package de.tudarmstadt.informatik.hostage.ui2.fragment.opengl; import java.io.ByteArrayOutputStream; import java.io.InputStream; import java.io.IOException; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import java.util.ArrayList; import android.opengl.GLES20; import android.opengl.Matrix; import android.util.Log; public class AnimatedMesh { private ByteBuffer data; private int vertexOffset; private int vertexSize; private int triangleOffset; private int triangleCount; private int vertexBuffer; // vbo private int indexBuffer; private ArrayList bones; private float[] matrices; // matrix palette for skinning private ArrayList actions; private Action currentAction; private int currentFrame; private class Bone { public String name; // 15 bytes public int parentIndex; // 1 byte public float[] invBindPose; // 64 bytes Bone(ByteBuffer data) { name = ""; boolean stop = false; for (int i = 0; i < 15; i++) { char c; if ((c = (char)data.get()) == '\0') stop = true; if (!stop) name += c; } Log.i("bone", name); parentIndex = (int)data.get(); invBindPose = new float[16]; data.asFloatBuffer().get(invBindPose); data.position(data.position() + 64); } } private class Action { public String name; // 16 bytes public int numFrames; public ArrayList tracks; Action(ByteBuffer data) { name = ""; boolean stop = false; for (int i = 0; i < 16; i++) { char c; if ((c = (char)data.get()) == '\0') stop = true; if (!stop) name += c; } Log.i("action", name); numFrames = data.getInt(); int trackOffset = data.getInt(); int trackCount = data.getInt(); tracks = new ArrayList(); for (int i = 0; i < trackCount; i++) { data.position(trackOffset + i * 12); // track header size == 12 tracks.add(new Track(data)); } } } private class Track { public int boneIndex; public ArrayList poses; Track(ByteBuffer data) { boneIndex = data.getInt(); int jointPoseOffset = data.getInt(); int jointPoseCount = data.getInt(); poses = new ArrayList(); data.position(jointPoseOffset); for (int i = 0; i < jointPoseCount; i++) { //data.position(jointPoseOffset + i * 32); // joint pose size == 32 poses.add(new JointPose(data)); } } } private class JointPose { public Quaternion rotation; public float[] translation; float scale; JointPose() { // empty pose == identity rotation = new Quaternion(); translation = new float[3]; translation[0] = translation[1] = translation[2] = 0.0f; scale = 1.0f; } JointPose(ByteBuffer data) { FloatBuffer floatData = data.asFloatBuffer(); data.position(data.position() + 32); // quat data is x y z w, because of glm float x = floatData.get(); float y = floatData.get(); float z = floatData.get(); float w = floatData.get(); rotation = new Quaternion(w, x, y, z); translation = new float[3]; floatData.get(translation); scale = floatData.get(); } float[] toMatrix() { // TODO: scale float[] matrix = new float[16]; Matrix.setIdentityM(matrix, 0); Quaternion q = rotation; matrix[0 * 4 + 0] = 1.0f - 2.0f * q.y * q.y - 2.0f * q.z * q.z; matrix[0 * 4 + 1] = 2.0f * q.x * q.y + 2.0f * q.w * q.z; matrix[0 * 4 + 2] = 2.0f * q.x * q.z - 2.0f * q.w * q.y; matrix[1 * 4 + 0] = 2.0f * q.x * q.y - 2.0f * q.w * q.z; matrix[1 * 4 + 1] = 1.0f - 2.0f * q.x * q.x - 2.0f * q.z * q.z; matrix[1 * 4 + 2] = 2.0f * q.y * q.z + 2.0f * q.w * q.x; matrix[2 * 4 + 0] = 2.0f * q.x * q.z + 2 * q.w * q.y; matrix[2 * 4 + 1] = 2.0f * q.y * q.z - 2 * q.w * q.x; matrix[2 * 4 + 2] = 1.0f - 2.0f * q.x * q.x - 2.0f * q.y * q.y; matrix[3 * 4 + 0] = translation[0]; matrix[3 * 4 + 1] = translation[1]; matrix[3 * 4 + 2] = translation[2]; return matrix; } } public AnimatedMesh(InputStream is) { ByteArrayOutputStream out = new ByteArrayOutputStream(); try { final int EOF = -1; int len; byte[] buffer = new byte[1 << 12]; while (EOF != (len = is.read(buffer))) out.write(buffer, 0, len); } catch (IOException e) { e.printStackTrace(); return; } //data = ByteBuffer.wrap(out.toByteArray()); // doesn't work data needs to be direct data = ByteBuffer.allocateDirect(out.size()); data.order(ByteOrder.nativeOrder()); data.put(out.toByteArray()); data.position(0); // header int magicNum = data.getInt(); int version = data.getInt(); assert(magicNum == ('A' << 24 | 'M' << 16 | 'S' << 8 | 'H') && version == 1); vertexSize = 48; vertexOffset = data.getInt(); int vertexCount = data.getInt(); triangleOffset = data.getInt(); triangleCount = data.getInt(); int boneOffset = data.getInt(); int boneCount = data.getInt(); int actionOffset = data.getInt(); int actionCount = data.getInt(); // vertices