📄 milktojme.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.model.converters;
import java.io.DataInput;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.URL;
import com.jme.image.Image;
import com.jme.image.Texture;
import com.jme.image.Texture2D;
import com.jme.math.Vector2f;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.Controller;
import com.jme.scene.Node;
import com.jme.scene.TexCoords;
import com.jme.scene.TriMesh;
import com.jme.scene.state.CullState;
import com.jme.scene.state.MaterialState;
import com.jme.scene.state.TextureState;
import com.jme.system.DisplaySystem;
import com.jme.system.JmeException;
import com.jme.system.dummy.DummyDisplaySystem;
import com.jme.system.dummy.DummySystemProvider;
import com.jme.util.LittleEndien;
import com.jme.util.TextureKey;
import com.jme.util.TextureManager;
import com.jme.util.export.binary.BinaryExporter;
import com.jme.util.geom.BufferUtils;
import com.jme.util.resource.ResourceLocatorTool;
import com.jmex.model.JointMesh;
import com.jmex.model.animation.JointController;
/**
* Started Date: Jun 8, 2004
* <p>
* This class converts a .ms3d file to jME's binary format. The way it converts
* is by first building the .ms3d scenegraph object, then saving that object to
* binary format via {@link com.jmex.model.XMLparser.JmeBinaryWriter}. This
* requires a {@link com.jme.system.DisplaySystem} to function correctly
* (as all loaders do).
* <p>
* This will normally be provided within a game environment (such as
* {@link com.jme.app.SimpleGame}). However if you wish to use this in a
* stand-alone environment, such as part of a tool conversion utility, you
* should create a {@link DummyDisplaySystem} before using this class.
* @author Jack Lindamood
*/
public class MilkToJme extends FormatConverter{
private DataInput inFile;
private byte[] tempChar=new byte[128];
private int nNumVertices;
private int nNumTriangles;
private MilkTriangle[] myTris;
private MilkVertex[] myVerts;
private int[] materialIndexes;
/**
* Converts a MS3D file to jME format. The syntax is: "MilkToJme runner.ms3d out.jme".
* @param args The array of parameters
*/
public static void main(String[] args){
DisplaySystem.getDisplaySystem(DummySystemProvider.DUMMY_SYSTEM_IDENTIFIER);
new MilkToJme().attemptFileConvert(args);
}
/**
* The node that represents the .ms3d file. It's chidren are MS meshes
*/
private Node finalNode;
/**
* This class's only public function. It creates a node from a .ms3d stream and then writes that node to the given
* OutputStream in binary format
* @param MSFile An inputStream that is the .ms3d file
* @param o The Stream to write it's jME binary equivalent to
* @throws IOException If anything funky goes wrong with reading information
*/
public void convert(InputStream MSFile,OutputStream o) throws IOException {
inFile=new LittleEndien(MSFile);
finalNode=new Node("ms3d file");
CullState CS=DisplaySystem.getDisplaySystem().getRenderer().createCullState();
CS.setCullFace(CullState.Face.Back);
CS.setEnabled(true);
finalNode.setRenderState(CS);
checkHeader();
readVerts();
readTriangles();
readGroups();
readMats();
readJoints();
BinaryExporter.getInstance().save(finalNode,o);
nullAll();
}
private void addJointMeshes(Node parentNode, JointController jc) {
for (int i=0;i<parentNode.getQuantity();i++){
if (parentNode.getChild(i) instanceof JointMesh)
jc.addJointMesh((JointMesh) parentNode.getChild(i));
}
}
private void nullAll() {
myTris=null;
myVerts=null;
finalNode=null;
}
private boolean readJoints() throws IOException {
float fAnimationFPS=inFile.readFloat();
float curTime=inFile.readFloat(); // Ignore currentTime
int iTotalFrames=inFile.readInt(); // Ignore total Frames
int nNumJoints=inFile.readUnsignedShort();
if (nNumJoints==0) return false;
String[] jointNames=new String[nNumJoints];
String[] parentNames=new String[nNumJoints];
JointController jc=new JointController(nNumJoints);
jc.FPS=fAnimationFPS;
for (int i=0;i<nNumJoints;i++){
inFile.readByte(); // Ignore flags
inFile.readFully(tempChar,0,32);
jointNames[i]=cutAtNull(tempChar);
inFile.readFully(tempChar,0,32);
parentNames[i]=cutAtNull(tempChar);
jc.localRefMatrix[i].setEulerRot(inFile.readFloat(),inFile.readFloat(),inFile.readFloat());
jc.localRefMatrix[i].setTranslation(inFile.readFloat(),inFile.readFloat(),inFile.readFloat());
int numKeyFramesRot=inFile.readUnsignedShort();
int numKeyFramesTrans=inFile.readUnsignedShort();
for (int j=0;j<numKeyFramesRot;j++)
jc.setRotation(i,inFile.readFloat(),inFile.readFloat(),inFile.readFloat(),inFile.readFloat());
for (int j=0;j<numKeyFramesTrans;j++)
jc.setTranslation(i,inFile.readFloat(),inFile.readFloat(),inFile.readFloat(),inFile.readFloat());
}
for (int i=0;i<nNumJoints;i++){
jc.parentIndex[i]=-1;
for (int j=0;j<nNumJoints;j++){
if (parentNames[i].equals(jointNames[j])) jc.parentIndex[i]=j;
}
}
jc.setRepeatType(Controller.RT_WRAP);
finalNode.addController(jc);
addJointMeshes(finalNode, jc);
return true;
}
private void readMats() throws IOException {
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