Support for image sphere projection on a mesh.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8092 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -101,7 +101,7 @@ public class UVCoordinatesGenerator {
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VertexBuffer result = new VertexBuffer(VertexBuffer.Type.TexCoord);
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Mesh mesh = geometries.get(0).getMesh();
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BoundingBox bb = UVCoordinatesGenerator.getBoundingBox(geometries);
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switch (texco) {
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case TEXCO_ORCO:
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float[] uvCoordinates = null;
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@ -118,7 +118,8 @@ public class UVCoordinatesGenerator {
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uvCoordinates = UVProjectionGenerator.tubeProjection(mesh, bt);
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break;
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case PROJECTION_SPHERE:
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uvCoordinates = UVProjectionGenerator.sphereProjection(mesh, bb);
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BoundingSphere bs = UVCoordinatesGenerator.getBoundingSphere(geometries);
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uvCoordinates = UVProjectionGenerator.sphereProjection(mesh, bs);
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break;
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default:
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throw new IllegalStateException("Unknown projection type: " + projection);
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@ -3,6 +3,7 @@ package com.jme3.scene.plugins.blender.textures;
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import java.nio.FloatBuffer;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.bounding.BoundingSphere;
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import com.jme3.math.FastMath;
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import com.jme3.math.Triangle;
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import com.jme3.math.Vector3f;
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@ -172,55 +173,55 @@ import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTu
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* the bounding box for projecting
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* @return UV coordinates after the projection
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*/
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public static float[] sphereProjection(Mesh mesh, BoundingBox bb) {
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return null;// TODO: implement
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// Vector2f[] uvTable = new Vector2f[vertexList.size()];
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// Ray ray = new Ray();
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// CollisionResults cr = new CollisionResults();
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// Vector3f yVec = new Vector3f();
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// Vector3f zVec = new Vector3f();
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// for(Geometry geom : geometries) {
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// if(materialHelper.hasTexture(geom.getMaterial())) {//generate only
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// when material has a texture
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// geom.getMesh().updateBound();
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// BoundingSphere bs = this.getBoundingSphere(geom.getMesh());
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// float r2 = bs.getRadius() * bs.getRadius();
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// yVec.set(0, -bs.getRadius(), 0);
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// zVec.set(0, 0, -bs.getRadius());
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// Vector3f center = bs.getCenter();
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// ray.setOrigin(center);
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// //we cast each vertex of the current mesh on the bounding box to
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// determine the UV-coordinates
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// for(int i=0;i<geom.getMesh().getIndexBuffer().size();++i) {
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// int index = geom.getMesh().getIndexBuffer().get(i);
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//
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// ray.setOrigin(vertexList.get(index));
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// ray.setDirection(normalList.get(index));
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//
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// //finding collision point
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// cr.clear();
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// bs.collideWith(ray, cr);//there is ALWAYS one collision
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// Vector3f p = cr.getCollision(0).getContactPoint();
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// p.subtractLocal(center);
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// //arcLength = FastMath.acos(p.dot(yVec)/(p.length * yVec.length)) * r
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// <- an arc length on the sphere (from top to the point on
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// the sphere)
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// //but yVec.length == r and p.length == r so: arcLength =
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// FastMath.acos(p.dot(yVec)/r^2)/r
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// //U coordinate is as follows: u = arcLength / PI*r
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// //so to compute it faster we just write: u =
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// FastMath.acos(p.dot(yVec)/r^2) / PI;
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// float u = FastMath.acos(p.dot(yVec)/r2) / FastMath.PI;
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// //we use similiar method to compute v
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// //the only difference is that we need to cast the p vector on ZX
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// plane
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// //and use its length instead of r
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// p.y = 0;
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// float v = FastMath.acos(p.dot(zVec)/(bs.getRadius()*p.length())) /
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// FastMath.PI;
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// uvTable[index] = new Vector2f(u, v);
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// }
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// }
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// }
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public static float[] sphereProjection(Mesh mesh, BoundingSphere bs) {
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FloatBuffer positions = mesh.getFloatBuffer(VertexBuffer.Type.Position);
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float[] uvCoordinates = new float[positions.limit() / 3 * 2];
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Vector3f v = new Vector3f();
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float cx = bs.getCenter().x, cy = bs.getCenter().y, cz = bs.getCenter().z;
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Vector3f uBase = new Vector3f(0, -1, 0);
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Vector3f vBase = new Vector3f(0, 0, -1);
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for (int i = 0, j = 0; i < positions.limit(); i += 3, j += 2) {
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// calculating U
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v.set(positions.get(i)-cx, positions.get(i + 1)-cy, 0);
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v.normalizeLocal();
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float angle = v.angleBetween(uBase);// result between [0; PI]
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if (v.x < 0) {// the angle should be greater than PI, we're on the other part of the image then
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angle = FastMath.TWO_PI - angle;
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}
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uvCoordinates[j] = angle / FastMath.TWO_PI;
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// calculating V
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v.set(positions.get(i)-cx, positions.get(i + 1)-cy, positions.get(i + 2)-cz);
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v.normalizeLocal();
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angle = v.angleBetween(vBase);// result between [0; PI]
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uvCoordinates[j+1] = angle / FastMath.PI;
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}
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//looking for splitted triangles
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Triangle triangle = new Triangle();
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for(int i=0;i<mesh.getTriangleCount();++i) {
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mesh.getTriangle(i, triangle);
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float sgn1 = Math.signum(triangle.get1().x-cx);
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float sgn2 = Math.signum(triangle.get2().x-cx);
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float sgn3 = Math.signum(triangle.get3().x-cx);
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float xSideFactor = sgn1 + sgn2 + sgn3;
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float ySideFactor = Math.signum(triangle.get1().y-cy)+
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Math.signum(triangle.get2().y-cy)+
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Math.signum(triangle.get3().y-cy);
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if((xSideFactor>-3 || xSideFactor<3) && ySideFactor<0) {//the triangle is on the splitting plane
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//indexOfUcoord = (indexOfTriangle*3 + indexOfTrianglesVertex)*2
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if(sgn1==1.0f) {
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uvCoordinates[i*3*2] += 1.0f;
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}
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if(sgn2==1.0f) {
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uvCoordinates[(i*3+1)*2] += 1.0f;
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}
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if(sgn3==1.0f) {
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uvCoordinates[(i*3+2)*2] += 1.0f;
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}
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}
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}
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return uvCoordinates;
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}
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}
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