corrections to com.jme3.scene.* comments as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-scene/
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@ -76,7 +76,7 @@ public class Geometry extends Spatial {
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*/
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*/
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protected BatchNode batchNode = null;
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protected BatchNode batchNode = null;
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/**
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/**
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* the start index of this geom's mesh in the batchNode mesh
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* the start index of this geometry's mesh in the batchNode mesh
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*/
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*/
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protected int startIndex;
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protected int startIndex;
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/**
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/**
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@ -201,9 +201,9 @@ public class Geometry extends Spatial {
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}
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}
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/**
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/**
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* Returns the mseh to use for this geometry
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* Returns the mesh to use for this geometry
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*
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*
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* @return the mseh to use for this geometry
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* @return the mesh to use for this geometry
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*
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*
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* @see #setMesh(com.jme3.scene.Mesh)
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* @see #setMesh(com.jme3.scene.Mesh)
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*/
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*/
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@ -472,9 +472,8 @@ public class Geometry extends Spatial {
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}
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}
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/**
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/**
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* Creates a deep clone of the geometry,
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* Create a deep clone of the geometry. This creates an identical copy of
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* this creates an identical copy of the mesh
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* the mesh with the vertex buffer data duplicated.
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* with the vertexbuffer data duplicated.
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*/
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*/
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@Override
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@Override
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public Spatial deepClone() {
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public Spatial deepClone() {
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@ -76,9 +76,8 @@ public class Node extends Spatial implements Savable {
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* Constructor instantiates a new <code>Node</code> with a default empty
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* Constructor instantiates a new <code>Node</code> with a default empty
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* list for containing children.
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* list for containing children.
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*
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*
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* @param name
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* @param name the name of the scene element. This is required for
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* the name of the scene element. This is required for
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* identification and comparison purposes.
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* identification and comparision purposes.
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*/
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*/
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public Node(String name) {
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public Node(String name) {
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super(name);
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super(name);
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@ -84,11 +84,12 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
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*/
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*/
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Color,
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Color,
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/**
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/**
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* Tangent vector, normalized (4 floats) (x,y,z,w)
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* Tangent vector, normalized (4 floats) (x,y,z,w). The w component is
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* the w component is called the binormal parity, is not normalized and is either 1f or -1f
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* called the binormal parity, is not normalized, and is either 1f or
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* It's used to compuste the direction on the binormal verctor on the GPU at render time.
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* -1f. It's used to compute the direction on the binormal vector on the
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*/
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* GPU at render time.
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*/
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Tangent,
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Tangent,
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/**
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/**
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@ -46,9 +46,8 @@ import com.jme3.math.FastMath;
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public class AreaUtils {
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public class AreaUtils {
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/**
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/**
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* calcScreenArea -- in Pixels
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* Estimate the screen area of a bounding volume. If the volume isn't a
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* Aproximates the screen area of a bounding volume. If the volume isn't a
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* BoundingSphere, BoundingBox, or OrientedBoundingBox, 0 is returned.
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* BoundingSphere, BoundingBox, or OrientedBoundingBox 0 is returned.
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*
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*
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* @param bound The bounds to calculate the volume from.
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* @param bound The bounds to calculate the volume from.
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* @param distance The distance from camera to object.
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* @param distance The distance from camera to object.
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@ -90,7 +90,7 @@ public class SkeletonPoints extends Mesh {
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}
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}
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/**
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/**
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* The method updates the geometry according to the poitions of the bones.
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* The method updates the geometry according to the positions of the bones.
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*/
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*/
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public void updateGeometry() {
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public void updateGeometry() {
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VertexBuffer vb = this.getBuffer(Type.Position);
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VertexBuffer vb = this.getBuffer(Type.Position);
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@ -1,314 +1,316 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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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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* modification, are permitted provided that the following conditions are
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* met:
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* met:
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*
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*
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* * Redistributions of source code must retain the above copyright
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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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* notice, this list of conditions and the following disclaimer.
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*
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*
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* * Redistributions in binary form must reproduce the above copyright
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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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* 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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* documentation and/or other materials provided with the distribution.
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*
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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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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* 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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* without specific prior written permission.
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*
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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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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* "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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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package com.jme3.scene.shape;
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package com.jme3.scene.shape;
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import com.jme3.math.CurveAndSurfaceMath;
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import com.jme3.math.CurveAndSurfaceMath;
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import com.jme3.math.FastMath;
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import com.jme3.math.FastMath;
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import com.jme3.math.Spline.SplineType;
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import com.jme3.math.Spline.SplineType;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector4f;
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import com.jme3.math.Vector4f;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer;
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import com.jme3.scene.VertexBuffer;
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import com.jme3.util.BufferUtils;
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import com.jme3.util.BufferUtils;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.List;
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import java.util.List;
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import java.util.Map;
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import java.util.Map;
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/**
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/**
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* This class represents a surface described by knots, weights and control points.
