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/*
* Copyright (c) 2009-2012 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.jme3.asset;
import com.jme3.bounding.BoundingVolume;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.collision.UnsupportedCollisionException;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.light.AmbientLight;
import com.jme3.light.Light;
import com.jme3.material.Material;
import com.jme3.material.RenderState.FaceCullMode;
import com.jme3.renderer.Camera;
import com.jme3.scene.Node;
import com.jme3.scene.SceneGraphVisitor;
import com.jme3.scene.Spatial;
import com.jme3.scene.plugins.ogre.AnimData;
import com.jme3.texture.Texture;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.Queue;
/**
* Blender key. Contains path of the blender file and its loading properties.
* @author Marcin Roguski (Kaelthas)
*/
public class BlenderKey extends ModelKey {
protected static final int DEFAULT_FPS = 25;
/**
* FramesPerSecond parameter describe how many frames there are in each second. It allows to calculate the time
* between the frames.
*/
protected int fps = DEFAULT_FPS;
/** Width of generated textures (in pixels). */
protected int generatedTextureWidth = 60;
/** Height of generated textures (in pixels). */
protected int generatedTextureHeight = 60;
/** Depth of generated textures (in pixels). */
protected int generatedTextureDepth = 60;
/**
* This variable is a bitwise flag of FeatureToLoad interface values; By default everything is being loaded.
*/
protected int featuresToLoad = FeaturesToLoad.ALL;
/** This variable determines if assets that are not linked to the objects should be loaded. */
protected boolean loadUnlinkedAssets;
/** The root path for all the assets. */
protected String assetRootPath;
/** This variable indicate if Y axis is UP axis. If not then Z is up. By default set to true. */
protected boolean fixUpAxis = true;
/**
* The name of world settings that the importer will use. If not set or specified name does not occur in the file
* then the first world settings in the file will be used.
*/
protected String usedWorld;
/**
* User's default material that is set fo objects that have no material definition in blender. The default value is
* null. If the value is null the importer will use its own default material (gray color - like in blender).
*/
protected Material defaultMaterial;
/** Face cull mode. By default it is disabled. */
protected FaceCullMode faceCullMode = FaceCullMode.Off;
/**
* Variable describes which layers will be loaded. N-th bit set means N-th layer will be loaded.
* If set to -1 then the current layer will be loaded.
*/
protected int layersToLoad = -1;
/**
* Constructor used by serialization mechanisms.
*/
public BlenderKey() {}
/**
* Constructor. Creates a key for the given file name.
* @param name
* the name (path) of a file
*/
public BlenderKey(String name) {
super(name);
}
/**
* This method returns frames per second amount. The default value is BlenderKey.DEFAULT_FPS = 25.
* @return the frames per second amount
*/
public int getFps() {
return fps;
}
/**
* This method sets frames per second amount.
* @param fps
* the frames per second amount
*/
public void setFps(int fps) {
this.fps = fps;
}
/**
* This method sets the width of generated texture (in pixels). By default the value is 140 px.
* @param generatedTextureWidth
* the width of generated texture
*/
public void setGeneratedTextureWidth(int generatedTextureWidth) {
this.generatedTextureWidth = generatedTextureWidth;
}
/**
* This method returns the width of generated texture (in pixels). By default the value is 140 px.
* @return the width of generated texture
*/
public int getGeneratedTextureWidth() {
return generatedTextureWidth;
}
/**
* This method sets the height of generated texture (in pixels). By default the value is 20 px.
* @param generatedTextureHeight
* the height of generated texture
*/
public void setGeneratedTextureHeight(int generatedTextureHeight) {
this.generatedTextureHeight = generatedTextureHeight;
}
/**
* This method returns the height of generated texture (in pixels). By default the value is 20 px.
* @return the height of generated texture
*/
public int getGeneratedTextureHeight() {
return generatedTextureHeight;
}
/**
* This method sets the depth of generated texture (in pixels). By default the value is 20 px.
* @param generatedTextureDepth
* the depth of generated texture
*/
public void setGeneratedTextureDepth(int generatedTextureDepth) {
this.generatedTextureDepth = generatedTextureDepth;
}
/**
* This method returns the depth of generated texture (in pixels). By default the value is 20 px.
* @return the depth of generated texture
*/
public int getGeneratedTextureDepth() {
return generatedTextureDepth;
}
/**
* This method returns the face cull mode.
* @return the face cull mode
*/
public FaceCullMode getFaceCullMode() {
return faceCullMode;
}
/**
* This method sets the face cull mode.
