BatchNode : fixed bounding issue
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9755 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -122,7 +122,7 @@ public class BatchNode extends Node implements Savable {
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for (Batch batch : batches.getArray()) {
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for (Batch batch : batches.getArray()) {
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if (batch.needMeshUpdate) {
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if (batch.needMeshUpdate) {
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batch.geometry.getMesh().updateBound();
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batch.geometry.updateModelBound();
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batch.geometry.updateWorldBound();
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batch.geometry.updateWorldBound();
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batch.needMeshUpdate = false;
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batch.needMeshUpdate = false;
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@ -4,8 +4,8 @@
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*/
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*/
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package jme3test.batching;
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package jme3test.batching;
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import com.jme3.app.SimpleApplication;
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import com.jme3.app.SimpleApplication;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.DirectionalLight;
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import com.jme3.material.Material;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.ColorRGBA;
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@ -15,6 +15,8 @@ import com.jme3.math.Vector3f;
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import com.jme3.scene.BatchNode;
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import com.jme3.scene.BatchNode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.debug.WireFrustum;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Box;
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import com.jme3.system.NanoTimer;
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import com.jme3.system.NanoTimer;
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import com.jme3.util.TangentBinormalGenerator;
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import com.jme3.util.TangentBinormalGenerator;
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@ -31,17 +33,29 @@ public class TestBatchNode extends SimpleApplication {
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app.start();
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app.start();
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}
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}
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BatchNode batch;
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BatchNode batch;
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WireFrustum frustum;
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Geometry frustumMdl;
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private Vector3f[] points;
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{
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points = new Vector3f[8];
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for (int i = 0; i < points.length; i++) {
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points[i] = new Vector3f();
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}
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}
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@Override
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@Override
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public void simpleInitApp() {
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public void simpleInitApp() {
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timer = new NanoTimer();
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timer = new NanoTimer();
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batch = new BatchNode("theBatchNode");
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batch = new BatchNode("theBatchNode");
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/**
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/**
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* A cube with a color "bleeding" through transparent texture. Uses
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* A cube with a color "bleeding" through transparent texture. Uses
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* Texture from jme3-test-data library!
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* Texture from jme3-test-data library!
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*/
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*/
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Box boxshape4 = new Box(Vector3f.ZERO, 1f, 1f, 1f );
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Box boxshape4 = new Box(Vector3f.ZERO, 1f, 1f, 1f);
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cube = new Geometry("cube1", boxshape4);
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cube = new Geometry("cube1", boxshape4);
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Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
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Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
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cube.setMaterial(mat);
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cube.setMaterial(mat);
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@ -63,15 +77,23 @@ public class TestBatchNode extends SimpleApplication {
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n = new Node("aNode");
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n = new Node("aNode");
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// n.attachChild(cube2);
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// n.attachChild(cube2);
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batch.attachChild(cube);
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batch.attachChild(cube);
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batch.attachChild(cube2);
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// batch.attachChild(cube2);
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// batch.setMaterial(mat);
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// batch.setMaterial(mat);
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batch.batch();
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batch.batch();
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rootNode.attachChild(batch);
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rootNode.attachChild(batch);
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cube.setLocalTranslation(3, 0, 0);
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cube.setLocalTranslation(3, 0, 0);
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cube2.setLocalTranslation(0, 3, 0);
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cube2.setLocalTranslation(0, 20, 0);
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dl=new DirectionalLight();
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updateBoindPoints(points);
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frustum = new WireFrustum(points);
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frustumMdl = new Geometry("f", frustum);
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frustumMdl.setCullHint(Spatial.CullHint.Never);
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frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"));
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frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true);
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frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
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rootNode.attachChild(frustumMdl);
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dl = new DirectionalLight();
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dl.setColor(ColorRGBA.White.mult(2));
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dl.setColor(ColorRGBA.White.mult(2));
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dl.setDirection(new Vector3f(1, -1, -1));
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dl.setDirection(new Vector3f(1, -1, -1));
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rootNode.addLight(dl);
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rootNode.addLight(dl);
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@ -82,16 +104,45 @@ public class TestBatchNode extends SimpleApplication {
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Geometry cube2;
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Geometry cube2;
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float time = 0;
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float time = 0;
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DirectionalLight dl;
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DirectionalLight dl;
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boolean done = false;
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@Override
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@Override
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public void simpleUpdate(float tpf) {
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public void simpleUpdate(float tpf) {
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if (!done) {
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done = true;
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batch.attachChild(cube2);
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batch.batch();
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}
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updateBoindPoints(points);
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frustum.update(points);
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time += tpf;
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time += tpf;
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dl.setDirection(cam.getDirection());
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dl.setDirection(cam.getDirection());
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cube2.setLocalTranslation(FastMath.sin(-time)*3, FastMath.cos(time)*3, 0);
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cube2.setLocalTranslation(FastMath.sin(-time) * 3, FastMath.cos(time) * 3, 0);
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cube2.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
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cube2.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
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cube2.setLocalScale(Math.max(FastMath.sin(time),0.5f));
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cube2.setLocalScale(Math.max(FastMath.sin(time), 0.5f));
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batch.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
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// batch.setLocalRotation(new Quaternion().fromAngleAxis(time, Vector3f.UNIT_Z));
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}
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}
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//
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//
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public void updateBoindPoints(Vector3f[] points) {
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BoundingBox bb = (BoundingBox) batch.getWorldBound();
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float xe = bb.getXExtent();
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float ye = bb.getYExtent();
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float ze = bb.getZExtent();
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float x = bb.getCenter().x;
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float y = bb.getCenter().y;
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float z = bb.getCenter().z;
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points[0].set(new Vector3f(x - xe, y - ye, z - ze));
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points[1].set(new Vector3f(x - xe, y + ye, z - ze));
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points[2].set(new Vector3f(x + xe, y + ye, z - ze));
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points[3].set(new Vector3f(x + xe, y - ye, z - ze));
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points[4].set(new Vector3f(x + xe, y - ye, z + ze));
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points[5].set(new Vector3f(x - xe, y - ye, z + ze));
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points[6].set(new Vector3f(x - xe, y + ye, z + ze));
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points[7].set(new Vector3f(x + xe, y + ye, z + ze));
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}
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}
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}
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