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* This class represents a surface described by knots, weights and control points.
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* Currently the following types are supported:
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* Currently the following types are supported:
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* a) NURBS
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* a) NURBS
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* @author Marcin Roguski (Kealthas)
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* @author Marcin Roguski (Kealthas)
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*/
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*/
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public class Surface extends Mesh {
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public class Surface extends Mesh {
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private SplineType type; //the type of the surface
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private SplineType type; //the type of the surface
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private List<List<Vector4f>> controlPoints; //space control points and their weights
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private List<List<Vector4f>> controlPoints; //space control points and their weights
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private List<Float>[] knots; //knots of the surface
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private List<Float>[] knots; //knots of the surface
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private int basisUFunctionDegree; //the degree of basis U function
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private int basisUFunctionDegree; //the degree of basis U function
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private int basisVFunctionDegree; //the degree of basis V function
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private int basisVFunctionDegree; //the degree of basis V function
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private int uSegments; //the amount of U segments
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private int uSegments; //the amount of U segments
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private int vSegments; //the amount of V segments
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private int vSegments; //the amount of V segments
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/**
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/**
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* Constructor. Constructs required surface.
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* Constructor. Constructs required surface.
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* @param controlPoints space control points
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* @param controlPoints space control points
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* @param nurbKnots knots of the surface
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* @param nurbKnots knots of the surface
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* @param uSegments the amount of U segments
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* @param uSegments the amount of U segments
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* @param vSegments the amount of V segments
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* @param vSegments the amount of V segments
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* @param basisUFunctionDegree the degree of basis U function
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* @param basisUFunctionDegree the degree of basis U function
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* @param basisVFunctionDegree the degree of basis V function
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* @param basisVFunctionDegree the degree of basis V function
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*/
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*/
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private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
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private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
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this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
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this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
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this.type = SplineType.Nurb;
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this.type = SplineType.Nurb;
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this.uSegments = uSegments;
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this.uSegments = uSegments;
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this.vSegments = vSegments;
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this.vSegments = vSegments;
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this.controlPoints = controlPoints;
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this.controlPoints = controlPoints;
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this.knots = nurbKnots;
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this.knots = nurbKnots;
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this.basisUFunctionDegree = basisUFunctionDegree;
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this.basisUFunctionDegree = basisUFunctionDegree;
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
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if (nurbKnots[1] != null) {
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if (nurbKnots[1] != null) {
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this.basisVFunctionDegree = basisVFunctionDegree;
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this.basisVFunctionDegree = basisVFunctionDegree;
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
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}
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}
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this.buildSurface();
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this.buildSurface();
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}
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}
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/**
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/**
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* This method creates a NURBS surface.
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* This method creates a NURBS surface.
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* @param controlPoints space control points
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* @param controlPoints space control points
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* @param nurbKnots knots of the surface
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* @param nurbKnots knots of the surface
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* @param uSegments the amount of U segments
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* @param uSegments the amount of U segments
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* @param vSegments the amount of V segments
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* @param vSegments the amount of V segments
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* @param basisUFunctionDegree the degree of basis U function
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* @param basisUFunctionDegree the degree of basis U function
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* @param basisVFunctionDegree the degree of basis V function
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* @param basisVFunctionDegree the degree of basis V function
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* @return an instance of NURBS surface
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* @return an instance of NURBS surface
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*/
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*/
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public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
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public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
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Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
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Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
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result.type = SplineType.Nurb;
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result.type = SplineType.Nurb;
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return result;
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return result;
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}
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}
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/**
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/**
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* This method creates the surface.
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* This method creates the surface.
