Support for texture's tube projection.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8059 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Kae..pl 14 years ago
parent cdf464123d
commit 11b250ffe1
  1. 12
      engine/src/blender/com/jme3/scene/plugins/blender/textures/UVCoordinatesGenerator.java
  2. 99
      engine/src/blender/com/jme3/scene/plugins/blender/textures/UVProjectionGenerator.java

@ -114,8 +114,8 @@ public class UVCoordinatesGenerator {
uvCoordinates = UVProjectionGenerator.cubeProjection(mesh, bb);
break;
case PROJECTION_TUBE:
// TODO: implement
// uvCoordinates = UVProjectionGenerator.tubeProjection(mesh, bb);
BoundingTube bt = UVCoordinatesGenerator.getBoundingTube(mesh);
uvCoordinates = UVProjectionGenerator.tubeProjection(mesh, bt);
break;
case PROJECTION_SPHERE:
uvCoordinates = UVProjectionGenerator.sphereProjection(mesh, bb);
@ -289,11 +289,11 @@ public class UVCoordinatesGenerator {
maxx = x > maxx ? x : maxx;
minx = x < minx ? x : minx;
maxy = y > maxy ? y : maxy;
miny = x < miny ? y : miny;
maxz = x > maxz ? z : maxz;
minz = x < minz ? z : minz;
miny = y < miny ? y : miny;
maxz = z > maxz ? z : maxz;
minz = z < minz ? z : minz;
}
center.divideLocal(limit);
center.divideLocal(limit/3);
float radius = Math.max(maxx - minx, maxy - miny) * 0.5f;
return new BoundingTube(radius, maxz - minz, center);