* @param faceCullMode
* the face cull mode
*/
public void setFaceCullMode(FaceCullMode faceCullMode) {
this.faceCullMode = faceCullMode;
}
/**
* This method sets layers to be loaded.
* @param layersToLoad
* layers to be loaded
*/
public void setLayersToLoad(int layersToLoad) {
this.layersToLoad = layersToLoad;
}
/**
* This method returns layers to be loaded.
* @return layers to be loaded
*/
public int getLayersToLoad() {
return layersToLoad;
}
/**
* This method sets the asset root path.
* @param assetRootPath
* the assets root path
*/
public void setAssetRootPath(String assetRootPath) {
this.assetRootPath = assetRootPath;
}
/**
* This method returns the asset root path.
* @return the asset root path
*/
public String getAssetRootPath() {
return assetRootPath;
}
/**
* This method adds features to be loaded.
* @param featuresToLoad
* bitwise flag of FeaturesToLoad interface values
*/
public void includeInLoading(int featuresToLoad) {
this.featuresToLoad |= featuresToLoad;
}
/**
* This method removes features from being loaded.
* @param featuresNotToLoad
* bitwise flag of FeaturesToLoad interface values
*/
public void excludeFromLoading(int featuresNotToLoad) {
this.featuresToLoad &= ~featuresNotToLoad;
}
/**
* This method returns bitwise value of FeaturesToLoad interface value. It describes features that will be loaded by
* the blender file loader.
* @return features that will be loaded by the blender file loader
*/
public int getFeaturesToLoad() {
return featuresToLoad;
}
/**
* This method determines if unlinked assets should be loaded.
* If not then only objects on selected layers will be loaded and their assets if required.
* If yes then all assets will be loaded even if they are on inactive layers or are not linked
* to anything.
* @return <b>true</b> if unlinked assets should be loaded and <b>false</b> otherwise
*/
public boolean isLoadUnlinkedAssets() {
return loadUnlinkedAssets;
}
/**
* This method sets if unlinked assets should be loaded.
* If not then only objects on selected layers will be loaded and their assets if required.
* If yes then all assets will be loaded even if they are on inactive layers or are not linked
* to anything.
* @param loadUnlinkedAssets
* <b>true</b> if unlinked assets should be loaded and <b>false</b> otherwise
*/
public void setLoadUnlinkedAssets(boolean loadUnlinkedAssets) {
this.loadUnlinkedAssets = loadUnlinkedAssets;
}
/**
* This method creates an object where loading results will be stores. Only those features will be allowed to store
* that were specified by features-to-load flag.
* @return an object to store loading results
*/
public LoadingResults prepareLoadingResults() {
return new LoadingResults(featuresToLoad);
}
/**
* This method sets the fix up axis state. If set to true then Y is up axis. Otherwise the up i Z axis. By default Y
* is up axis.
* @param fixUpAxis
* the up axis state variable
*/
public void setFixUpAxis(boolean fixUpAxis) {
this.fixUpAxis = fixUpAxis;
}
/**
* This method returns the fix up axis state. If set to true then Y is up axis. Otherwise the up i Z axis. By
* default Y is up axis.
* @return the up axis state variable
*/
public boolean isFixUpAxis() {
return fixUpAxis;
}
/**
* This mehtod sets the name of the WORLD data block taht should be used during file loading. By default the name is
* not set. If no name is set or the given name does not occur in the file - the first WORLD data block will be used
* during loading (assumin any exists in the file).
* @param usedWorld
* the name of the WORLD block used during loading
*/
public void setUsedWorld(String usedWorld) {
this.usedWorld = usedWorld;
}
/**
* This mehtod returns the name of the WORLD data block taht should be used during file loading.
* @return the name of the WORLD block used during loading
*/
public String getUsedWorld() {
return usedWorld;
}
/**
* This method sets the default material for objects.
* @param defaultMaterial
* the default material
*/
public void setDefaultMaterial(Material defaultMaterial) {
this.defaultMaterial = defaultMaterial;
}
/**
* This method returns the default material.
