Updated jAssimp API. 40% are complete now, some JNI wrappers are ready
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@34 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
4254fd9fe0
commit
aab9376628
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@ -200,6 +200,14 @@ const aiScene* Importer::ReadFile( const std::string& pFile, unsigned int pFlags
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// validate the flags
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ai_assert(ValidateFlags(pFlags));
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// check whether this Importer instance has already loaded
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// a scene. In this case we need to delete the old one
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if (this->mScene)
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{
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delete mScene;
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this->mScene = NULL;
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}
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// first check if the file is accessable at all
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if( !mIOHandler->Exists( pFile))
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{
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@ -4,3 +4,4 @@ javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Node"
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javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Scene"
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javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Mesh"
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javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Texture"
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javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Animation"
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@ -43,7 +43,239 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if (defined ASSIMP_JNI_EXPORT)
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// include the JNI API
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#include <jni.h>
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// include the header files generated by javah
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#include "assimp_Importer.h"
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#include "assimp_Animation.h"
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#include "assimp_Node.h"
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#include "assimp_Texture.h"
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#include "assimp_Mesh.h"
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#include "assimp_Material.h"
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// include assimp
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#include "../../include/aiTypes.h"
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#include "../../include/aiMesh.h"
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#include "../../include/aiAnim.h"
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#include "../../include/aiScene.h"
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#include "../../include/aiAssert.h"
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#include "../../include/aiPostProcess.h"
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#include "../../include/assimp.hpp"
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#include "../DefaultLogger.h"
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using namespace Assimp;
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#include <list>
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namespace Assimp {
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namespace JNIBridge {
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// used as error return code
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#define AI_JNI_ERROR_RETURN 0xffffffff
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// typedef for a jassimp context, used to uniquely identify
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// the Importer object which belongs to a java Importer
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typedef uint64_t JASSIMP_CONTEXT;
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#if (defined _DEBUG)
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typedef std::list< JASSIMP_CONTEXT > ImporterContextList;
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static ImporterContextList g_listActiveContexts;
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// ------------------------------------------------------------------------------------------------
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/* Used in debug builds to validate a context
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*/
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bool jValidateContext (JASSIMP_CONTEXT context)
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{
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for (ImporterContextList::const_iterator
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i = g_listActiveContexts.begin();
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i != g_listActiveContexts.end();++i)
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{
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if (context == *i)return true;
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}
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DefaultLogger::get()->error("[jnibridge] Invalid context");
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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/* Used in debug builds to validate a given scene
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*/
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bool jValidateScene (const aiScene* scene)
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{
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if (!scene)
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{
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DefaultLogger::get()->error("[jnibridge] No asset loaded at the moment");
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return false;
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}
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return true;
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}
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#endif // ! ASSIMP_DEBUG
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// ------------------------------------------------------------------------------------------------
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/* Used in debug builds to validate a given scene
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*/
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Assimp::Importer* jGetValidImporterScenePair (JASSIMP_CONTEXT jvmcontext)
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{
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#if (defined _DEBUG)
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if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return NULL;
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#endif // ! ASSIMP_DEBUG
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// get the importer instance from the context
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Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
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#if (defined _DEBUG)
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if (!jValidateScene(pcImp->GetScene()))return NULL;
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#endif // ! ASSIMP_DEBUG
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return pcImp;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Importer
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* Method: _NativeInitContext
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* Signature: ()I
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*/
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JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
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(JNIEnv * jvmenv, jobject jvmthis)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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// 2^64-1 indicates error
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JASSIMP_CONTEXT context = 0xffffffffffffffffL;
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// create a new Importer instance
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Assimp::Importer* pcImp = new Assimp::Importer();
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context = (JASSIMP_CONTEXT)(uintptr_t)pcImp;
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#if (defined _DEBUG)
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g_listActiveContexts.push_back(context);
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#endif // ! ASSIMP_DEBUG
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return context;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Importer
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* Method: _NativeFreeContext
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* Signature: (I)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
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(JNIEnv * jvmenv, jobject jvmthis, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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#if (defined _DEBUG)
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if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return AI_JNI_ERROR_RETURN;
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#endif // ! ASSIMP_DEBUG
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// delete the Importer instance
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Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
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delete pcImp;
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#if (defined _DEBUG)
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g_listActiveContexts.remove(jvmcontext);
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#endif // ! ASSIMP_DEBUG
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return 0;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Importer
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* Method: _NativeLoad
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* Signature: (Ljava/lang/String;II)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
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(JNIEnv *jvmenv, jobject jvmthis, jstring jvmpath, jint jvmflags, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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jint iRet = 0;
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#if (defined _DEBUG)
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if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return AI_JNI_ERROR_RETURN;
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#endif // ! ASSIMP_DEBUG
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// get the path from the jstring
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const char* szPath = jvmenv->GetStringUTFChars(jvmpath,NULL);
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if (!szPath)
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{
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DefaultLogger::get()->error("[jnibridge] Unable to get path string from the java vm");
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return AI_JNI_ERROR_RETURN;
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}
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// get the importer instance from the context
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Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
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// and load the file. The aiScene object itself remains accessible
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// via Importer.GetScene().
