corrections to com.jme3.scene.* comments as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-scene/

experimental
sgold@sonic.net 11 years ago
parent 5372cb505d
commit 4a69eee64f
  1. 11
      jme3-core/src/main/java/com/jme3/scene/Geometry.java
  2. 5
      jme3-core/src/main/java/com/jme3/scene/Node.java
  3. 11
      jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java
  4. 5
      jme3-core/src/main/java/com/jme3/scene/control/AreaUtils.java
  5. 2
      jme3-core/src/main/java/com/jme3/scene/debug/SkeletonPoints.java
  6. 630
      jme3-core/src/main/java/com/jme3/scene/shape/Surface.java
  7. 18
      jme3-core/src/main/java/com/jme3/scene/shape/Torus.java

@ -76,7 +76,7 @@ public class Geometry extends Spatial {
*/
protected BatchNode batchNode = null;
/**
* the start index of this geom's mesh in the batchNode mesh
* the start index of this geometry's mesh in the batchNode mesh
*/
protected int startIndex;
/**
@ -201,9 +201,9 @@ public class Geometry extends Spatial {
}
/**
* Returns the mseh to use for this geometry
* Returns the mesh to use for this geometry
*
* @return the mseh to use for this geometry
* @return the mesh to use for this geometry
*
* @see #setMesh(com.jme3.scene.Mesh)
*/
@ -472,9 +472,8 @@ public class Geometry extends Spatial {
}
/**
* Creates a deep clone of the geometry,
* this creates an identical copy of the mesh
* with the vertexbuffer data duplicated.
* Create a deep clone of the geometry. This creates an identical copy of
* the mesh with the vertex buffer data duplicated.
*/
@Override
public Spatial deepClone() {

@ -76,9 +76,8 @@ public class Node extends Spatial implements Savable {
* Constructor instantiates a new <code>Node</code> with a default empty
* list for containing children.
*
* @param name
* the name of the scene element. This is required for
* identification and comparision purposes.
* @param name the name of the scene element. This is required for
* identification and comparison purposes.
*/
public Node(String name) {
super(name);

@ -84,11 +84,12 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
*/
Color,
/**
* Tangent vector, normalized (4 floats) (x,y,z,w)
* the w component is called the binormal parity, is not normalized and is either 1f or -1f
* It's used to compuste the direction on the binormal verctor on the GPU at render time.
*/
/**
* Tangent vector, normalized (4 floats) (x,y,z,w). The w component is
* called the binormal parity, is not normalized, and is either 1f or
* -1f. It's used to compute the direction on the binormal vector on the
* GPU at render time.
*/
Tangent,
/**

@ -46,9 +46,8 @@ import com.jme3.math.FastMath;
public class AreaUtils {
/**
* calcScreenArea -- in Pixels
* Aproximates the screen area of a bounding volume. If the volume isn't a
* BoundingSphere, BoundingBox, or OrientedBoundingBox 0 is returned.
* Estimate the screen area of a bounding volume. If the volume isn't a
* BoundingSphere, BoundingBox, or OrientedBoundingBox, 0 is returned.
*
* @param bound The bounds to calculate the volume from.
* @param distance The distance from camera to object.

@ -90,7 +90,7 @@ public class SkeletonPoints extends Mesh {
}
/**
* The method updates the geometry according to the poitions of the bones.
* The method updates the geometry according to the positions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);

