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@ -198,35 +198,42 @@ public class Curve extends Mesh { |
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* points |
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*/ |
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private void createNurbMesh(int nbSubSegments) { |
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float minKnot = spline.getMinNurbKnot(); |
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float maxKnot = spline.getMaxNurbKnot(); |
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float deltaU = (maxKnot - minKnot) / nbSubSegments; |
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if(spline.getControlPoints() != null && spline.getControlPoints().size() > 0) { |
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if(nbSubSegments == 0) { |
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nbSubSegments = spline.getControlPoints().size() + 1; |
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} else { |
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nbSubSegments = spline.getControlPoints().size() * nbSubSegments + 1; |
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} |
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float minKnot = spline.getMinNurbKnot(); |
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float maxKnot = spline.getMaxNurbKnot(); |
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float deltaU = (maxKnot - minKnot) / nbSubSegments; |
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float[] array = new float[(nbSubSegments + 1) * 3]; |
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float[] array = new float[(nbSubSegments + 1) * 3]; |
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float u = minKnot; |
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Vector3f interpolationResult = new Vector3f(); |
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for (int i = 0; i < array.length; i += 3) { |
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spline.interpolate(u, 0, interpolationResult); |
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array[i] = interpolationResult.x; |
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array[i + 1] = interpolationResult.y; |
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array[i + 2] = interpolationResult.z; |
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u += deltaU; |
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} |
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float u = minKnot; |
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Vector3f interpolationResult = new Vector3f(); |
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for (int i = 0; i < array.length; i += 3) { |
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spline.interpolate(u, 0, interpolationResult); |
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array[i] = interpolationResult.x; |
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array[i + 1] = interpolationResult.y; |
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array[i + 2] = interpolationResult.z; |
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u += deltaU; |
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} |
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//calculating indexes
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int i = 0; |
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short[] indices = new short[nbSubSegments << 1]; |
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for (int j = 0; j < nbSubSegments; ++j) { |
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indices[i++] = (short) j; |
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indices[i++] = (short) (j + 1); |
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} |
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//calculating indexes
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int i = 0; |
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short[] indices = new short[nbSubSegments << 1]; |
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for (int j = 0; j < nbSubSegments; ++j) { |
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indices[i++] = (short) j; |
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indices[i++] = (short) (j + 1); |
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} |
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this.setMode(Mesh.Mode.Lines); |
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this.setBuffer(VertexBuffer.Type.Position, 3, array); |
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this.setBuffer(VertexBuffer.Type.Index, 2, indices); |
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this.updateBound(); |
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this.updateCounts(); |
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this.setMode(Mesh.Mode.Lines); |
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this.setBuffer(VertexBuffer.Type.Position, 3, array); |
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this.setBuffer(VertexBuffer.Type.Index, 2, indices); |
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this.updateBound(); |
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this.updateCounts(); |
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} |
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} |
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private void createLinearMesh() { |
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