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*/
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*/
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private void buildSurface() {
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private void buildSurface() {
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boolean smooth = true;//TODO: take smoothing into consideration
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boolean smooth = true;//TODO: take smoothing into consideration
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float minUKnot = this.getMinUNurbKnot();
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float minUKnot = this.getMinUNurbKnot();
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float maxUKnot = this.getMaxUNurbKnot();
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float maxUKnot = this.getMaxUNurbKnot();
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float deltaU = (maxUKnot - minUKnot) / uSegments;
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float deltaU = (maxUKnot - minUKnot) / uSegments;
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float minVKnot = this.getMinVNurbKnot();
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float minVKnot = this.getMinVNurbKnot();
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float maxVKnot = this.getMaxVNurbKnot();
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float maxVKnot = this.getMaxVNurbKnot();
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float deltaV = (maxVKnot - minVKnot) / vSegments;
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float deltaV = (maxVKnot - minVKnot) / vSegments;
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Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
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Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
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float u = minUKnot, v = minVKnot;
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float u = minUKnot, v = minVKnot;
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int arrayIndex = 0;
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int arrayIndex = 0;
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for (int i = 0; i <= vSegments; ++i) {
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for (int i = 0; i <= vSegments; ++i) {
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for (int j = 0; j <= uSegments; ++j) {
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for (int j = 0; j <= uSegments; ++j) {
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Vector3f interpolationResult = new Vector3f();
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Vector3f interpolationResult = new Vector3f();
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CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
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CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
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vertices[arrayIndex++] = interpolationResult;
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vertices[arrayIndex++] = interpolationResult;
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u += deltaU;
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u += deltaU;
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}
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}
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u = minUKnot;
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u = minUKnot;
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v += deltaV;
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v += deltaV;
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}
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}
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//adding indexes
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//adding indexes
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int uVerticesAmount = uSegments + 1;
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int uVerticesAmount = uSegments + 1;
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int[] indices = new int[uSegments * vSegments * 6];
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int[] indices = new int[uSegments * vSegments * 6];
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arrayIndex = 0;
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arrayIndex = 0;
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for (int i = 0; i < vSegments; ++i) {
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for (int i = 0; i < vSegments; ++i) {
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for (int j = 0; j < uSegments; ++j) {
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for (int j = 0; j < uSegments; ++j) {
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indices[arrayIndex++] = j + i * uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
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}
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}
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}
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}
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//normalMap merges normals of faces that will be rendered smooth
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//normalMap merges normals of faces that will be rendered smooth
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Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
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Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
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for (int i = 0; i < indices.length; i += 3) {
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for (int i = 0; i < indices.length; i += 3) {
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Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
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Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
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this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
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this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
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}
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}
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//preparing normal list (the order of normals must match the order of vertices)
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//preparing normal list (the order of normals must match the order of vertices)
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float[] normals = new float[vertices.length * 3];
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float[] normals = new float[vertices.length * 3];
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arrayIndex = 0;
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arrayIndex = 0;
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for (int i = 0; i < vertices.length; ++i) {
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for (int i = 0; i < vertices.length; ++i) {
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Vector3f n = normalMap.get(vertices[i]);
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Vector3f n = normalMap.get(vertices[i]);
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normals[arrayIndex++] = n.x;
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normals[arrayIndex++] = n.x;
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normals[arrayIndex++] = n.y;
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normals[arrayIndex++] = n.y;
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normals[arrayIndex++] = n.z;
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normals[arrayIndex++] = n.z;
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}
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}
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this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
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this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
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this.setBuffer(VertexBuffer.Type.Index, 3, indices);
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this.setBuffer(VertexBuffer.Type.Index, 3, indices);
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this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
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this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
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this.updateBound();
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this.updateBound();
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this.updateCounts();
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this.updateCounts();
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}
|
}
|
||||||
|
|
||||||
public List<List<Vector4f>> getControlPoints() {
|
public List<List<Vector4f>> getControlPoints() {
|
||||||
return controlPoints;
|
return controlPoints;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the amount of U control points.
|
* This method returns the amount of U control points.
|
||||||
* @return the amount of U control points
|
* @return the amount of U control points
|
||||||
*/
|
*/
|
||||||
public int getUControlPointsAmount() {
|
public int getUControlPointsAmount() {
|
||||||
return controlPoints.size();
|
return controlPoints.size();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the amount of V control points.
|
* This method returns the amount of V control points.
|
||||||
* @return the amount of V control points
|
* @return the amount of V control points
|
||||||
*/
|
*/
|
||||||
public int getVControlPointsAmount() {
|
public int getVControlPointsAmount() {
|
||||||
return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
|
return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the degree of basis U function.
|
* This method returns the degree of basis U function.
|
||||||
* @return the degree of basis U function
|
* @return the degree of basis U function
|
||||||
*/
|
*/
|
||||||
public int getBasisUFunctionDegree() {
|
public int getBasisUFunctionDegree() {
|
||||||
return basisUFunctionDegree;
|
return basisUFunctionDegree;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the degree of basis V function.
|
* This method returns the degree of basis V function.