@ -1,314 +1,316 @@
/*
* Copyright (c) 2009-2012 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.
*/
package com.jme3.scene.shape;
import com.jme3.math.CurveAndSurfaceMath;
import com.jme3.math.FastMath;
import com.jme3.math.Spline.SplineType;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.util.BufferUtils;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
/**
* This class represents a surface described by knots, weights and control points.
* Currently the following types are supported:
* a) NURBS
* @author Marcin Roguski (Kealthas)
*/
public class Surface extends Mesh {
private SplineType type; //the type of the surface
private List<List<Vector4f>> controlPoints; //space control points and their weights
private List<Float>[] knots; //knots of the surface
private int basisUFunctionDegree; //the degree of basis U function
private int basisVFunctionDegree; //the degree of basis V function
private int uSegments; //the amount of U segments
private int vSegments; //the amount of V segments
/**
* Constructor. Constructs required surface.
* @param controlPoints space control points
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
* @param basisUFunctionDegree the degree of basis U function
* @param basisVFunctionDegree the degree of basis V function
*/
private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
this.type = SplineType.Nurb;
this.uSegments = uSegments;
this.vSegments = vSegments;
this.controlPoints = controlPoints;
this.knots = nurbKnots;
this.basisUFunctionDegree = basisUFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
if (nurbKnots[1] != null) {
this.basisVFunctionDegree = basisVFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
}
this.buildSurface();
}
/**
* This method creates a NURBS surface.
* @param controlPoints space control points
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
* @param basisUFunctionDegree the degree of basis U function
* @param basisVFunctionDegree the degree of basis V function
* @return an instance of NURBS surface
*/
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
result.type = SplineType.Nurb;
return result;
}
/**
* This method creates the surface.
*/
private void buildSurface() {
boolean smooth = true;//TODO: take smoothing into consideration
float minUKnot = this.getMinUNurbKnot();
float maxUKnot = this.getMaxUNurbKnot();
float deltaU = (maxUKnot - minUKnot) / uSegments;
float minVKnot = this.getMinVNurbKnot();
float maxVKnot = this.getMaxVNurbKnot();
float deltaV = (maxVKnot - minVKnot) / vSegments;
Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
float u = minUKnot, v = minVKnot;
int arrayIndex = 0;
for (int i = 0; i <= vSegments; ++i) {
for (int j = 0; j <= uSegments; ++j) {
Vector3f interpolationResult = new Vector3f();
CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
vertices[arrayIndex++] = interpolationResult;
u += deltaU;
}
u = minUKnot;
v += deltaV;
}
//adding indexes
int uVerticesAmount = uSegments + 1;
int[] indices = new int[uSegments * vSegments * 6];
arrayIndex = 0;
for (int i = 0; i < vSegments; ++i) {
for (int j = 0; j < uSegments; ++j) {
indices[arrayIndex++] = j + i * uVerticesAmount;
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
}
}
//normalMap merges normals of faces that will be rendered smooth
Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
for (int i = 0; i < indices.length; i += 3) {
Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
}
//preparing normal list (the order of normals must match the order of vertices)
float[] normals = new float[vertices.length * 3];
arrayIndex = 0;
for (int i = 0; i < vertices.length; ++i) {
Vector3f n = normalMap.get(vertices[i]);
normals[arrayIndex++] = n.x;
normals[arrayIndex++] = n.y;
normals[arrayIndex++] = n.z;
}
this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
this.setBuffer(VertexBuffer.Type.Index, 3, indices);
this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
this.updateBound();
this.updateCounts();
}
public List<List<Vector4f>> getControlPoints() {
return controlPoints;
}
/**
* This method returns the amount of U control points.
* @return the amount of U control points
*/
public int getUControlPointsAmount() {
return controlPoints.size();
}
/**
* This method returns the amount of V control points.
* @return the amount of V control points
*/
public int getVControlPointsAmount() {
return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
}
/**
* This method returns the degree of basis U function.
* @return the degree of basis U function
*/
public int getBasisUFunctionDegree() {
return basisUFunctionDegree;
}
/**
* This method returns the degree of basis V function.
* @return the degree of basis V function
*/
public int getBasisVFunctionDegree() {
return basisVFunctionDegree;
}
/**
* This method returns the knots for specified dimension (U knots - value: '0',
* V knots - value: '1').
