* Apply fix for cylinder normal generation
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8425 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
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@ -1,395 +1,421 @@
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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
|
||||
* met:
|
||||
*
|
||||
* * 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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||||
* * 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.
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||||
*
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||||
* 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
|
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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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// $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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* 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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* 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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* 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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* 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
|
||||
* 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.
|
||||
*/
|
||||
|
||||
// $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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|
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import com.jme3.export.InputCapsule;
|
||||
import com.jme3.export.JmeExporter;
|
||||
import com.jme3.export.JmeImporter;
|
||||
import com.jme3.export.OutputCapsule;
|
||||
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;
|
||||
import static com.jme3.util.BufferUtils.*;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.nio.FloatBuffer;
|
||||
|
||||
/**
|
||||
* A simple cylinder, defined by it's height and radius.
|
||||
* (Ported to jME3)
|
||||
*
|
||||
* @author Mark Powell
|
||||
* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
|
||||
*/
|
||||
public class Cylinder extends Mesh {
|
||||
|
||||
private int axisSamples;
|
||||
|
||||
private int radialSamples;
|
||||
|
||||
private float radius;
|
||||
private float radius2;
|
||||
|
||||
private float height;
|
||||
private boolean closed;
|
||||
private boolean inverted;
|
||||
|
||||
/**
|
||||
* Default constructor for serialization only. Do not use.
|
||||
*/
|
||||
public Cylinder() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Cylinder. By default its center is the origin. Usually, a
|
||||
* higher sample number creates a better looking cylinder, but at the cost
|
||||
* of more vertex information.
|
||||
*
|
||||
* @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.
|
||||
*/
|
||||
public Cylinder(int axisSamples, int radialSamples,
|
||||
float radius, float height) {
|
||||
this(axisSamples, radialSamples, radius, height, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Cylinder. By default its center is the origin. Usually, a
|
||||
* 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.
|
||||
*
|
||||
* @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
|
||||
*/
|
||||
public Cylinder(int axisSamples, int radialSamples,
|
||||
float radius, float height, boolean closed) {
|
||||
this(axisSamples, radialSamples, radius, height, closed, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Cylinder. By default its center is the origin. Usually, a
|
||||
* 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.
|
||||
*
|
||||
* @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…
x
Reference in New Issue
Block a user