Moving projection calculations to a separate class.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8055 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Kae..pl 13 years ago
parent 843cce9b30
commit 8f1e07a557
  1. 236
      engine/src/blender/com/jme3/scene/plugins/blender/textures/UVCoordinatesGenerator.java
  2. 167
      engine/src/blender/com/jme3/scene/plugins/blender/textures/UVProjectionGenerator.java

@ -38,7 +38,6 @@ import java.util.logging.Logger;
import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingSphere;
import com.jme3.bounding.BoundingVolume;
import com.jme3.math.Triangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
@ -109,16 +108,17 @@ public class UVCoordinatesGenerator {
if (textureDimension == 2) {
switch (projection) {
case PROJECTION_FLAT:
uvCoordinates = UVCoordinatesGenerator.flatProjection(mesh, bb);
uvCoordinates = UVProjectionGenerator.flatProjection(mesh, bb);
break;
case PROJECTION_CUBE:
uvCoordinates = UVCoordinatesGenerator.cubeProjection(mesh, bb);
uvCoordinates = UVProjectionGenerator.cubeProjection(mesh, bb);
break;
case PROJECTION_TUBE:
uvCoordinates = UVCoordinatesGenerator.tubeProjection(mesh, bb);
// TODO: implement
// uvCoordinates = UVProjectionGenerator.tubeProjection(mesh, bb);
break;
case PROJECTION_SPHERE:
uvCoordinates = UVCoordinatesGenerator.sphereProjection(mesh, bb);
uvCoordinates = UVProjectionGenerator.sphereProjection(mesh, bb);
break;
default:
throw new IllegalStateException("Unknown projection type: " + projection);
@ -188,165 +188,13 @@ public class UVCoordinatesGenerator {
}
}
/**
* Flat projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
private static float[] flatProjection(Mesh mesh, BoundingBox bb) {
if (bb == null) {
bb = UVCoordinatesGenerator.getBoundingBox(mesh);
}
Vector3f min = bb.getMin(null);
float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f };
FloatBuffer positions = mesh.getFloatBuffer(com.jme3.scene.VertexBuffer.Type.Position);
float[] uvCoordinates = new float[positions.limit() / 3 * 2];
for (int i = 0, j = 0; i < positions.limit(); i += 3, j += 2) {
uvCoordinates[j] = (positions.get(i) - min.x) / ext[0];
uvCoordinates[j + 1] = (positions.get(i + 1) - min.y) / ext[1];
// skip the Z-coordinate
}
return uvCoordinates;
}
/**
* Cube projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
private static float[] cubeProjection(Mesh mesh, BoundingBox bb) {
Triangle triangle = new Triangle();
Vector3f x = new Vector3f(1, 0, 0);
Vector3f y = new Vector3f(0, 1, 0);
Vector3f z = new Vector3f(0, 0, 1);
Vector3f min = bb.getMin(null);
float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f, bb.getZExtent() * 2.0f };
float[] uvCoordinates = new float[mesh.getTriangleCount() * 6];// 6 == 3 * 2
float borderAngle = (float)Math.sqrt(2.0f)/2.0f;
for (int i = 0, pointIndex = 0; i < mesh.getTriangleCount(); ++i) {
mesh.getTriangle(i, triangle);
Vector3f n = triangle.getNormal();
float dotNX = Math.abs(n.dot(x));
float dorNY = Math.abs(n.dot(y));
float dotNZ = Math.abs(n.dot(z));
if (dotNX > borderAngle) {
if (dotNZ < borderAngle) {// discard X-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
} else {// discard Z-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
}
} else {
if (dorNY > borderAngle) {// discard Y-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
} else {// discard Z-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
}
}
triangle.setNormal(null);//clear the previous normal vector
}
return uvCoordinates;
}
/**
* Tube projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
private static float[] tubeProjection(Mesh mesh, BoundingBox bb) {
return null;// TODO: implement
}
/**
* Sphere projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
private static float[] sphereProjection(Mesh mesh, BoundingBox bb) {
return null;// TODO: implement
// Vector2f[] uvTable = new Vector2f[vertexList.size()];
// Ray ray = new Ray();
// CollisionResults cr = new CollisionResults();
// Vector3f yVec = new Vector3f();
// Vector3f zVec = new Vector3f();
// for(Geometry geom : geometries) {
// if(materialHelper.hasTexture(geom.getMaterial())) {//generate only when material has a texture
// geom.getMesh().updateBound();
// BoundingSphere bs = this.getBoundingSphere(geom.getMesh());
// float r2 = bs.getRadius() * bs.getRadius();
// yVec.set(0, -bs.getRadius(), 0);
// zVec.set(0, 0, -bs.getRadius());
// Vector3f center = bs.getCenter();
// ray.setOrigin(center);
// //we cast each vertex of the current mesh on the bounding box to determine the UV-coordinates
// for(int i=0;i<geom.getMesh().getIndexBuffer().size();++i) {
// int index = geom.getMesh().getIndexBuffer().get(i);
//
// ray.setOrigin(vertexList.get(index));
// ray.setDirection(normalList.get(index));
//
// //finding collision point
// cr.clear();
// bs.collideWith(ray, cr);//there is ALWAYS one collision
// Vector3f p = cr.getCollision(0).getContactPoint();
// p.subtractLocal(center);
// //arcLength = FastMath.acos(p.dot(yVec)/(p.length * yVec.length)) * r <- an arc length on the sphere (from top to the point on
// the sphere)
// //but yVec.length == r and p.length == r so: arcLength = FastMath.acos(p.dot(yVec)/r^2)/r
// //U coordinate is as follows: u = arcLength / PI*r
// //so to compute it faster we just write: u = FastMath.acos(p.dot(yVec)/r^2) / PI;
// float u = FastMath.acos(p.dot(yVec)/r2) / FastMath.PI;
// //we use similiar method to compute v
// //the only difference is that we need to cast the p vector on ZX plane
// //and use its length instead of r
// p.y = 0;
// float v = FastMath.acos(p.dot(zVec)/(bs.getRadius()*p.length())) / FastMath.PI;
// uvTable[index] = new Vector2f(u, v);
// }
// }
// }
}
/**
* This method returns the bounding box of the given geometries.