* @param dim an integer specifying if the U or V knots are required
* @return an array of knots
*/
public List<Float> getKnots(int dim) {
return knots[dim];
}
/**
* This method returns the type of the surface.
* @return the type of the surface
*/
public SplineType getType() {
return type;
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinUNurbKnot() {
return knots[0].get(basisUFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxUNurbKnot() {
return knots[0].get(knots[0].size() - basisUFunctionDegree);
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinVNurbKnot() {
return knots[1].get(basisVFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxVNurbKnot() {
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.
* @param normalToAdd
* a normal to be added
* @param normalMap
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
* @param smooth
* the variable that indicates wheather to merge normals (creating the smooth mesh) or not
* @param vertices
* a list of vertices read from the blender file
*/
private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
for (Vector3f v : vertices) {
Vector3f n = normalMap.get(v);
if (!smooth || n == null) {
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
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
*/
private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments) {
int uPointsAmount = controlPoints.get(0).size();
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 (vSegments < 0) {
throw new IllegalArgumentException("V segments amount cannot be negative!");
}
if (nurbKnots.length != 2) {
throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
}
for (int i = 0; i < nurbKnots.length; ++i) {
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!");
}
}
}
}
}
/*
* Copyright (c) 2009-2012 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.
*/
package com.jme3.scene.shape;
import com.jme3.math.CurveAndSurfaceMath;
import com.jme3.math.FastMath;
import com.jme3.math.Spline.SplineType;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.util.BufferUtils;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
/**
* This class represents a surface described by knots, weights and control points.
* Currently the following types are supported:
* a) NURBS
* @author Marcin Roguski (Kealthas)
*/
public class Surface extends Mesh {
private SplineType type; //the type of the surface
private List<List<Vector4f>> controlPoints; //space control points and their weights
private List<Float>[] knots; //knots of the surface
private int basisUFunctionDegree; //the degree of basis U function
private int basisVFunctionDegree; //the degree of basis V function
private int uSegments; //the amount of U segments
private int vSegments; //the amount of V segments
/**
* Constructor. Constructs required surface.
* @param controlPoints space control points
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
* @param basisUFunctionDegree the degree of basis U function
* @param basisVFunctionDegree the degree of basis V function
*/
private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
this.type = SplineType.Nurb;
this.uSegments = uSegments;
this.vSegments = vSegments;
this.controlPoints = controlPoints;
this.knots = nurbKnots;
this.basisUFunctionDegree = basisUFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
if (nurbKnots[1] != null) {
this.basisVFunctionDegree = basisVFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
}
this.buildSurface();
}
/**
* This method creates a NURBS surface.
* @param controlPoints space control points
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
* @param basisUFunctionDegree the degree of basis U function
* @param basisVFunctionDegree the degree of basis V function
* @return an instance of NURBS surface
*/
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
result.type = SplineType.Nurb;
return result;
}
/**
* This method creates the surface.
*/
private void buildSurface() {
boolean smooth = true;//TODO: take smoothing into consideration
float minUKnot = this.getMinUNurbKnot();
float maxUKnot = this.getMaxUNurbKnot();
float deltaU = (maxUKnot - minUKnot) / uSegments;
float minVKnot = this.getMinVNurbKnot();
float maxVKnot = this.getMaxVNurbKnot();
float deltaV = (maxVKnot - minVKnot) / vSegments;
Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
float u = minUKnot, v = minVKnot;
int arrayIndex = 0;
for (int i = 0; i <= vSegments; ++i) {
for (int j = 0; j <= uSegments; ++j) {
Vector3f interpolationResult = new Vector3f();
CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
vertices[arrayIndex++] = interpolationResult;
u += deltaU;
}
u = minUKnot;
v += deltaV;
}
//adding indexes
int uVerticesAmount = uSegments + 1;
int[] indices = new int[uSegments * vSegments * 6];
arrayIndex = 0;
for (int i = 0; i < vSegments; ++i) {
for (int j = 0; j < uSegments; ++j) {
indices[arrayIndex++] = j + i * uVerticesAmount;
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
