Bugfix: fixed a bug that caused NURB lines did not use their proper
resolution.
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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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