git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8425 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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|
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// $Id: Cylinder.java 4131 2009-03-19 20:15:28Z blaine.dev $
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package com.jme3.scene.shape; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.JmeExporter; |
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import com.jme3.export.JmeImporter; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.mesh.IndexBuffer; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.util.BufferUtils; |
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import static com.jme3.util.BufferUtils.*; |
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import java.io.IOException; |
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import java.nio.FloatBuffer; |
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|
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/** |
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* A simple cylinder, defined by it's height and radius. |
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* (Ported to jME3) |
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* |
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* @author Mark Powell |
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* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $ |
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*/ |
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public class Cylinder extends Mesh { |
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private int axisSamples; |
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private int radialSamples; |
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private float radius; |
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private float radius2; |
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private float height; |
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private boolean closed; |
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private boolean inverted; |
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/** |
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* Default constructor for serialization only. Do not use. |
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*/ |
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public Cylinder() { |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. |
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* |
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* @param axisSamples |
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* Number of triangle samples along the axis. |
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* @param radialSamples |
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* Number of triangle samples along the radial. |
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* @param radius |
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* The radius of the cylinder. |
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* @param height |
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* The cylinder's height. |
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*/ |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float height) { |
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this(axisSamples, radialSamples, radius, height, false); |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. <br> |
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* If the cylinder is closed the texture is split into axisSamples parts: |
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* top most and bottom most part is used for top and bottom of the cylinder, |
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* rest of the texture for the cylinder wall. The middle of the top is |
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* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
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* a suited distorted texture. |
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* |
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* @param axisSamples |
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* Number of triangle samples along the axis. |
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* @param radialSamples |
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* Number of triangle samples along the radial. |
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* @param radius |
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* The radius of the cylinder. |
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* @param height |
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* The cylinder's height. |
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* @param closed |
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* true to create a cylinder with top and bottom surface |
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*/ |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float height, boolean closed) { |
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this(axisSamples, radialSamples, radius, height, closed, false); |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. <br> |
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* If the cylinder is closed the texture is split into axisSamples parts: |
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* top most and bottom most part is used for top and bottom of the cylinder, |
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* rest of the texture for the cylinder wall. The middle of the top is |
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* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
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* a suited distorted texture. |
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* |
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* @param axisSamples |
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* Number of triangle samples along the axis. |
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* @param radialSamples |
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* Number of triangle samples along the radial. |
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* @param radius |
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* The radius of the cylinder. |
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* @param height |
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* The cylinder's height. |
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* @param closed |
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* true to create a cylinder with top and bottom surface |
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* @param inverted |
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* true to create a cylinder that is meant to be viewed from the |
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* interior. |
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*/ |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float height, boolean closed, boolean inverted) { |
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this(axisSamples, radialSamples, radius, radius, height, closed, inverted); |
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} |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float radius2, float height, boolean closed, boolean inverted) { |
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super(); |
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updateGeometry(axisSamples, radialSamples, radius, radius2, height, closed, inverted); |
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} |
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/** |
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* @return the number of samples along the cylinder axis |
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*/ |
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public int getAxisSamples() { |
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return axisSamples; |
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} |
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/** |
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* @return Returns the height. |
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*/ |
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public float getHeight() { |
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return height; |
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} |
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/** |
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* @return number of samples around cylinder |
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*/ |
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public int getRadialSamples() { |
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return radialSamples; |
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} |
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/** |
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* @return Returns the radius. |
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*/ |
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public float getRadius() { |
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return radius; |
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} |
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public float getRadius2() { |
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return radius2; |
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} |
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/** |
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* @return true if end caps are used. |
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*/ |
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public boolean isClosed() { |
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return closed; |
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} |
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/** |
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* @return true if normals and uvs are created for interior use |
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*/ |
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public boolean isInverted() { |
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return inverted; |
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} |
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/** |
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* Rebuilds the cylinder based on a new set of parameters. |
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* |
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* @param axisSamples the number of samples along the axis. |
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* @param radialSamples the number of samples around the radial. |
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* @param radius the radius of the bottom of the cylinder. |
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* @param radius2 the radius of the top of the cylinder. |
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* @param height the cylinder's height. |
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* @param closed should the cylinder have top and bottom surfaces. |
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* @param inverted is the cylinder is meant to be viewed from the inside. |
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*/ |
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public void updateGeometry(int axisSamples, int radialSamples, |
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float radius, float radius2, float height, boolean closed, boolean inverted) { |
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this.axisSamples = axisSamples + (closed ? 2 : 0); |
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this.radialSamples = radialSamples; |
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this.radius = radius; |
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this.radius2 = radius2; |
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this.height = height; |
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this.closed = closed; |
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this.inverted = inverted; |
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// VertexBuffer pvb = getBuffer(Type.Position);
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// VertexBuffer nvb = getBuffer(Type.Normal);
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// VertexBuffer tvb = getBuffer(Type.TexCoord);
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// Vertices
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int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0); |
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setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount)); |
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// Normals
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setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount)); |
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// Texture co-ordinates
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setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount)); |
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int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples; |
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setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount)); |
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// generate geometry
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float inverseRadial = 1.0f / radialSamples; |
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float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1); |
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float inverseAxisLessTexture = 1.0f / (axisSamples - 1); |
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float halfHeight = 0.5f * height; |
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// Generate points on the unit circle to be used in computing the mesh
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// points on a cylinder slice.