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if(NULL == pcImp->ReadFile(std::string(szPath),(unsigned int)jvmflags))
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{
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DefaultLogger::get()->error("[jnibridge] Unable to load asset");
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// release the path again
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jvmenv->ReleaseStringUTFChars(jvmpath,szPath);
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return AI_JNI_ERROR_RETURN;
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}
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// release the path again
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jvmenv->ReleaseStringUTFChars(jvmpath,szPath);
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return iRet;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumMeshes
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* Signature: (I)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
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(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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// we need a valid scene for this
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Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
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if (!pcImp)return AI_JNI_ERROR_RETURN;
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return (jint)pcImp->GetScene()->mNumMeshes;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumAnimations
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* Signature: (I)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
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(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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// we need a valid scene for this
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Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
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if (!pcImp)return AI_JNI_ERROR_RETURN;
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return (jint)pcImp->GetScene()->mNumAnimations;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumTextures
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* Signature: (I)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
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(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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// we need a valid scene for this
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Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
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if (!pcImp)return AI_JNI_ERROR_RETURN;
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return (jint)pcImp->GetScene()->mNumTextures;
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}
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// ------------------------------------------------------------------------------------------------
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumMaterials
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* Signature: (I)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMaterials
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(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
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{
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ai_assert(NULL != jvmenv && NULL != jvmthis);
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// we need a valid scene for this
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Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
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if (!pcImp)return AI_JNI_ERROR_RETURN;
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return (jint)pcImp->GetScene()->mNumMaterials;
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}
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}; //! namespace JNIBridge
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}; //! namespace Assimp
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#endif // !ASSIMP_JNI_EXPORT
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@ -0,0 +1,13 @@
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/* DO NOT EDIT THIS FILE - it is machine generated */
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#include <jni.h>
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/* Header for class assimp_Animation */
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#ifndef _Included_assimp_Animation
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#define _Included_assimp_Animation
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif
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@ -18,18 +18,18 @@ JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeInitContext
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/*
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* Class: assimp_Importer
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* Method: _NativeFreeContext
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* Signature: (I)I
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* Signature: (J)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
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(JNIEnv *, jobject, jint);
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(JNIEnv *, jobject, jlong);
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/*
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* Class: assimp_Importer
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* Method: _NativeLoad
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* Signature: (Ljava/lang/String;II)I
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* Signature: (Ljava/lang/String;IJ)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
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(JNIEnv *, jobject, jstring, jint, jint);
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(JNIEnv *, jobject, jstring, jint, jlong);
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#ifdef __cplusplus
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}
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@ -10,34 +10,34 @@ extern "C" {
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumMeshes
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* Signature: (I)I
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* Signature: (J)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
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(JNIEnv *, jobject, jint);
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(JNIEnv *, jobject, jlong);
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumAnimations
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* Signature: (I)I
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* Signature: (J)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
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(JNIEnv *, jobject, jint);
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(JNIEnv *, jobject, jlong);
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumTextures
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* Signature: (I)I
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* Signature: (J)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
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(JNIEnv *, jobject, jint);
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(JNIEnv *, jobject, jlong);
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/*
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* Class: assimp_Scene
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* Method: _NativeGetNumMaterials
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* Signature: (I)I
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* Signature: (J)I
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*/
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JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMaterials
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(JNIEnv *, jobject, jint);
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(JNIEnv *, jobject, jlong);
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#ifdef __cplusplus
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}
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@ -522,7 +522,7 @@ aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
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#define AI_TEXTYPE_DIFFUSE 0x7
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// ---------------------------------------------------------------------------
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/** Helper function to get a diffuse texture from a material
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/** Helper function to get a texture from a material
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*
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* This function is provided just for convinience.
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* @param pMat Pointer to the input material. May not be NULL
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@ -161,6 +161,15 @@ public:
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*/
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void GetExtensionList(std::string& szOut);
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// -------------------------------------------------------------------
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/** Returns the scene loaded by the last successful call to ReadFile()
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*
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* @return Current scene or NULL if there is currently no scene loaded
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*/
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inline const aiScene* GetScene()
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{return this->mScene;}
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private:
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/** Empty copy constructor. */
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Importer(const Importer &other);
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@ -70,7 +70,7 @@ public class Importer {
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* Assimp::Importer object. For 64 bit platforms it is something else ..