* @param geometries
* the list of geometries
* @return bounding box of the given geometries
*/
private static BoundingBox getBoundingBox(List<Geometry> geometries) {
/* package */static BoundingBox getBoundingBox(List<Geometry> geometries) {
BoundingBox result = null;
for (Geometry geometry : geometries) {
BoundingBox bb = UVCoordinatesGenerator.getBoundingBox(geometry.getMesh());
@ -365,7 +213,7 @@ public class UVCoordinatesGenerator {
* the mesh
* @return bounding box of the given mesh
*/
private static BoundingBox getBoundingBox(Mesh mesh) {
/* package */static BoundingBox getBoundingBox(Mesh mesh) {
mesh.updateBound();
BoundingVolume bv = mesh.getBound();
if (bv instanceof BoundingBox) {
@ -385,7 +233,7 @@ public class UVCoordinatesGenerator {
* the list of geometries
* @return bounding spheres of the given geometries
*/
private static BoundingSphere getBoundingSphere(List<Geometry> geometries) {
/* package */static BoundingSphere getBoundingSphere(List<Geometry> geometries) {
BoundingSphere result = null;
for (Geometry geometry : geometries) {
BoundingSphere bs = UVCoordinatesGenerator.getBoundingSphere(geometry.getMesh());
@ -404,7 +252,7 @@ public class UVCoordinatesGenerator {
* the mesh
* @return bounding sphere of the given mesh
*/
private static BoundingSphere getBoundingSphere(Mesh mesh) {
/* package */static BoundingSphere getBoundingSphere(Mesh mesh) {
mesh.updateBound();
BoundingVolume bv = mesh.getBound();
if (bv instanceof BoundingBox) {
@ -418,4 +266,70 @@ public class UVCoordinatesGenerator {
throw new IllegalStateException("Unknown bounding volume type: " + bv.getClass().getName());
}
}
/**
* This method returns the bounding tube of the given mesh.
* @param mesh
* the mesh
* @return bounding tube of the given mesh
*/
/* package */static BoundingTube getBoundingTube(Mesh mesh) {
Vector3f center = new Vector3f();
float maxx = -Float.MAX_VALUE, minx = Float.MAX_VALUE;
float maxy = -Float.MAX_VALUE, miny = Float.MAX_VALUE;
float maxz = -Float.MAX_VALUE, minz = Float.MAX_VALUE;
FloatBuffer positions = mesh.getFloatBuffer(VertexBuffer.Type.Position);
int limit = positions.limit();
for (int i = 0; i < limit; i += 3) {
float x = positions.get(i);
float y = positions.get(i + 1);
float z = positions.get(i + 2);
center.addLocal(x, y, z);
maxx = x > maxx ? x : maxx;
minx = x < minx ? x : minx;
maxy = y > maxy ? y : maxy;
miny = x < miny ? y : miny;
maxz = x > maxz ? z : maxz;
minz = x < minz ? z : minz;
}
center.divideLocal(limit);
float radius = Math.max(maxx - minx, maxy - miny) * 0.5f;
return new BoundingTube(radius, maxz - minz, center);
}
/**
* A very simple bounding tube. Id holds only the basic data bout the bounding tube
* and does not provide full functionality of a BoundingVolume.
* Should be replaced with a bounding tube that extends the BoundingVolume if it is ever created.
* @author Marcin Roguski (Kaelthas)
*/
/* package */static class BoundingTube {
private float radius;
private float height;
private Vector3f center;
public BoundingTube(float radius, float height, Vector3f center) {
this.radius = radius;
this.height = height;
this.center = center;
}
public void merge(BoundingTube boundingTube) {
// TODO: implement
}
public float getRadius() {
return radius;
}
public float getHeight() {
return height;
}
public Vector3f getCenter() {
return center;
}
}
}

@ -0,0 +1,167 @@
package com.jme3.scene.plugins.blender.textures;
import java.nio.FloatBuffer;
import com.jme3.bounding.BoundingBox;
import com.jme3.math.Triangle;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.plugins.blender.textures.UVCoordinatesGenerator.BoundingTube;
/**
* This class helps with projection calculations.