@ -3,22 +3,26 @@ package com.jme3.scene.plugins.blender.textures;
import java.nio.FloatBuffer;
import com.jme3.bounding.BoundingBox;
import com.jme3.math.FastMath;
import com.jme3.math.Triangle;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTube;
/**
* This class helps with projection calculations.
*
* @author Marcin Roguski (Kaelthas)
*/
/* package */class UVProjectionGenerator {
/**
* Flat projection for 2D textures.
*
* @param mesh
* mesh that is to be projected
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] flatProjection(Mesh mesh, BoundingBox bb) {
@ -27,7 +31,7 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
}
Vector3f min = bb.getMin(null);
float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f };
FloatBuffer positions = mesh.getFloatBuffer(com.jme3.scene.VertexBuffer.Type.Position);
FloatBuffer positions = mesh.getFloatBuffer(VertexBuffer.Type.Position);
float[] uvCoordinates = new float[positions.limit() / 3 * 2];
for (int i = 0, j = 0; i < positions.limit(); i += 3, j += 2) {
uvCoordinates[j] = (positions.get(i) - min.x) / ext[0];
@ -39,10 +43,11 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
/**
* Cube projection for 2D textures.
*
* @param mesh
* mesh that is to be projected
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] cubeProjection(Mesh mesh, BoundingBox bb) {
@ -101,23 +106,72 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
/**
* Tube projection for 2D textures.
*
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* mesh that is to be projected
* @param bt
* the bounding tube for projecting
* @return UV coordinates after the projection
*/
public static float[] tubeProjection(Mesh mesh, BoundingTube bt) {
FloatBuffer positions = mesh.getFloatBuffer(VertexBuffer.Type.Position);
float[] uvCoordinates = new float[positions.limit() / 3 * 2];
Vector3f v = new Vector3f();
float cx = bt.getCenter().x, cy = bt.getCenter().y;
Vector3f uBase = new Vector3f(0, -1, 0);
//the key is the Z-ccordinate of the vertex and the value a map between the vertex's angle nad indexes of its UV-coordinates
// Map<Float, Map<Float, Integer[]>> lowestAnglesUVCoordinatesMap = new HashMap<Float, Map<Float,Integer[]>>();
float vBase = bt.getCenter().z - bt.getHeight() * 0.5f;
for (int i = 0, j = 0; i < positions.limit(); i += 3, j += 2) {
// calculating U
v.set(positions.get(i)-cx, positions.get(i + 1)-cy, 0);
v.normalizeLocal();
float angle = v.angleBetween(uBase);// result between [0; PI]
if (v.x < 0) {// the angle should be greater than PI, we're on the other part of the image then
angle = FastMath.TWO_PI - angle;
}
uvCoordinates[j] = angle / FastMath.TWO_PI;
public static float[] tubeProjection(Mesh mesh, BoundingTube bb) {
return null;// TODO: implement
// calculating V
float z = positions.get(i + 2);
uvCoordinates[j + 1] = (vBase - z) / bt.getHeight();
}
//looking for splitted triangles
Triangle triangle = new Triangle();
for(int i=0;i<mesh.getTriangleCount();++i) {
mesh.getTriangle(i, triangle);
float sgn1 = Math.signum(triangle.get1().x-cx);
float sgn2 = Math.signum(triangle.get2().x-cx);
float sgn3 = Math.signum(triangle.get3().x-cx);
float xSideFactor = sgn1 + sgn2 + sgn3;
float ySideFactor = Math.signum(triangle.get1().y-cy)+
Math.signum(triangle.get2().y-cy)+
Math.signum(triangle.get3().y-cy);
if((xSideFactor>-3 || xSideFactor<3) && ySideFactor<0) {//the triangle is on the splitting plane
//indexOfUcoord = (indexOfTriangle*3 + indexOfTrianglesVertex)*2
if(sgn1==1.0f) {
uvCoordinates[i*3*2] += 1.0f;
}
if(sgn2==1.0f) {
uvCoordinates[(i*3+1)*2] += 1.0f;
}
if(sgn3==1.0f) {
uvCoordinates[(i*3+2)*2] += 1.0f;
}
}
}
return uvCoordinates;
}
/**
* Sphere projection for 2D textures.
*
* @param mesh
* mesh that is to be projected
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] sphereProjection(Mesh mesh, BoundingBox bb) {
@ -128,7 +182,8 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
// Vector3f yVec = new Vector3f();
// Vector3f zVec = new Vector3f();
// for(Geometry geom : geometries) {
// if(materialHelper.hasTexture(geom.getMaterial())) {//generate only when material has a texture
// if(materialHelper.hasTexture(geom.getMaterial())) {//generate only
// when material has a texture
// geom.getMesh().updateBound();
// BoundingSphere bs = this.getBoundingSphere(geom.getMesh());
// float r2 = bs.getRadius() * bs.getRadius();
@ -136,7 +191,8 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
// zVec.set(0, 0, -bs.getRadius());
// Vector3f center = bs.getCenter();
// ray.setOrigin(center);
// //we cast each vertex of the current mesh on the bounding box to determine the UV-coordinates
// //we cast each vertex of the current mesh on the bounding box to
// determine the UV-coordinates
// for(int i=0;i<geom.getMesh().getIndexBuffer().size();++i) {
// int index = geom.getMesh().getIndexBuffer().get(i);
//
@ -148,17 +204,22 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
// bs.collideWith(ray, cr);//there is ALWAYS one collision
// Vector3f p = cr.getCollision(0).getContactPoint();
// p.subtractLocal(center);
// //arcLength = FastMath.acos(p.dot(yVec)/(p.length * yVec.length)) * r <- an arc length on the sphere (from top to the point on
// //arcLength = FastMath.acos(p.dot(yVec)/(p.length * yVec.length)) * r
// <- an arc length on the sphere (from top to the point on
// the sphere)
// //but yVec.length == r and p.length == r so: arcLength = FastMath.acos(p.dot(yVec)/r^2)/r
// //but yVec.length == r and p.length == r so: arcLength =
// FastMath.acos(p.dot(yVec)/r^2)/r
// //U coordinate is as follows: u = arcLength / PI*r
// //so to compute it faster we just write: u = FastMath.acos(p.dot(yVec)/r^2) / PI;
// //so to compute it faster we just write: u =
// FastMath.acos(p.dot(yVec)/r^2) / PI;
// float u = FastMath.acos(p.dot(yVec)/r2) / FastMath.PI;
// //we use similiar method to compute v
// //the only difference is that we need to cast the p vector on ZX plane
// //the only difference is that we need to cast the p vector on ZX
// plane
// //and use its length instead of r
// p.y = 0;
// float v = FastMath.acos(p.dot(zVec)/(bs.getRadius()*p.length())) / FastMath.PI;
// float v = FastMath.acos(p.dot(zVec)/(bs.getRadius()*p.length())) /
// FastMath.PI;
// uvTable[index] = new Vector2f(u, v);
// }
// }

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