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* at least it is guaranted to be unique ;-)
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*/
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private int m_iNativeHandle = 0xffffffff;
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private long m_iNativeHandle = 0xffffffffffffffffl;
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/**
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* Loaded scene. It can't be used after the Importer class instance
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@ -88,9 +88,10 @@ public class Importer {
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* ASSIMP library. A native Assimp::Importer object is constructed and
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* initialized. The flag list is set to zero, a default I/O handler
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* is constructed.
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*
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* @throws NativeError Thrown if the jassimp library could not be loaded
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* or if the entry point to the module wasn't found. if this exception
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* is not thrown, you can assume that jAssimp is fully available.
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* or if the entry point to the module wasn't found. if this exception
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* is not thrown, you can assume that jAssimp is fully available.
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*/
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public Importer() throws NativeError {
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/** try to load the jassimp library. First try to load the
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// now create the native Importer class and setup our internal
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// data structures outside the VM.
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try {
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if (0xffffffff == (this.m_iNativeHandle = _NativeInitContext())) {
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if (0xffffffffffffffffl == (this.m_iNativeHandle = _NativeInitContext())) {
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throw new NativeError(
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"Unable to initialize the native library context." +
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"The initialization routine has failed");
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"The initialization routine has failed");
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}
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}
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catch (UnsatisfiedLinkError exc) {
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throw new NativeError(
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"Unable to initialize the native library context." +
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"The initialization routine has not been found");
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"The initialization routine has not been found");
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}
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return;
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}
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@ -183,17 +184,20 @@ public class Importer {
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* a default implementation is used. This implementation uses fopen()/
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* fread()/fwrite()/fclose()/ftell()/fseek() and provides no support
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* for archives like ZIP or PAK.
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*
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* @param path Path to the file to be read
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* @return null if the import failed, otherwise a valid Scene instance
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* @throws NativeError This exception is thrown when an unknown error
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* occurs in the JNI bridge module.
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*/
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public Scene readFile(String path) {
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public Scene readFile(String path) throws NativeError {
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this.scene = new Scene(this);
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this.path = path;
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// we need to build a path that is valid for the current OS
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char sep = System.getProperty("file.separator").charAt(0);
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if(sep != '\\') this.path = this.path.replace('\\',sep);
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if(sep != '/') this.path = this.path.replace('/',sep);
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if (sep != '\\') this.path = this.path.replace('\\', sep);
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if (sep != '/') this.path = this.path.replace('/', sep);
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// need to build a list of postprocess step as bitflag combination
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// Of course, this could have been implemented directly. However,
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}
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// now load the mesh
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if(0xffffffff == this._NativeLoad(this.path,flags,this.m_iNativeHandle) ||
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! this.scene.construct()) {
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if (0xffffffff == this._NativeLoad(this.path, flags, this.m_iNativeHandle)) {
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this.scene = null;
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this.path = null;
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return null;
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throw new NativeError("Failed to load the mesh");
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}
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// and setup our Scene object
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try {
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this.scene.construct();
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}
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catch (NativeError exc) {
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this.scene = null;
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this.path = null;
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throw exc;
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}
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return this.scene;
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}
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@ -260,17 +273,29 @@ public class Importer {
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/**
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* Implementation of <code>java.lang.Object.hashCode()</code>
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*
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* <p/>
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||||
* The native handle obtained from the JNI bridge is used as hash code.
|
||||
* It is assumed to be unique, in fact it is normall the address of
|
||||
* It is assumed to be unique, in fact it is normally the address of
|
||||
* the native Assimp::Importer object.
|
||||
*
|
||||
* @return An unique value representing the object
|
||||
*/
|
||||
@Override
|
||||
public int hashCode() {
|
||||
return (int) (m_iNativeHandle >> 32) ^ (int) (m_iNativeHandle);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Retrieves the native context of the class. This is normally the
|
||||
* address of the native Importer object.
|
||||
* @return Native context
|
||||
*/
|
||||
public long getContext() {
|
||||
return m_iNativeHandle;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* JNI bridge call. For internal use only
|
||||
* The method initializes the ASSIMP-JNI bridge for use. No native
|
||||
|
@ -288,16 +313,18 @@ public class Importer {
|
|||
* JNI bridge call. For internal use only
|
||||
* The method destroys the ASSIMP-JNI bridge. No native function call
|
||||
* to assimp will be successful after this method has been called.