* @return the default material
*/
public Material getDefaultMaterial() {
return defaultMaterial;
}
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule oc = e.getCapsule(this);
oc.write(fps, "fps", DEFAULT_FPS);
oc.write(generatedTextureWidth, "generated-texture-width", 20);
oc.write(generatedTextureHeight, "generated-texture-height", 20);
oc.write(generatedTextureDepth, "generated-texture-depth", 20);
oc.write(featuresToLoad, "features-to-load", FeaturesToLoad.ALL);
oc.write(loadUnlinkedAssets, "load-unlinked-assets", false);
oc.write(assetRootPath, "asset-root-path", null);
oc.write(fixUpAxis, "fix-up-axis", true);
oc.write(usedWorld, "used-world", null);
oc.write(defaultMaterial, "default-material", null);
oc.write(faceCullMode, "face-cull-mode", FaceCullMode.Off);
oc.write(layersToLoad, "layers-to-load", -1);
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule ic = e.getCapsule(this);
fps = ic.readInt("fps", DEFAULT_FPS);
generatedTextureWidth = ic.readInt("generated-texture-width", 20);
generatedTextureHeight = ic.readInt("generated-texture-height", 20);
generatedTextureDepth = ic.readInt("generated-texture-depth", 20);
featuresToLoad = ic.readInt("features-to-load", FeaturesToLoad.ALL);
loadUnlinkedAssets = ic.readBoolean("load-unlinked-assets", false);
assetRootPath = ic.readString("asset-root-path", null);
fixUpAxis = ic.readBoolean("fix-up-axis", true);
usedWorld = ic.readString("used-world", null);
defaultMaterial = (Material) ic.readSavable("default-material", null);
faceCullMode = ic.readEnum("face-cull-mode", FaceCullMode.class, FaceCullMode.Off);
layersToLoad = ic.readInt("layers-to=load", -1);
}
@Override
public int hashCode() {
final int prime = 31;
int result = super.hashCode();
result = prime * result + (assetRootPath == null ? 0 : assetRootPath.hashCode());
result = prime * result + (defaultMaterial == null ? 0 : defaultMaterial.hashCode());
result = prime * result + (faceCullMode == null ? 0 : faceCullMode.hashCode());
result = prime * result + featuresToLoad;
result = prime * result + (fixUpAxis ? 1231 : 1237);
result = prime * result + fps;
result = prime * result + generatedTextureDepth;
result = prime * result + generatedTextureHeight;
result = prime * result + generatedTextureWidth;
result = prime * result + layersToLoad;
result = prime * result + (loadUnlinkedAssets ? 1231 : 1237);
result = prime * result + (usedWorld == null ? 0 : usedWorld.hashCode());
return result;
}
@Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (!super.equals(obj)) {
return false;
}
if (this.getClass() != obj.getClass()) {
return false;
}
BlenderKey other = (BlenderKey) obj;
if (assetRootPath == null) {
if (other.assetRootPath != null) {
return false;
}
} else if (!assetRootPath.equals(other.assetRootPath)) {
return false;
}
if (defaultMaterial == null) {
if (other.defaultMaterial != null) {
return false;
}
} else if (!defaultMaterial.equals(other.defaultMaterial)) {
return false;
}
if (faceCullMode != other.faceCullMode) {
return false;
}
if (featuresToLoad != other.featuresToLoad) {
return false;
}
if (fixUpAxis != other.fixUpAxis) {
return false;
}
if (fps != other.fps) {
return false;
}
if (generatedTextureDepth != other.generatedTextureDepth) {
return false;
}
if (generatedTextureHeight != other.generatedTextureHeight) {
return false;
}
if (generatedTextureWidth != other.generatedTextureWidth) {
return false;
}
if (layersToLoad != other.layersToLoad) {
return false;
}
if (loadUnlinkedAssets != other.loadUnlinkedAssets) {
return false;
}
if (usedWorld == null) {
if (other.usedWorld != null) {
return false;
}
} else if (!usedWorld.equals(other.usedWorld)) {
return false;
}
return true;
}
/**
* This interface describes the features of the scene that are to be loaded.
* @author Marcin Roguski (Kaelthas)
*/
public static interface FeaturesToLoad {
int SCENES = 0x0000FFFF;
int OBJECTS = 0x0000000B;
int ANIMATIONS = 0x00000004;
int MATERIALS = 0x00000003;
int TEXTURES = 0x00000001;
int CAMERAS = 0x00000020;
int LIGHTS = 0x00000010;
int ALL = 0xFFFFFFFF;
}
/**
* This class holds the loading results according to the given loading flag.