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float[] sin = new float[radialSamples + 1]; |
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float[] cos = new float[radialSamples + 1]; |
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for (int radialCount = 0; radialCount < radialSamples; radialCount++) { |
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float angle = FastMath.TWO_PI * inverseRadial * radialCount; |
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cos[radialCount] = FastMath.cos(angle); |
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sin[radialCount] = FastMath.sin(angle); |
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} |
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sin[radialSamples] = sin[0]; |
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cos[radialSamples] = cos[0]; |
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FloatBuffer nb = getFloatBuffer(Type.Normal); |
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FloatBuffer pb = getFloatBuffer(Type.Position); |
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FloatBuffer tb = getFloatBuffer(Type.TexCoord); |
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// generate the cylinder itself
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Vector3f tempNormal = new Vector3f(); |
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for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) { |
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float axisFraction; |
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float axisFractionTexture; |
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int topBottom = 0; |
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if (!closed) { |
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axisFraction = axisCount * inverseAxisLess; // in [0,1]
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axisFractionTexture = axisFraction; |
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} else { |
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if (axisCount == 0) { |
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topBottom = -1; // bottom
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axisFraction = 0; |
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axisFractionTexture = inverseAxisLessTexture; |
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} else if (axisCount == axisSamples - 1) { |
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topBottom = 1; // top
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axisFraction = 1; |
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axisFractionTexture = 1 - inverseAxisLessTexture; |
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} else { |
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axisFraction = (axisCount - 1) * inverseAxisLess; |
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axisFractionTexture = axisCount * inverseAxisLessTexture; |
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} |
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} |
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float z = -halfHeight + height * axisFraction; |
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// compute center of slice
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Vector3f sliceCenter = new Vector3f(0, 0, z); |
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// compute slice vertices with duplication at end point
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int save = i; |
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for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) { |
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float radialFraction = radialCount * inverseRadial; // in [0,1)
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tempNormal.set(cos[radialCount], sin[radialCount], 0); |
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if (topBottom == 0) { |
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if (!inverted) |
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nb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z); |
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else |
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nb.put(-tempNormal.x).put(-tempNormal.y).put(-tempNormal.z); |
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} else { |
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nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1)); |
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} |
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tempNormal.multLocal((radius - radius2) * axisFraction + radius2) |
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.addLocal(sliceCenter); |
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pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z); |
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tb.put((inverted ? 1 - radialFraction : radialFraction)) |
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.put(axisFractionTexture); |
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} |
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BufferUtils.copyInternalVector3(pb, save, i); |
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BufferUtils.copyInternalVector3(nb, save, i); |
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tb.put((inverted ? 0.0f : 1.0f)) |
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.put(axisFractionTexture); |
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} |
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if (closed) { |
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pb.put(0).put(0).put(-halfHeight); // bottom center
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nb.put(0).put(0).put(-1 * (inverted ? -1 : 1)); |
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tb.put(0.5f).put(0); |
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pb.put(0).put(0).put(halfHeight); // top center
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nb.put(0).put(0).put(1 * (inverted ? -1 : 1)); |
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tb.put(0.5f).put(1); |
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} |
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IndexBuffer ib = getIndexBuffer(); |
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int index = 0; |
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// Connectivity
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for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) { |
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int i0 = axisStart; |
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int i1 = i0 + 1; |
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axisStart += radialSamples + 1; |
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int i2 = axisStart; |
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int i3 = i2 + 1; |
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for (int i = 0; i < radialSamples; i++) { |
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if (closed && axisCount == 0) { |
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if (!inverted) { |
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ib.put(index++, i0++); |