|
||||
*
|
||||
* @return 0xffffffff if an error occured
|
||||
*/
|
||||
private native int _NativeFreeContext(int iContext);
|
||||
private native int _NativeFreeContext(long iContext);
|
||||
|
||||
/**
|
||||
* JNI bridge call. For internal use only
|
||||
* The method loads the model into memory, but does not map it into the VM
|
||||
* @param path Path (valid separators for the OS) to the model to be loaded
|
||||
*
|
||||
* @param path Path (valid separators for the OS) to the model to be loaded
|
||||
* @param flags List of postprocess steps to be executed
|
||||
* @return 0xffffffff if an error occured
|
||||
*/
|
||||
private native int _NativeLoad(String path,int flags, int iContext);
|
||||
private native int _NativeLoad(String path, int flags, long iContext);
|
||||
}
|
||||
|
|
|
@ -74,18 +74,481 @@ public class Mesh extends IMappable {
|
|||
*/
|
||||
private static final int MAX_NUMBER_OF_COLOR_SETS = 0x4;
|
||||
|
||||
|
||||
/**
|
||||
* Specifies which vertex components are existing in
|
||||
* the native implementation. If a member is null here,
|
||||
* although it is existing, it hasn't yet been mapped
|
||||
* into memory
|
||||
*/
|
||||
private int m_iPresentFlags = 0;
|
||||
|
||||
private static final int PF_POSITION = 0x1;
|
||||
private static final int PF_NORMAL = 0x2;
|
||||
private static final int PF_TANGENTBITANGENT = 0x4;
|
||||
private static final int PF_VERTEXCOLOR = 0x1000;
|
||||
private static final int PF_UVCOORD = 0x10000;
|
||||
|
||||
private static int PF_VERTEXCOLORn(int n) {
|
||||
assert(n <= MAX_NUMBER_OF_COLOR_SETS);
|
||||
return PF_VERTEXCOLOR << n;
|
||||
}
|
||||
|
||||
private static int PF_UVCOORDn(int n) {
|
||||
assert(n <= MAX_NUMBER_OF_TEXTURECOORDS);
|
||||
return PF_UVCOORD << n;
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains the vertices loaded from the model
|
||||
*/
|
||||
private float[] m_vVertices = null;
|
||||
|
||||
/**
|
||||
* Contains the normal vectors loaded from the model or
|
||||
* computed by postprocess steps. Needn't be existing
|
||||
*/
|
||||
private float[] m_vNormals = null;
|
||||
|
||||
/**
|
||||
* Contains the tangent vectors computed by Assimp
|
||||
* Needn't be existing
|
||||
*/
|
||||
private float[] m_vTangents = null;
|
||||
|
||||
/**
|
||||
* Contains the bitangent vectors computed by Assimp
|
||||
* Needn't be existing
|
||||
*/
|
||||
private float[] m_vBitangents = null;
|
||||
|
||||
/**
|
||||
* Contains the texture coordinate sets that have been loaded
|
||||
* Needn't be existing
|
||||
*/
|
||||
private float[][] m_avUVs = new float[MAX_NUMBER_OF_TEXTURECOORDS][];
|
||||
|
||||
/**
|
||||
* Specifies how many texture coordinate components are valid
|
||||
* in an UV channel. Normally this will be 2, but 3d texture
|
||||
* coordinates for cubic or volumetric mapping are also supported.
|
||||
*/
|
||||
private int[] m_aiNumUVComponents = new int[MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
/**
|
||||
* Contains the vertex color sets that have been loaded
|
||||
* Needn't be existing
|
||||
*/
|
||||
private float[][] m_avColors = new float[MAX_NUMBER_OF_COLOR_SETS][];
|
||||
|
||||
/**
|
||||
* Number of vertices in the mesh
|
||||
*/
|
||||
private int m_iNumVertices;
|
||||
|
||||
|
||||
/**
|
||||
* Construction from a given parent object and array index
|
||||
*
|
||||
* @param parent Parent object
|
||||
* @param index Valied index in the parent's list
|
||||
*/
|
||||
public Mesh(Object parent, int index) {
|
||||
public Mesh(Object parent, int index) throws NativeError {
|
||||
super(parent, index);
|
||||
|
||||
assert (parent instanceof Scene);
|
||||
|
||||
Scene sc = (Scene) parent;
|
||||
if (0xffffffff == (this.m_iPresentFlags = this._NativeGetPresenceFlags(
|
||||
sc.getImporter().getContext()))) {
|
||||
throw new NativeError("Unable to obtain a list of vertex presence flags");
|
||||
}
|
||||
if (0xffffffff == (this.m_iNumVertices = this._NativeGetNumVertices(
|
||||
sc.getImporter().getContext()))) {
|
||||
throw new NativeError("Unable to obtain the number of vertices in the mesh");
|
||||
}
|
||||
if (0xffffffff == this._NativeGetNumUVComponents(
|
||||
sc.getImporter().getContext(), this.m_aiNumUVComponents)) {
|
||||
throw new NativeError("Unable to obtain the number of UV components");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are vertex positions in the model
|
||||
* <code>getVertex()</code> will assert this.