* @author Marcin Roguski (Kaelthas)
*/
public static class LoadingResults extends Spatial {
/** Bitwise mask of features that are to be loaded. */
private final int featuresToLoad;
/** The scenes from the file. */
private List<Node> scenes;
/** Objects from all scenes. */
private List<Node> objects;
/** Materials from all objects. */
private List<Material> materials;
/** Textures from all objects. */
private List<Texture> textures;
/** Animations of all objects. */
private List<AnimData> animations;
/** All cameras from the file. */
private List<Camera> cameras;
/** All lights from the file. */
private List<Light> lights;
/**
* Private constructor prevents users to create an instance of this class from outside the
* @param featuresToLoad
* bitwise mask of features that are to be loaded
* @see FeaturesToLoad FeaturesToLoad
*/
private LoadingResults(int featuresToLoad) {
this.featuresToLoad = featuresToLoad;
if ((featuresToLoad & FeaturesToLoad.SCENES) != 0) {
scenes = new ArrayList<Node>();
}
if ((featuresToLoad & FeaturesToLoad.OBJECTS) != 0) {
objects = new ArrayList<Node>();
if ((featuresToLoad & FeaturesToLoad.MATERIALS) != 0) {
materials = new ArrayList<Material>();
if ((featuresToLoad & FeaturesToLoad.TEXTURES) != 0) {
textures = new ArrayList<Texture>();
}
}
if ((featuresToLoad & FeaturesToLoad.ANIMATIONS) != 0) {
animations = new ArrayList<AnimData>();
}
}
if ((featuresToLoad & FeaturesToLoad.CAMERAS) != 0) {
cameras = new ArrayList<Camera>();
}
if ((featuresToLoad & FeaturesToLoad.LIGHTS) != 0) {
lights = new ArrayList<Light>();
}
}
/**
* This method returns a bitwise flag describing what features of the blend file will be included in the result.
* @return bitwise mask of features that are to be loaded
* @see FeaturesToLoad FeaturesToLoad
*/
public int getLoadedFeatures() {
return featuresToLoad;
}
/**
* This method adds a scene to the result set.
* @param scene
* scene to be added to the result set
*/
public void addScene(Node scene) {
if (scenes != null) {
scenes.add(scene);
}
}
/**
* This method adds an object to the result set.
* @param object
* object to be added to the result set
*/
public void addObject(Node object) {
if (objects != null) {
objects.add(object);
}
}
/**
* This method adds a material to the result set.
* @param material
* material to be added to the result set
*/
public void addMaterial(Material material) {
if (materials != null) {
materials.add(material);
}
}
/**
* This method adds a texture to the result set.
* @param texture
* texture to be added to the result set
*/
public void addTexture(Texture texture) {
if (textures != null) {
textures.add(texture);
}
}
/**
* This method adds a camera to the result set.
* @param camera
* camera to be added to the result set
*/
public void addCamera(Camera camera) {
if (cameras != null) {
cameras.add(camera);
}
}
/**
* This method adds a light to the result set.
* @param light
* light to be added to the result set
*/
@Override
public void addLight(Light light) {
if (lights != null) {
lights.add(light);
}
}
/**
* This method returns all loaded scenes.
* @return all loaded scenes
*/
public List<Node> getScenes() {
return scenes;
}
/**
* This method returns all loaded objects.
* @return all loaded objects
*/
public List<Node> getObjects() {
return objects;
}
/**
* This method returns all loaded materials.
* @return all loaded materials
*/
public List<Material> getMaterials() {
return materials;
}
/**
* This method returns all loaded textures.
* @return all loaded textures
*/
public List<Texture> getTextures() {
return textures;
}
/**
* This method returns all loaded animations.
* @return all loaded animations
*/
public List<AnimData> getAnimations() {
return animations;
}
/**
* This method returns all loaded cameras.
* @return all loaded cameras
*/
public List<Camera> getCameras() {
return cameras;
}
/**
* This method returns all loaded lights.
* @return all loaded lights
*/
public List<Light> getLights() {
return lights;
}
@Override
public int collideWith(Collidable other, CollisionResults results) throws UnsupportedCollisionException {
return 0;
}
@Override
public void updateModelBound() {}
@Override
public void setModelBound(BoundingVolume modelBound) {}
@Override
public int getVertexCount() {
return 0;
}
@Override
public int getTriangleCount() {
return 0;
}
@Override
public Spatial deepClone() {
return null;
}
@Override
public void depthFirstTraversal(SceneGraphVisitor visitor) {}
@Override
protected void breadthFirstTraversal(SceneGraphVisitor visitor, Queue<Spatial> queue) {}
}
/**
* The WORLD file block contains various data that could be added to the scene. The contained data includes: ambient
* light.
* @author Marcin Roguski (Kaelthas)
*/
public static class WorldData {
/** The ambient light. */
private AmbientLight ambientLight;
/**
* This method returns the world's ambient light.
* @return the world's ambient light
*/
public AmbientLight getAmbientLight() {
return ambientLight;
}
/**
* This method sets the world's ambient light.
* @param ambientLight
* the world's ambient light
*/
public void setAmbientLight(AmbientLight ambientLight) {
this.ambientLight = ambientLight;
}
}
}