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ib.put(index++, vertCount - 2); |
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ib.put(index++, i1++); |
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} else { |
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ib.put(index++, i0++); |
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ib.put(index++, i1++); |
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ib.put(index++, vertCount - 2); |
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} |
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} else if (closed && axisCount == axisSamples - 2) { |
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ib.put(index++, i2++); |
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ib.put(index++, inverted ? vertCount - 1 : i3++); |
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ib.put(index++, inverted ? i3++ : vertCount - 1); |
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} else { |
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ib.put(index++, i0++); |
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ib.put(index++, inverted ? i2 : i1); |
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ib.put(index++, inverted ? i1 : i2); |
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ib.put(index++, i1++); |
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ib.put(index++, inverted ? i2++ : i3++); |
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ib.put(index++, inverted ? i3++ : i2++); |
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} |
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} |
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} |
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updateBound(); |
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} |
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public void read(JmeImporter e) throws IOException { |
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super.read(e); |
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InputCapsule capsule = e.getCapsule(this); |
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axisSamples = capsule.readInt("axisSamples", 0); |
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radialSamples = capsule.readInt("radialSamples", 0); |
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radius = capsule.readFloat("radius", 0); |
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radius2 = capsule.readFloat("radius2", 0); |
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height = capsule.readFloat("height", 0); |
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closed = capsule.readBoolean("closed", false); |
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inverted = capsule.readBoolean("inverted", false); |
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} |
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public void write(JmeExporter e) throws IOException { |
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super.write(e); |
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OutputCapsule capsule = e.getCapsule(this); |
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capsule.write(axisSamples, "axisSamples", 0); |
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capsule.write(radialSamples, "radialSamples", 0); |
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capsule.write(radius, "radius", 0); |
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capsule.write(radius2, "radius2", 0); |
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capsule.write(height, "height", 0); |
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capsule.write(closed, "closed", false); |
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capsule.write(inverted, "inverted", false); |
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} |
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} |
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
||||
* modification, are permitted provided that the following conditions are |
||||
* met: |
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* |
||||
* * Redistributions of source code must retain the above copyright |
||||
* notice, this list of conditions and the following disclaimer. |
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* |
||||
* * 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. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "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 |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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|
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// $Id: Cylinder.java 4131 2009-03-19 20:15:28Z blaine.dev $
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package com.jme3.scene.shape; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.JmeExporter; |
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import com.jme3.export.JmeImporter; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.mesh.IndexBuffer; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.util.BufferUtils; |
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import static com.jme3.util.BufferUtils.*; |
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|
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import java.io.IOException; |
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import java.nio.FloatBuffer; |
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|
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/** |
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* A simple cylinder, defined by it's height and radius. |
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* (Ported to jME3) |
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* |
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* @author Mark Powell |
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* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $ |
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*/ |
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public class Cylinder extends Mesh { |
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private int axisSamples; |
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private int radialSamples; |
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private float radius; |
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private float radius2; |
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private float height; |
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private boolean closed; |
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private boolean inverted; |
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|
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/** |
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* Default constructor for serialization only. Do not use. |
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*/ |
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public Cylinder() { |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
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* of more vertex information. |
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* |
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* @param axisSamples |