|
||||
*
|
||||
* @return true if vertex positions are available.
|
||||
*/
|
||||
public boolean hasPositions() {
|
||||
return 0 != (this.m_iPresentFlags & PF_POSITION);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are normal vectors in the model
|
||||
* <code>getNormal()</code> will assert this.
|
||||
*
|
||||
* @return true if vertex normals are available.
|
||||
*/
|
||||
public boolean hasNormals() {
|
||||
return 0 != (this.m_iPresentFlags & PF_NORMAL);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are tangents/bitangents in the model
|
||||
* <code>getTangent()</code> and <code>GetBitangent()</code> will assert this.
|
||||
*
|
||||
* @return true if vertex tangents and bitangents are available.
|
||||
*/
|
||||
public boolean hasTangentsAndBitangents() {
|
||||
return 0 != (this.m_iPresentFlags & PF_TANGENTBITANGENT);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether a given UV set is existing the model
|
||||
* <code>getUV()</code> will assert this.
|
||||
*
|
||||
* @param n UV coordinate set index
|
||||
* @return true the uv coordinate set is available.
|
||||
*/
|
||||
public boolean hasUVCoords(int n) {
|
||||
return 0 != (this.m_iPresentFlags & PF_UVCOORDn(n));
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether a given vertex color set is existing the model
|
||||
* <code>getColor()</code> will assert this.
|
||||
*
|
||||
* @param n Vertex color set index
|
||||
* @return true the vertex color set is available.
|
||||
*/
|
||||
public boolean hasVertexColors(int n) {
|
||||
return 0 != (this.m_iPresentFlags & PF_VERTEXCOLORn(n));
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get the number of vertices in the model
|
||||
*
|
||||
* @return Number of vertices in the asset. This could be 0 in some
|
||||
* extreme cases although loaders should filter such cases out
|
||||
*/
|
||||
public int getNumVertices() {
|
||||
return m_iNumVertices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex position in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* Receives the vertex position components in x,y,z order
|
||||
*/
|
||||
public void getPosition(int iIndex, float[] afOut) {
|
||||
assert(this.hasPositions());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vVertices) this.mapVertices();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = this.m_vVertices[iIndex];
|
||||
afOut[1] = this.m_vVertices[iIndex + 1];
|
||||
afOut[2] = this.m_vVertices[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex position in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* @param iOutBase Start index in the output array
|
||||
* Receives the vertex position components in x,y,z order
|
||||
*/
|
||||
public void getPosition(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert(this.hasPositions());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iOutBase + 3 <= afOut.length);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vVertices) this.mapVertices();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = this.m_vVertices[iIndex];
|
||||
afOut[iOutBase + 1] = this.m_vVertices[iIndex + 1];
|
||||
afOut[iOutBase + 2] = this.m_vVertices[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex position array of the mesh
|
||||
* This is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering
|
||||
* is xyz.
|
||||
*/
|
||||
public float[] getPositionArray() {
|
||||
assert(this.hasPositions());
|
||||
if (null == this.m_vVertices) this.mapVertices();
|
||||
return this.m_vVertices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex normal in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* Receives the vertex normal components in x,y,z order
|
||||
*/
|
||||
public void getNormal(int iIndex, float[] afOut) {
|
||||
assert(this.hasNormals());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vNormals) this.mapNormals();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = this.m_vNormals[iIndex];
|
||||
afOut[1] = this.m_vNormals[iIndex + 1];
|
||||
afOut[2] = this.m_vNormals[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex normal in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* @param iOutBase Start index in the output array
|
||||
* Receives the vertex normal components in x,y,z order
|
||||
*/
|
||||
public void getNormal(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert(this.hasNormals());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iOutBase + 3 <= afOut.length);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vNormals) this.mapNormals();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = this.m_vNormals[iIndex];
|
||||
afOut[iOutBase + 1] = this.m_vNormals[iIndex + 1];
|
||||
afOut[iOutBase + 2] = this.m_vNormals[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex normal array of the mesh
|
||||
* This is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering
|
||||
* is xyz.