and indices data IntBuffer buffers = IntBuffer.allocate(2); GLES20.glGenBuffers(2, buffers); // buffer names vertexBuffer = buffers.get(); indexBuffer = buffers.get(); data.position(vertexOffset); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBuffer); GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexSize * vertexCount, data.asFloatBuffer(), GLES20.GL_STATIC_DRAW); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); // convert int indices to short // TODO: more efficient way? data.position(triangleOffset); ShortBuffer indexBufferData = ShortBuffer.allocate(3 * triangleCount); for (int i = 0; i < 3 * triangleCount; i++) indexBufferData.put((short)data.getInt()); indexBufferData.position(0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, 6 * triangleCount, indexBufferData, GLES20.GL_STATIC_DRAW); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); // bones bones = new ArrayList(); data.position(boneOffset); for (int i = 0; i < boneCount; i++) bones.add(new Bone(data)); matrices = new float[16 * boneCount]; // actions actions = new ArrayList(); for (int i = 0; i < actionCount; i++) { data.position(actionOffset + i * 28); // action header size == 28 actions.add(new Action(data)); } currentAction = actions.get(0); currentFrame = 0; } public static float[] addVec3(final float[] v1, final float[] v2) { float[] v3 = new float[3]; v3[0] = v1[0] + v2[0]; v3[1] = v1[1] + v2[1]; v3[2] = v1[2] + v2[2]; return v3; } public void tick() { currentFrame++; if (currentFrame >= currentAction.numFrames) currentFrame = 0; // empty pose ArrayList pose = new ArrayList(); for (int i = 0; i < bones.size(); i++) pose.add(new JointPose()); // fill pose with action for (int i = 0; i < currentAction.tracks.size(); i++) { // TODO: do lerp or something nice pose.get(i).rotation = currentAction.tracks.get(i).poses.get(currentFrame).rotation; pose.get(i).translation = currentAction.tracks.get(i).poses.get(currentFrame).translation; } // convert pose to skinning matrices for (int i = 0; i < bones.size(); i++) { int parentIndex = bones.get(i).parentIndex; if (parentIndex != -1) { // bone has parent JointPose parentPose = pose.get(parentIndex); pose.get(i).rotation = parentPose.rotation.multiply(pose.get(i).rotation); pose.get(i).translation = addVec3(parentPose.translation, parentPose.rotation.multiply(pose.get(i).translation)); } Matrix.multiplyMM(matrices, i * 16, pose.get(i).toMatrix(), 0, bones.get(i).invBindPose, 0); } } public void draw(int program) { GLES20.glUniformMatrix4fv(GLES20.glGetUniformLocation(program, "boneMatrices"), bones.size(), false, matrices, 0); // TODO: cache attrib locations int positionIndex = GLES20.glGetAttribLocation(program, "position"); int normalIndex = GLES20.glGetAttribLocation(program, "normal"); int texCoordIndex = GLES20.glGetAttribLocation(program, "texCoord"); int boneIndicesIndex = GLES20.glGetAttribLocation(program, "boneIndices"); int boneWeightsIndex = GLES20.glGetAttribLocation(program, "boneWeights"); GLES20.glEnableVertexAttribArray(positionIndex); GLES20.glEnableVertexAttribArray(normalIndex); GLES20.glEnableVertexAttribArray(texCoordIndex); GLES20.glEnableVertexAttribArray(boneIndicesIndex); GLES20.glEnableVertexAttribArray(boneWeightsIndex); //data.position(vertexOffset); //GLES20.glVertexAttribPointer(positionIndex, 3, GLES20.GL_FLOAT, false, vertexSize, data.asFloatBuffer()); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBuffer); GLES20.glVertexAttribPointer(positionIndex, 3, GLES20.GL_FLOAT, false, vertexSize, 0); GLES20.glVertexAttribPointer(normalIndex, 3, GLES20.GL_FLOAT, false, vertexSize, 12); GLES20.glVertexAttribPointer(texCoordIndex, 2, GLES20.GL_FLOAT, false, vertexSize, 24); GLES20.glVertexAttribPointer(boneIndicesIndex, 4, GLES20.GL_UNSIGNED_BYTE, false, vertexSize, 32); GLES20.glVertexAttribPointer(boneWeightsIndex, 3, GLES20.GL_FLOAT, false, vertexSize, 36); //data.position(triangleOffset); //GLES20.glDrawElements(GLES20.GL_TRIANGLES, 3 * triangleCount, GLES20.GL_UNSIGNED_INT, data.asIntBuffer()); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); GLES20.glDrawElements(GLES20.GL_TRIANGLES, 3 * triangleCount, GLES20.GL_UNSIGNED_SHORT, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glDisableVertexAttribArray(positionIndex); GLES20.glDisableVertexAttribArray(normalIndex); GLES20.glDisableVertexAttribArray(texCoordIndex); GLES20.glDisableVertexAttribArray(boneIndicesIndex); GLES20.glDisableVertexAttribArray(boneWeightsIndex); } }