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* Number of triangle samples along the axis. |
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* @param radialSamples |
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* Number of triangle samples along the radial. |
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* @param radius |
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* The radius of the cylinder. |
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* @param height |
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* The cylinder's height. |
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*/ |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float height) { |
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this(axisSamples, radialSamples, radius, height, false); |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
||||
* of more vertex information. <br> |
||||
* If the cylinder is closed the texture is split into axisSamples parts: |
||||
* top most and bottom most part is used for top and bottom of the cylinder, |
||||
* rest of the texture for the cylinder wall. The middle of the top is |
||||
* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
||||
* a suited distorted texture. |
||||
* |
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* @param axisSamples |
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* Number of triangle samples along the axis. |
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* @param radialSamples |
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* Number of triangle samples along the radial. |
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* @param radius |
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* The radius of the cylinder. |
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* @param height |
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* The cylinder's height. |
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* @param closed |
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* true to create a cylinder with top and bottom surface |
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*/ |
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public Cylinder(int axisSamples, int radialSamples, |
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float radius, float height, boolean closed) { |
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this(axisSamples, radialSamples, radius, height, closed, false); |
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} |
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|
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/** |
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* Creates a new Cylinder. By default its center is the origin. Usually, a |
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* higher sample number creates a better looking cylinder, but at the cost |
||||
* of more vertex information. <br> |
||||
* If the cylinder is closed the texture is split into axisSamples parts: |
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* top most and bottom most part is used for top and bottom of the cylinder, |
||||
* rest of the texture for the cylinder wall. The middle of the top is |
||||
* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need |
||||
* a suited distorted texture. |
||||
* |
||||
* @param axisSamples |
||||
* Number of triangle samples along the axis. |
||||
* @param radialSamples |
||||
* Number of triangle samples along the radial. |
||||
* @param radius |
||||
* The radius of the cylinder. |
||||
* @param height |
||||
* The cylinder's height. |
||||
* @param closed |
||||
* true to create a cylinder with top and bottom surface |
||||
* @param inverted |
||||
* true to create a cylinder that is meant to be viewed from the |
||||
* interior. |
||||
*/ |
||||
public Cylinder(int axisSamples, int radialSamples, |
||||
float radius, float height, boolean closed, boolean inverted) { |
||||
this(axisSamples, radialSamples, radius, radius, height, closed, inverted); |
||||
} |
||||
|
||||
public Cylinder(int axisSamples, int radialSamples, |
||||
float radius, float radius2, float height, boolean closed, boolean inverted) { |
||||
super(); |
||||
updateGeometry(axisSamples, radialSamples, radius, radius2, height, closed, inverted); |
||||
} |
||||
|
||||
/** |
||||
* @return the number of samples along the cylinder axis |
||||
*/ |
||||
public int getAxisSamples() { |
||||
return axisSamples; |
||||
} |
||||
|
||||
/** |
||||
* @return Returns the height. |
||||
*/ |
||||
public float getHeight() { |
||||
return height; |
||||
} |
||||
|
||||
/** |
||||
* @return number of samples around cylinder |
||||
*/ |
||||
public int getRadialSamples() { |
||||
return radialSamples; |
||||
} |
||||
|
||||
/** |
||||
* @return Returns the radius. |
||||
*/ |
||||
public float getRadius() { |
||||
return radius; |
||||
} |
||||
|
||||
public float getRadius2() { |
||||
return radius2; |
||||
} |
||||
|
||||
/** |
||||
* @return true if end caps are used. |
||||
*/ |
||||
public boolean isClosed() { |
||||
return closed; |
||||
} |
||||
|
||||
/** |
||||
* @return true if normals and uvs are created for interior use |
||||
*/ |
||||
public boolean isInverted() { |
||||
return inverted; |
||||
} |
||||
|
||||
/** |
||||
* Rebuilds the cylinder based on a new set of parameters. |
||||
* |
||||
* @param axisSamples the number of samples along the axis. |
||||
* @param radialSamples the number of samples around the radial. |
||||
* @param radius the radius of the bottom of the cylinder. |
||||
* @param radius2 the radius of the top of the cylinder. |
||||
* @param height the cylinder's height. |
||||
* @param closed should the cylinder have top and bottom surfaces. |
||||
* @param inverted is the cylinder is meant to be viewed from the inside. |
||||
*/ |
||||
public void updateGeometry(int axisSamples, int radialSamples, |
||||
float radius, float radius2, float height, boolean closed, boolean inverted) { |
||||
this.axisSamples = axisSamples + (closed ? 2 : 0); |
||||
this.radialSamples = radialSamples; |
||||
this.radius = radius; |
||||
this.radius2 = radius2; |
||||
this.height = height; |
||||
this.closed = closed; |
||||
this.inverted = inverted; |
||||
|
||||
// VertexBuffer pvb = getBuffer(Type.Position);
|
||||
// VertexBuffer nvb = getBuffer(Type.Normal);
|
||||
// VertexBuffer tvb = getBuffer(Type.TexCoord);
|
||||
|
||||
// Vertices
|
||||
int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0); |
||||
|
||||
setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount)); |
||||
|
||||
// Normals
|
||||
setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount)); |
||||
|
||||
// Texture co-ordinates
|
||||
setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount)); |
||||
|
||||
int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples; |
||||
|
||||
setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount)); |
||||
|
||||
// generate geometry
|
||||
float inverseRadial = 1.0f / radialSamples; |
||||
float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1); |
||||
float inverseAxisLessTexture = 1.0f / (axisSamples - 1); |
||||
float halfHeight = 0.5f * height; |
||||
|
||||
// Generate points on the unit circle to be used in computing the mesh
|
||||
// points on a cylinder slice.