|
||||
*/
|
||||
public float[] getNormalArray() {
|
||||
assert(this.hasNormals());
|
||||
if (null == this.m_vNormals) this.mapNormals();
|
||||
return this.m_vNormals;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex tangent in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* Receives the vertex tangent components in x,y,z order
|
||||
*/
|
||||
public void getTangent(int iIndex, float[] afOut) {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vTangents) this.mapTangents();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = this.m_vTangents[iIndex];
|
||||
afOut[1] = this.m_vTangents[iIndex + 1];
|
||||
afOut[2] = this.m_vTangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex tangent in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* @param iOutBase Start index in the output array
|
||||
* Receives the vertex tangent components in x,y,z order
|
||||
*/
|
||||
public void getTangent(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iOutBase + 3 <= afOut.length);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vTangents) this.mapTangents();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = this.m_vTangents[iIndex];
|
||||
afOut[iOutBase + 1] = this.m_vTangents[iIndex + 1];
|
||||
afOut[iOutBase + 2] = this.m_vTangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex tangent array of the mesh
|
||||
* This is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering
|
||||
* is xyz.
|
||||
*/
|
||||
public float[] getTangentArray() {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
if (null == this.m_vTangents) this.mapTangents();
|
||||
return this.m_vTangents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex bitangent in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* Receives the vertex bitangent components in x,y,z order
|
||||
*/
|
||||
public void getBitangent(int iIndex, float[] afOut) {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vBitangents) this.mapBitangents();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = this.m_vBitangents[iIndex];
|
||||
afOut[1] = this.m_vBitangents[iIndex + 1];
|
||||
afOut[2] = this.m_vBitangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex bitangent in the mesh
|
||||
*
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be 3
|
||||
* @param iOutBase Start index in the output array
|
||||
* Receives the vertex bitangent components in x,y,z order
|
||||
*/
|
||||
public void getBitangent(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
assert(afOut.length >= 3);
|
||||
assert(iOutBase + 3 <= afOut.length);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_vBitangents) this.mapBitangents();
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = this.m_vBitangents[iIndex];
|
||||
afOut[iOutBase + 1] = this.m_vBitangents[iIndex + 1];
|
||||
afOut[iOutBase + 2] = this.m_vBitangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex bitangent array of the mesh
|
||||
* This is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering
|
||||
* is xyz.
|
||||
*/
|
||||
public float[] getBitangentArray() {
|
||||
assert(this.hasTangentsAndBitangents());
|
||||
if (null == this.m_vBitangents) this.mapBitangents();
|
||||
return this.m_vBitangents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex texture coordinate in the mesh
|
||||
*
|
||||
* @param channel Texture coordinate channel
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be equal to the value
|
||||
* <code>getNumUVComponents</code> returns for <code>channel</code>
|
||||
* Receives the vertex texture coordinate, components are in u,v,w order
|
||||
*/
|
||||
public void getTexCoord(int channel, int iIndex, float[] afOut) {
|
||||
assert(this.hasUVCoords(channel));
|
||||
assert(afOut.length >= this.m_aiNumUVComponents[channel]);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
|
||||
|
||||
iIndex *= this.m_aiNumUVComponents[channel];
|
||||
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
|
||||
afOut[i] = this.m_avUVs[channel][iIndex+i];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex texture coordinate in the mesh
|
||||
*
|
||||
* @param channel Texture coordinate channel
|
||||
* @param iIndex Zero-based index of the vertex
|
||||
* @param afOut Output array, size must at least be equal to the value
|
||||
* <code>getNumUVComponents</code> returns for <code>channel</code>
|
||||
* Receives the vertex texture coordinate, components are in u,v,w order
|
||||
* @param iOutBase Start index in the output array
|
||||
*/
|
||||
public void getTexCoord(int channel, int iIndex, float[] afOut, int iOutBase) {
|
||||
assert(this.hasUVCoords(channel));
|
||||
assert(afOut.length >= this.m_aiNumUVComponents[channel]);
|
||||
assert(iOutBase + this.m_aiNumUVComponents[channel] <= afOut.length);
|
||||
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
|
||||
|
||||
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
|
||||
|
||||
iIndex *= this.m_aiNumUVComponents[channel];
|
||||
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
|
||||
afOut[i+iOutBase] = this.m_avUVs[channel][iIndex+i];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to a texture coordinate channel of the mesh
|
||||
* This is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * <code>getNumUVComponents
|
||||
* (channel)</code>. Component ordering is uvw.
|
||||
*/
|
||||
public float[] getTexCoordArray(int channel) {
|
||||
assert(this.hasUVCoords(channel));
|
||||
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
|
||||
return this.m_avUVs[channel];
|
||||
}
|
||||
|
||||
|
||||
protected void OnMap() throws NativeError {
|
||||
|
||||
// map all vertex component arrays into our memory
|
||||
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve a bit combination which indicates which vertex
|
||||
* components are existing in the model.