* @author Marcin Roguski (Kaelthas)
*/
/* package */class UVProjectionGenerator {
/**
* Flat projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] flatProjection(Mesh mesh, BoundingBox bb) {
if (bb == null) {
bb = UVCoordinatesGenerator.getBoundingBox(mesh);
}
Vector3f min = bb.getMin(null);
float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f };
FloatBuffer positions = mesh.getFloatBuffer(com.jme3.scene.VertexBuffer.Type.Position);
float[] uvCoordinates = new float[positions.limit() / 3 * 2];
for (int i = 0, j = 0; i < positions.limit(); i += 3, j += 2) {
uvCoordinates[j] = (positions.get(i) - min.x) / ext[0];
uvCoordinates[j + 1] = (positions.get(i + 1) - min.y) / ext[1];
// skip the Z-coordinate
}
return uvCoordinates;
}
/**
* Cube projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] cubeProjection(Mesh mesh, BoundingBox bb) {
Triangle triangle = new Triangle();
Vector3f x = new Vector3f(1, 0, 0);
Vector3f y = new Vector3f(0, 1, 0);
Vector3f z = new Vector3f(0, 0, 1);
Vector3f min = bb.getMin(null);
float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f, bb.getZExtent() * 2.0f };
float[] uvCoordinates = new float[mesh.getTriangleCount() * 6];// 6 == 3 * 2
float borderAngle = (float) Math.sqrt(2.0f) / 2.0f;
for (int i = 0, pointIndex = 0; i < mesh.getTriangleCount(); ++i) {
mesh.getTriangle(i, triangle);
Vector3f n = triangle.getNormal();
float dotNX = Math.abs(n.dot(x));
float dorNY = Math.abs(n.dot(y));
float dotNZ = Math.abs(n.dot(z));
if (dotNX > borderAngle) {
if (dotNZ < borderAngle) {// discard X-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
} else {// discard Z-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
}
} else {
if (dorNY > borderAngle) {// discard Y-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
} else {// discard Z-coordinate
uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
}
}
triangle.setNormal(null);// clear the previous normal vector
}
return uvCoordinates;
}
/**
* Tube projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] tubeProjection(Mesh mesh, BoundingTube bb) {
return null;// TODO: implement
}
/**
* Sphere projection for 2D textures.
* @param mesh
* mesh that is to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] sphereProjection(Mesh mesh, BoundingBox bb) {
return null;// TODO: implement
// Vector2f[] uvTable = new Vector2f[vertexList.size()];
// Ray ray = new Ray();
// CollisionResults cr = new CollisionResults();
// Vector3f yVec = new Vector3f();
// Vector3f zVec = new Vector3f();
// for(Geometry geom : geometries) {
// if(materialHelper.hasTexture(geom.getMaterial())) {//generate only when material has a texture
// geom.getMesh().updateBound();
// BoundingSphere bs = this.getBoundingSphere(geom.getMesh());
// float r2 = bs.getRadius() * bs.getRadius();
// yVec.set(0, -bs.getRadius(), 0);
// zVec.set(0, 0, -bs.getRadius());
// Vector3f center = bs.getCenter();
// ray.setOrigin(center);
// //we cast each vertex of the current mesh on the bounding box to determine the UV-coordinates
// for(int i=0;i<geom.getMesh().getIndexBuffer().size();++i) {
// int index = geom.getMesh().getIndexBuffer().get(i);
//
// ray.setOrigin(vertexList.get(index));
// ray.setDirection(normalList.get(index));
//
// //finding collision point
// cr.clear();
// bs.collideWith(ray, cr);//there is ALWAYS one collision
// Vector3f p = cr.getCollision(0).getContactPoint();
// p.subtractLocal(center);
// //arcLength = FastMath.acos(p.dot(yVec)/(p.length * yVec.length)) * r <- an arc length on the sphere (from top to the point on
// the sphere)
// //but yVec.length == r and p.length == r so: arcLength = FastMath.acos(p.dot(yVec)/r^2)/r
// //U coordinate is as follows: u = arcLength / PI*r
// //so to compute it faster we just write: u = FastMath.acos(p.dot(yVec)/r^2) / PI;
// float u = FastMath.acos(p.dot(yVec)/r2) / FastMath.PI;
// //we use similiar method to compute v
// //the only difference is that we need to cast the p vector on ZX plane
// //and use its length instead of r
// p.y = 0;
// float v = FastMath.acos(p.dot(zVec)/(bs.getRadius()*p.length())) / FastMath.PI;
// uvTable[index] = new Vector2f(u, v);
// }
// }
// }
}
}
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