|
||||
float[] sin = new float[radialSamples + 1]; |
||||
float[] cos = new float[radialSamples + 1]; |
||||
|
||||
for (int radialCount = 0; radialCount < radialSamples; radialCount++) { |
||||
float angle = FastMath.TWO_PI * inverseRadial * radialCount; |
||||
cos[radialCount] = FastMath.cos(angle); |
||||
sin[radialCount] = FastMath.sin(angle); |
||||
} |
||||
sin[radialSamples] = sin[0]; |
||||
cos[radialSamples] = cos[0]; |
||||
|
||||
// calculate normals
|
||||
Vector3f[] vNormals = null; |
||||
Vector3f vNormal = Vector3f.UNIT_Z; |
||||
|
||||
if ((height != 0.0f) && (radius != radius2)) { |
||||
vNormals = new Vector3f[radialSamples]; |
||||
Vector3f vHeight = Vector3f.UNIT_Z.mult(height); |
||||
Vector3f vRadial = new Vector3f(); |
||||
|
||||
for (int radialCount = 0; radialCount < radialSamples; radialCount++) { |
||||
vRadial.set(cos[radialCount], sin[radialCount], 0.0f); |
||||
Vector3f vRadius = vRadial.mult(radius); |
||||
Vector3f vRadius2 = vRadial.mult(radius2); |
||||
Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius)); |
||||
Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z); |
||||
vNormals[radialCount] = vMantle.cross(vTangent).normalize(); |
||||
} |
||||
} |
||||
|
||||
FloatBuffer nb = getFloatBuffer(Type.Normal); |
||||
FloatBuffer pb = getFloatBuffer(Type.Position); |
||||
FloatBuffer tb = getFloatBuffer(Type.TexCoord); |
||||
|
||||
// generate the cylinder itself
|
||||
Vector3f tempNormal = new Vector3f(); |
||||
for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) { |
||||
float axisFraction; |
||||
float axisFractionTexture; |
||||
int topBottom = 0; |
||||
if (!closed) { |
||||
axisFraction = axisCount * inverseAxisLess; // in [0,1]
|
||||
axisFractionTexture = axisFraction; |
||||
} else { |
||||
if (axisCount == 0) { |
||||
topBottom = -1; // bottom
|
||||
axisFraction = 0; |
||||
axisFractionTexture = inverseAxisLessTexture; |
||||
} else if (axisCount == axisSamples - 1) { |
||||
topBottom = 1; // top
|
||||
axisFraction = 1; |
||||
axisFractionTexture = 1 - inverseAxisLessTexture; |
||||
} else { |
||||
axisFraction = (axisCount - 1) * inverseAxisLess; |
||||
axisFractionTexture = axisCount * inverseAxisLessTexture; |
||||
} |
||||
} |
||||
|
||||
// compute center of slice
|
||||
float z = -halfHeight + height * axisFraction; |
||||
Vector3f sliceCenter = new Vector3f(0, 0, z); |
||||
|
||||
// compute slice vertices with duplication at end point
|
||||
int save = i; |
||||
for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) { |
||||
float radialFraction = radialCount * inverseRadial; // in [0,1)
|
||||
tempNormal.set(cos[radialCount], sin[radialCount], 0.0f); |
||||
|
||||
if (vNormals != null) { |
||||
vNormal = vNormals[radialCount]; |
||||
} else if (radius == radius2) { |
||||
vNormal = tempNormal; |
||||
} |
||||
|
||||
if (topBottom == 0) { |
||||
if (!inverted) |
||||
nb.put(vNormal.x).put(vNormal.y).put(vNormal.z); |
||||
else |
||||
nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z); |
||||
} else { |
||||
nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1)); |
