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- 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<Bone> bones;
- private float[] matrices; // matrix palette for skinning
-
- private ArrayList<Action> 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<Track> 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<Track>();
- 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<JointPose> poses;
-
- Track(ByteBuffer data) {
- boneIndex = data.getInt();
- int jointPoseOffset = data.getInt();
- int jointPoseCount = data.getInt();
- poses = new ArrayList<JointPose>();
- 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<Bone>();
- data.position(boneOffset);
- for (int i = 0; i < boneCount; i++)
- bones.add(new Bone(data));
-
- matrices = new float[16 * boneCount];
-
- // actions
- actions = new ArrayList<Action>();
- for (int i = 0; i < actionCount; i++) {
- data.position(actionOffset + i * 28); // action header size == 28
- actions.add(new Action(data));
- }
-
- currentAction = actions.get(actions.size() - 1);
- 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<JointPose> pose = new ArrayList<JointPose>();
- 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);
- }
- }
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