}
}
//normalMap merges normals of faces that will be rendered smooth
Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
for (int i = 0; i < indices.length; i += 3) {
Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
}
//preparing normal list (the order of normals must match the order of vertices)
float[] normals = new float[vertices.length * 3];
arrayIndex = 0;
for (int i = 0; i < vertices.length; ++i) {
Vector3f n = normalMap.get(vertices[i]);
normals[arrayIndex++] = n.x;
normals[arrayIndex++] = n.y;
normals[arrayIndex++] = n.z;
}
this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
this.setBuffer(VertexBuffer.Type.Index, 3, indices);
this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
this.updateBound();
this.updateCounts();
}
public List<List<Vector4f>> getControlPoints() {
return controlPoints;
}
/**
* This method returns the amount of U control points.
* @return the amount of U control points
*/
public int getUControlPointsAmount() {
return controlPoints.size();
}
/**
* This method returns the amount of V control points.
* @return the amount of V control points
*/
public int getVControlPointsAmount() {
return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
}
/**
* This method returns the degree of basis U function.
* @return the degree of basis U function
*/
public int getBasisUFunctionDegree() {
return basisUFunctionDegree;
}
/**
* This method returns the degree of basis V function.
* @return the degree of basis V function
*/
public int getBasisVFunctionDegree() {
return basisVFunctionDegree;
}
/**
* This method returns the knots for specified dimension (U knots - value: '0',
* V knots - value: '1').
* @param dim an integer specifying if the U or V knots are required
* @return an array of knots
*/
public List<Float> getKnots(int dim) {
return knots[dim];
}
/**
* This method returns the type of the surface.
* @return the type of the surface
*/
public SplineType getType() {
return type;
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinUNurbKnot() {
return knots[0].get(basisUFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxUNurbKnot() {
return knots[0].get(knots[0].size() - basisUFunctionDegree);
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinVNurbKnot() {
return knots[1].get(basisVFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxVNurbKnot() {
return knots[1].get(knots[1].size() - basisVFunctionDegree);
}
/**
* This method adds a normal to a normal's map. This map is used to merge
* normals of a vector that should be rendered smooth.
*
* @param normalToAdd
* a normal to be added
* @param normalMap
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
* @param smooth the variable that indicates whether to merge normals
* (creating the smooth mesh) or not
* @param vertices
* a list of vertices read from the blender file
*/
private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
for (Vector3f v : vertices) {
Vector3f n = normalMap.get(v);
if (!smooth || n == null) {
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
* @param nurbKnots knots of the surface
* @param uSegments the amount of U segments
* @param vSegments the amount of V segments
*/
private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
int uSegments, int vSegments) {
int uPointsAmount = controlPoints.get(0).size();
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 (vSegments < 0) {
throw new IllegalArgumentException("V segments amount cannot be negative!");
}
if (nurbKnots.length != 2) {
throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
}
for (int i = 0; i < nurbKnots.length; ++i) {
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 radialSamples;
/**
* minor radius of the torus
*/
private float innerRadius;
/**
* major radius of the torus
*/
private float outerRadius;
public Torus() {
@ -73,10 +77,8 @@ public class Torus extends Mesh {
* The number of samples along the circles.
* @param radialSamples
* The number of samples along the radial.
* @param innerRadius
* The radius of the inner begining of the Torus.
* @param outerRadius
* The radius of the outter end of the Torus.
* @param innerRadius minor radius of the torus
* @param outerRadius major radius of the torus
*/
public Torus(int circleSamples, int radialSamples,
float innerRadius, float outerRadius) {
@ -226,8 +228,8 @@ public class Torus extends Mesh {
*
* @param circleSamples the number of samples along the circles.
* @param radialSamples the number of samples along the radial.
* @param innerRadius the radius of the inner begining of the Torus.
* @param outerRadius the radius of the outter end of the Torus.
* @param innerRadius minor radius of the torus
* @param outerRadius major radius of the torus
*/
public void updateGeometry(int circleSamples, int radialSamples, float innerRadius, float outerRadius) {
this.circleSamples = circleSamples;

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