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Combination of the PF_XXX constants
|
||||
*/
|
||||
private native int _NativeGetPresenceFlags(long context);
|
||||
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of vertices in the mesh
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Number of vertices in the mesh
|
||||
*/
|
||||
private native int _NativeGetNumVertices(long context);
|
||||
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of uvw components for a channel
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @param out Output array. Size must be MAX_NUMBER_OF_TEXTURECOORDS.
|
||||
* @return 0xffffffff if an error occured
|
||||
*/
|
||||
private native int _NativeGetNumUVComponents(long context, int[] out);
|
||||
}
|
||||
|
|
|
@ -124,88 +124,92 @@ public class Scene {
|
|||
/**
|
||||
* Used to initialize the class instance. Called by Importer. Will maybe
|
||||
* be replaced with a RAII solution ...
|
||||
*
|
||||
* @return true if we're successful
|
||||
*/
|
||||
protected boolean construct() {
|
||||
protected void construct() throws NativeError {
|
||||
|
||||
int i;
|
||||
|
||||
// load all meshes
|
||||
int iTemp = this._NativeGetNumMeshes(imp.hashCode());
|
||||
if (0xffffffff == iTemp) return false;
|
||||
this.m_vMeshes.setSize(iTemp);
|
||||
|
||||
// Mesh, Animation, Texture, Material and Node constructors
|
||||
// throw exceptions if they fail
|
||||
try {
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vMeshes.set(i, new Mesh(this, i));
|
||||
}
|
||||
|
||||
// load all animations
|
||||
iTemp = this._NativeGetNumAnimations(imp.hashCode());
|
||||
if (0xffffffff == iTemp) return false;
|
||||
this.m_vAnimations.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vAnimations.set(i, new Animation(this, i));
|
||||
}
|
||||
|
||||
// load all textures
|
||||
iTemp = this._NativeGetNumTextures(imp.hashCode());
|
||||
if (0xffffffff == iTemp) return false;
|
||||
this.m_vTextures.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vTextures.set(i, new Texture(this, i));
|
||||
}
|
||||
|
||||
// load all materials
|
||||
iTemp = this._NativeGetNumMaterials(imp.hashCode());
|
||||
if (0xffffffff == iTemp) return false;
|
||||
this.m_vMaterials.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vMaterials.set(i, new Material(this, i));
|
||||
}
|
||||
|
||||
// now load all nodes
|
||||
//this.m_rootNode = new Node(this, 0xffffffff);
|
||||
// load all meshes
|
||||
int iTemp = this._NativeGetNumMeshes(imp.hashCode());
|
||||
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of meshes in the scene");
|
||||
this.m_vMeshes.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vMeshes.set(i, new Mesh(this, i));
|
||||
}
|
||||
catch (Exception ex) {
|
||||
// LOG
|
||||
return false;
|
||||
|
||||
// load all animations
|
||||
iTemp = this._NativeGetNumAnimations(imp.getContext());
|
||||
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of animations in the scene");
|
||||
this.m_vAnimations.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vAnimations.set(i, new Animation(this, i));
|
||||
}
|
||||
return true;
|
||||
|
||||
// load all textures
|
||||
iTemp = this._NativeGetNumTextures(imp.getContext());
|
||||
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of textures in the scene");
|
||||
this.m_vTextures.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vTextures.set(i, new Texture(this, i));
|
||||
}
|
||||
|
||||
// load all materials
|
||||
iTemp = this._NativeGetNumMaterials(imp.getContext());
|
||||
if (0xffffffff == iTemp) throw new NativeError("Unable to obtain number of materials in the scene");
|
||||
this.m_vMaterials.setSize(iTemp);
|
||||
|
||||
for (i = 0; i < iTemp; ++i) {
|
||||
this.m_vMaterials.set(i, new Material(this, i));
|
||||
}
|
||||
|
||||
// now load all nodes
|
||||
//this.m_rootNode = new Node(this, 0xffffffff);
|
||||
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/** JNI bridge function - for internal use only
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of meshes in a scene