||||
} |
||||
|
||||
tempNormal.multLocal((radius - radius2) * axisFraction + radius2) |
||||
.addLocal(sliceCenter); |
||||
pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z); |
||||
|
||||
tb.put((inverted ? 1 - radialFraction : radialFraction)) |
||||
.put(axisFractionTexture); |
||||
} |
||||
|
||||
BufferUtils.copyInternalVector3(pb, save, i); |
||||
BufferUtils.copyInternalVector3(nb, save, i); |
||||
|
||||
tb.put((inverted ? 0.0f : 1.0f)) |
||||
.put(axisFractionTexture); |
||||
} |
||||
|
||||
if (closed) { |
||||
pb.put(0).put(0).put(-halfHeight); // bottom center
|
||||
nb.put(0).put(0).put(-1 * (inverted ? -1 : 1)); |
||||
tb.put(0.5f).put(0); |
||||
pb.put(0).put(0).put(halfHeight); // top center
|
||||
nb.put(0).put(0).put(1 * (inverted ? -1 : 1)); |
||||
tb.put(0.5f).put(1); |
||||
} |
||||
|
||||
IndexBuffer ib = getIndexBuffer(); |
||||
int index = 0; |
||||
// Connectivity
|
||||
for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) { |
||||
int i0 = axisStart; |
||||
int i1 = i0 + 1; |
||||
axisStart += radialSamples + 1; |
||||
int i2 = axisStart; |
||||
int i3 = i2 + 1; |
||||
for (int i = 0; i < radialSamples; i++) { |
||||
if (closed && axisCount == 0) { |
||||
if (!inverted) { |
||||
ib.put(index++, i0++); |
||||
ib.put(index++, vertCount - 2); |
||||
ib.put(index++, i1++); |
||||
} else { |
||||
ib.put(index++, i0++); |
||||
ib.put(index++, i1++); |
||||
ib.put(index++, vertCount - 2); |
||||
} |
||||
} else if (closed && axisCount == axisSamples - 2) { |
||||
ib.put(index++, i2++); |
||||
ib.put(index++, inverted ? vertCount - 1 : i3++); |
||||
ib.put(index++, inverted ? i3++ : vertCount - 1); |
||||
} else { |
||||
ib.put(index++, i0++); |
||||
ib.put(index++, inverted ? i2 : i1); |
||||
ib.put(index++, inverted ? i1 : i2); |
||||
ib.put(index++, i1++); |
||||
ib.put(index++, inverted ? i2++ : i3++); |
||||
ib.put(index++, inverted ? i3++ : i2++); |
||||
} |
||||
} |
||||
} |
||||
|
||||
updateBound(); |
||||
} |
||||
|
||||
public void read(JmeImporter e) throws IOException { |
||||
super.read(e); |
||||
InputCapsule capsule = e.getCapsule(this); |
||||
axisSamples = capsule.readInt("axisSamples", 0); |
||||
radialSamples = capsule.readInt("radialSamples", 0); |
||||
radius = capsule.readFloat("radius", 0); |
||||
radius2 = capsule.readFloat("radius2", 0); |
||||
height = capsule.readFloat("height", 0); |
||||
closed = capsule.readBoolean("closed", false); |
||||
inverted = capsule.readBoolean("inverted", false); |
||||
} |
||||
|
||||
public void write(JmeExporter e) throws IOException { |
||||
super.write(e); |
||||
OutputCapsule capsule = e.getCapsule(this); |
||||
capsule.write(axisSamples, "axisSamples", 0); |
||||
capsule.write(radialSamples, "radialSamples", 0); |
||||
capsule.write(radius, "radius", 0); |
||||
capsule.write(radius2, "radius2", 0); |
||||
capsule.write(height, "height", 0); |
||||
capsule.write(closed, "closed", false); |
||||
capsule.write(inverted, "inverted", false); |
||||
} |
||||
|
||||
|
||||
} |
||||
|
Loading…
Reference in new issue