* Apply fix for cylinder normal generation

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8425 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..rd 13 years ago
parent b5f567753c
commit 1fb4a9be00
  1. 34
      engine/src/core/com/jme3/scene/shape/Cylinder.java

@ -259,6 +259,25 @@ public class Cylinder extends Mesh {
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);
@ -286,21 +305,28 @@ public class Cylinder extends Mesh {
axisFractionTexture = axisCount * inverseAxisLessTexture;
}
}
float z = -halfHeight + height * axisFraction;
// 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);
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(tempNormal.x).put(tempNormal.y).put(tempNormal.z);
nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
else
nb.put(-tempNormal.x).put(-tempNormal.y).put(-tempNormal.z);
nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
} else {
nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
}

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