out.worldTransform.idt();
        out.userData = userData;
        return out;
    }

    protected void getRenderables(Node node, Array<Renderable> renderables, Pool<Renderable> pool) {
        if (node.parts.size > 0) {
            for (NodePart nodePart : node.parts) {
                if (nodePart.enabled)
                    renderables.add(getRenderable(pool.obtain(), node, nodePart));
            }
        }

        for (Node child : node.children) {
            getRenderables(child, renderables, pool);
        }
    }

    /** Calculates the local and world transform of all {@link Node} instances in this model, recursively. First each
     * {@link Node#localTransform} transform is calculated based on the translation, rotation and scale of each Node. Then each
     * {@link Node#calculateWorldTransform()} is calculated, based on the parent's world transform and the local transform of each
     * Node. Finally, the animation bone matrices are updated accordingly.</p>
     * 
     * This method can be used to recalculate all transforms if any of the Node's local properties (translation, rotation, scale)
     * was modified. */
    public void calculateTransforms() {
        final int n = nodes.size;
        for (int i = 0; i < n; i++) {
            nodes.get(i).calculateTransforms(true);
        }
        for (int i = 0; i < n; i++) {
            nodes.get(i).calculateBoneTransforms(true);
        }
    }

    /** Calculate the bounding box of this model instance. This is a potential slow operation, it is advised to cache the result.
     * @param out the {@link BoundingBox} that will be set with the bounds.
     * @return the out parameter for chaining */
    public BoundingBox calculateBoundingBox(final BoundingBox out) {
        out.inf();
        return extendBoundingBox(out);
    }

    /** Extends the bounding box with the bounds of this model instance. This is a potential slow operation, it is advised to cache
     * the result.
     * @param out the {@link BoundingBox} that will be extended with the bounds.
     * @return the out parameter for chaining */
    public BoundingBox extendBoundingBox(final BoundingBox out) {
        final int n = nodes.size;
        for (int i = 0; i < n; i++)
            nodes.get(i).extendBoundingBox(out);
        return out;
    }

    /** @param id The ID of the animation to fetch (case sensitive).
     * @return The {@link Animation} with the specified id, or null if not available. */
    public Animation getAnimation(final String id) {
        return getAnimation(id, true);
    }

    /** @param id The ID of the animation to fetch.
     * @param ignoreCase whether to use case sensitivity when comparing the animation id.
     * @return The {@link Animation} with the specified id, or null if not available. */
    public Animation getAnimation(final String id, boolean ignoreCase) {
        final int n = animations.size;
        Animation animation;
        if (ignoreCase) {
            for (int i = 0; i < n; i++)
                if ((animation = animations.get(i)).id.equalsIgnoreCase(id))
                    return animation;
        } else {
            for (int i = 0; i < n; i++)
                if ((animation = animations.get(i)).id.equals(id))
                    return animation;
        }
        return null;
    }

    /** @param id The ID of the material to fetch.
     * @return The {@link Material} with the specified id, or null if not available. */
    public Material getMaterial(final String id) {
        return getMaterial(id, true);
    }

    /** @param id The ID of the material to fetch.
     * @param ignoreCase whether to use case sensitivity when comparing the material id.
     * @return The {@link Material} with the specified id, or null if not available. */
    public Material getMaterial(final String id, boolean ignoreCase) {
        final int n = materials.size;
        Material material;
        if (ignoreCase) {
            for (int i = 0; i < n; i++)
                if ((material = materials.get(i)).id.equalsIgnoreCase(id))
                    return material;
        } else {
            for (int i = 0; i < n; i++)
                if ((material = materials.get(i)).id.equals(id))
                    return material;
        }
        return null;
    }

    /** @param id The ID of the node to fetch.
     * @return The {@link Node} with the specified id, or null if not found. */
    public Node getNode(final String id) {
        return getNode(id, true);
    }

    /** @param id The ID of the node to fetch.
     * @param recursive false to fetch a root node only, true to search the entire node tree for the specified node.
     * @return The {@link Node} with the specified id, or null if not found. */
    public Node getNode(final String id, boolean recursive) {
        return getNode(id, recursive, false);
    }

    /** @param id The ID of the node to fetch.
     * @param recursive false to fetch a root node only, true to search the entire node tree for the specified node.
     * @param ignoreCase whether to use case sensitivity when comparing the node id.
     * @return The {@link Node} with the specified id, or null if not found. */
    public Node getNode(final String id, boolean recursive, boolean ignoreCase) {
        return Node.getNode(nodes, id, recursive, ignoreCase);
    }
}