|
||||||
* @return the degree of basis V function
|
* @return the degree of basis V function
|
||||||
*/
|
*/
|
||||||
public int getBasisVFunctionDegree() {
|
public int getBasisVFunctionDegree() {
|
||||||
return basisVFunctionDegree;
|
return basisVFunctionDegree;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the knots for specified dimension (U knots - value: '0',
|
* This method returns the knots for specified dimension (U knots - value: '0',
|
||||||
* V knots - value: '1').
|
* V knots - value: '1').
|
||||||
* @param dim an integer specifying if the U or V knots are required
|
* @param dim an integer specifying if the U or V knots are required
|
||||||
* @return an array of knots
|
* @return an array of knots
|
||||||
*/
|
*/
|
||||||
public List<Float> getKnots(int dim) {
|
public List<Float> getKnots(int dim) {
|
||||||
return knots[dim];
|
return knots[dim];
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the type of the surface.
|
* This method returns the type of the surface.
|
||||||
* @return the type of the surface
|
* @return the type of the surface
|
||||||
*/
|
*/
|
||||||
public SplineType getType() {
|
public SplineType getType() {
|
||||||
return type;
|
return type;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the minimum nurb curve U knot value.
|
* This method returns the minimum nurb curve U knot value.
|
||||||
* @return the minimum nurb curve knot value
|
* @return the minimum nurb curve knot value
|
||||||
*/
|
*/
|
||||||
private float getMinUNurbKnot() {
|
private float getMinUNurbKnot() {
|
||||||
return knots[0].get(basisUFunctionDegree - 1);
|
return knots[0].get(basisUFunctionDegree - 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the maximum nurb curve U knot value.
|
* This method returns the maximum nurb curve U knot value.
|
||||||
* @return the maximum nurb curve knot value
|
* @return the maximum nurb curve knot value
|
||||||
*/
|
*/
|
||||||
private float getMaxUNurbKnot() {
|
private float getMaxUNurbKnot() {
|
||||||
return knots[0].get(knots[0].size() - basisUFunctionDegree);
|
return knots[0].get(knots[0].size() - basisUFunctionDegree);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the minimum nurb curve U knot value.
|
* This method returns the minimum nurb curve U knot value.
|
||||||
* @return the minimum nurb curve knot value
|
* @return the minimum nurb curve knot value
|
||||||
*/
|
*/
|
||||||
private float getMinVNurbKnot() {
|
private float getMinVNurbKnot() {
|
||||||
return knots[1].get(basisVFunctionDegree - 1);
|
return knots[1].get(basisVFunctionDegree - 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method returns the maximum nurb curve U knot value.
|
* This method returns the maximum nurb curve U knot value.
|
||||||
* @return the maximum nurb curve knot value
|
* @return the maximum nurb curve knot value
|
||||||
*/
|
*/
|
||||||
private float getMaxVNurbKnot() {
|
private float getMaxVNurbKnot() {
|
||||||
return knots[1].get(knots[1].size() - basisVFunctionDegree);
|
return knots[1].get(knots[1].size() - basisVFunctionDegree);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
|
* This method adds a normal to a normal's map. This map is used to merge
|
||||||
* @param normalToAdd
|
* normals of a vector that should be rendered smooth.
|
||||||
* a normal to be added
|
*
|
||||||
* @param normalMap
|
* @param normalToAdd
|
||||||
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
|
* a normal to be added
|
||||||
* @param smooth
|
* @param normalMap
|
||||||
* the variable that indicates wheather to merge normals (creating the smooth mesh) or not
|
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
|
||||||
* @param vertices
|
* @param smooth the variable that indicates whether to merge normals
|
||||||
* a list of vertices read from the blender file
|
* (creating the smooth mesh) or not
|
||||||
*/
|
* @param vertices
|
||||||
private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
|
* a list of vertices read from the blender file
|
||||||
for (Vector3f v : vertices) {
|
*/
|
||||||
Vector3f n = normalMap.get(v);
|
private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
|
||||||
if (!smooth || n == null) {
|
for (Vector3f v : vertices) {
|
||||||
normalMap.put(v, normalToAdd.clone());
|
Vector3f n = normalMap.get(v);
|
||||||
} else {
|
if (!smooth || n == null) {
|
||||||
n.addLocal(normalToAdd).normalizeLocal();
|
normalMap.put(v, normalToAdd.clone());
|
||||||
}
|
} else {
|
||||||
}
|
n.addLocal(normalToAdd).normalizeLocal();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
/**
|
}
|
||||||
* This method validates the input data. It throws {@link IllegalArgumentException} if
|
|
||||||
* the data is invalid.
|
/**
|
||||||
* @param controlPoints space control points
|
* This method validates the input data. It throws {@link IllegalArgumentException} if
|
||||||
* @param nurbKnots knots of the surface
|
* the data is invalid.