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Number of meshes in the scene that belongs to the context
|
||||
* @return Number of meshes in the scene that belongs to the context
|
||||
*/
|
||||
private native int _NativeGetNumMeshes(int context);
|
||||
private native int _NativeGetNumMeshes(long context);
|
||||
|
||||
/** JNI bridge function - for internal use only
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of animations in a scene
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Number of animations in the scene that belongs to the context
|
||||
* @return Number of animations in the scene that belongs to the context
|
||||
*/
|
||||
private native int _NativeGetNumAnimations(int context);
|
||||
private native int _NativeGetNumAnimations(long context);
|
||||
|
||||
/** JNI bridge function - for internal use only
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of textures in a scene
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Number of textures in the scene that belongs to the context
|
||||
* @return Number of textures in the scene that belongs to the context
|
||||
*/
|
||||
private native int _NativeGetNumTextures(int context);
|
||||
private native int _NativeGetNumTextures(long context);
|
||||
|
||||
/** JNI bridge function - for internal use only
|
||||
/**
|
||||
* JNI bridge function - for internal use only
|
||||
* Retrieve the number of materials in a scene
|
||||
*
|
||||
* @param context Current importer context (imp.hashCode)
|
||||
* @return Number of materials in the scene that belongs to the context
|
||||
* @return Number of materials in the scene that belongs to the context
|
||||
*/
|
||||
private native int _NativeGetNumMaterials(int context);
|
||||
private native int _NativeGetNumMaterials(long context);
|
||||
}
|
||||
|
|
|
@ -49,18 +49,18 @@
|
|||
<option name="MAXIMUM_HEAP_SIZE" value="128" />
|
||||
</component>
|
||||
<component name="JavadocGenerationManager">
|
||||
<option name="OUTPUT_DIRECTORY" />
|
||||
<option name="OPTION_SCOPE" value="protected" />
|
||||
<option name="OUTPUT_DIRECTORY" value="J:/Programmieren/ASSIMP/assimp2/doc/javadoc" />
|
||||
<option name="OPTION_SCOPE" value="package" />
|
||||
<option name="OPTION_HIERARCHY" value="true" />
|
||||
<option name="OPTION_NAVIGATOR" value="true" />
|
||||
<option name="OPTION_INDEX" value="true" />
|
||||
<option name="OPTION_SEPARATE_INDEX" value="true" />
|
||||
<option name="OPTION_DOCUMENT_TAG_USE" value="false" />
|
||||
<option name="OPTION_DOCUMENT_TAG_AUTHOR" value="false" />
|
||||
<option name="OPTION_DOCUMENT_TAG_VERSION" value="false" />
|
||||
<option name="OPTION_DOCUMENT_TAG_VERSION" value="true" />
|
||||
<option name="OPTION_DOCUMENT_TAG_DEPRECATED" value="true" />
|
||||
<option name="OPTION_DEPRECATED_LIST" value="true" />
|
||||
<option name="OTHER_OPTIONS" value="" />
|
||||
<option name="OTHER_OPTIONS" />
|
||||
<option name="HEAP_SIZE" />
|
||||
<option name="OPEN_IN_BROWSER" value="true" />
|
||||
</component>
|
||||
|
|
|
@ -307,7 +307,7 @@
|
|||
InlineFunctionExpansion="2"
|
||||
EnableIntrinsicFunctions="true"
|
||||
FavorSizeOrSpeed="1"
|
||||
AdditionalIncludeDirectories=""C:\Program Files\Java\jdk1.6.0_01\include";"C:\Program Files\Java\jdk1.6.0_01\include\win32""
|
||||
AdditionalIncludeDirectories=""$(JAVA_HOME)\include";"$(JAVA_HOME)\include\win32""
|
||||
PreprocessorDefinitions="NDEBUG;_SCL_SECURE_NO_WARNINGS;_CRT_SECURE_NO_WARNINGS;WIN32;ASSIMP_JNI_EXPORT"
|
||||
StringPooling="true"
|
||||
BufferSecurityCheck="false"
|
||||
|
@ -377,7 +377,7 @@
|
|||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""C:\Program Files\Java\jdk1.6.0_01\include";"C:\Program Files\Java\jdk1.6.0_01\include\win32""
|
||||
AdditionalIncludeDirectories=""$(JAVA_HOME)\include";"$(JAVA_HOME)\include\win32""
|
||||
PreprocessorDefinitions="DEBUG;_SCL_SECURE_NO_WARNINGS;_CRT_SECURE_NO_WARNINGS;WIN32;ASSIMP_JNI_EXPORT"
|
||||
BasicRuntimeChecks="3"
|
||||
SmallerTypeCheck="true"
|
||||
|
|
Loading…
Reference in New Issue