|
||||||
* @param uSegments the amount of U segments
|
* @param controlPoints space control points
|
||||||
* @param vSegments the amount of V segments
|
* @param nurbKnots knots of the surface
|
||||||
*/
|
* @param uSegments the amount of U segments
|
||||||
private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
|
* @param vSegments the amount of V segments
|
||||||
int uSegments, int vSegments) {
|
*/
|
||||||
int uPointsAmount = controlPoints.get(0).size();
|
private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
|
||||||
for (int i = 1; i < controlPoints.size(); ++i) {
|
int uSegments, int vSegments) {
|
||||||
if (controlPoints.get(i).size() != uPointsAmount) {
|
int uPointsAmount = controlPoints.get(0).size();
|
||||||
throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
|
for (int i = 1; i < controlPoints.size(); ++i) {
|
||||||
}
|
if (controlPoints.get(i).size() != uPointsAmount) {
|
||||||
}
|
throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
|
||||||
if (uSegments <= 0) {
|
}
|
||||||
throw new IllegalArgumentException("U segments amount should be positive!");
|
}
|
||||||
}
|
if (uSegments <= 0) {
|
||||||
if (vSegments < 0) {
|
throw new IllegalArgumentException("U segments amount should be positive!");
|
||||||
throw new IllegalArgumentException("V segments amount cannot be negative!");
|
}
|
||||||
}
|
if (vSegments < 0) {
|
||||||
if (nurbKnots.length != 2) {
|
throw new IllegalArgumentException("V segments amount cannot be negative!");
|
||||||
throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
|
}
|
||||||
}
|
if (nurbKnots.length != 2) {
|
||||||
for (int i = 0; i < nurbKnots.length; ++i) {
|
throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
|
||||||
for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
|
}
|
||||||
if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
|
for (int i = 0; i < nurbKnots.length; ++i) {
|
||||||
throw new IllegalArgumentException("The knots' values cannot decrease!");
|
for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
|
||||||
}
|
if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
|
||||||
}
|
throw new IllegalArgumentException("The knots' values cannot decrease!");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -57,9 +57,13 @@ public class Torus extends Mesh {
|
|||||||
private int circleSamples;
|
private int circleSamples;
|
||||||
|
|
||||||
private int radialSamples;
|
private int radialSamples;
|
||||||
|
/**
|
||||||
|
* minor radius of the torus
|
||||||
|
*/
|
||||||
private float innerRadius;
|
private float innerRadius;
|
||||||
|
/**
|
||||||
|
* major radius of the torus
|
||||||
|
*/
|
||||||
private float outerRadius;
|
private float outerRadius;
|
||||||
|
|
||||||
public Torus() {
|
public Torus() {
|
||||||
@ -73,10 +77,8 @@ public class Torus extends Mesh {
|
|||||||
* The number of samples along the circles.
|
* The number of samples along the circles.
|
||||||
* @param radialSamples
|
* @param radialSamples
|
||||||
* The number of samples along the radial.
|
* The number of samples along the radial.
|
||||||
* @param innerRadius
|
* @param innerRadius minor radius of the torus
|
||||||
* The radius of the inner begining of the Torus.
|
* @param outerRadius major radius of the torus
|
||||||
* @param outerRadius
|
|
||||||
* The radius of the outter end of the Torus.
|
|
||||||
*/
|
*/
|
||||||
public Torus(int circleSamples, int radialSamples,
|
public Torus(int circleSamples, int radialSamples,
|
||||||
float innerRadius, float outerRadius) {
|
float innerRadius, float outerRadius) {
|
||||||
@ -226,8 +228,8 @@ public class Torus extends Mesh {
|
|||||||
*
|
*
|
||||||
* @param circleSamples the number of samples along the circles.
|
* @param circleSamples the number of samples along the circles.
|
||||||
* @param radialSamples the number of samples along the radial.
|
* @param radialSamples the number of samples along the radial.
|
||||||
* @param innerRadius the radius of the inner begining of the Torus.
|
* @param innerRadius minor radius of the torus
|
||||||
* @param outerRadius the radius of the outter end of the Torus.
|
* @param outerRadius major radius of the torus
|
||||||
*/
|
*/
|
||||||
public void updateGeometry(int circleSamples, int radialSamples, float innerRadius, float outerRadius) {
|
public void updateGeometry(int circleSamples, int radialSamples, float innerRadius, float outerRadius) {
|
||||||
this.circleSamples = circleSamples;
|
this.circleSamples = circleSamples;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user