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@ -20,264 +20,265 @@ import com.jme3.util.BufferUtils; |
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* @author Marcin Roguski (Kealthas) |
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*/ |
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public class Surface extends Mesh { |
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private SplineType type; //the type of the surface
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private List<List<Vector4f>> controlPoints; //space control points and their weights
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private List<Float>[] knots; //knots of the surface
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private int basisUFunctionDegree; //the degree of basis U function
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private int basisVFunctionDegree; //the degree of basis V function
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private int uSegments; //the amount of U segments
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private int vSegments; //the amount of V segments
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/** |
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* Constructor. Constructs required surface. |
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* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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* @param basisUFunctionDegree the degree of basis U function |
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* @param basisVFunctionDegree the degree of basis V function |
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*/ |
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private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) { |
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this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments); |
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this.type = SplineType.Nurb; |
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this.uSegments = uSegments; |
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this.vSegments = vSegments; |
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this.controlPoints = controlPoints; |
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this.knots = nurbKnots; |
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this.basisUFunctionDegree = basisUFunctionDegree; |
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree); |
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if(nurbKnots[1]!=null) { |
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this.basisVFunctionDegree = basisVFunctionDegree; |
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree); |
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} |
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this.buildSurface(); |
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} |
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private SplineType type; //the type of the surface
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private List<List<Vector4f>> controlPoints; //space control points and their weights
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private List<Float>[] knots; //knots of the surface
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private int basisUFunctionDegree; //the degree of basis U function
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private int basisVFunctionDegree; //the degree of basis V function
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private int uSegments; //the amount of U segments
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private int vSegments; //the amount of V segments
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/** |
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* This method creates a NURBS surface. |
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* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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* @param basisUFunctionDegree the degree of basis U function |
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* @param basisVFunctionDegree the degree of basis V function |
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* @return an instance of NURBS surface |
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*/ |
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public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) { |
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Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree); |
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result.type = SplineType.Nurb; |
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return result; |
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} |
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/** |
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* This method creates the surface. |
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*/ |
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private void buildSurface() { |
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boolean smooth = true;//TODO: take smoothing into consideration
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float minUKnot = this.getMinUNurbKnot(); |
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float maxUKnot = this.getMaxUNurbKnot(); |
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float deltaU = (maxUKnot - minUKnot)/uSegments; |
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float minVKnot = this.getMinVNurbKnot(); |
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float maxVKnot = this.getMaxVNurbKnot(); |
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float deltaV = (maxVKnot - minVKnot)/vSegments; |
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Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)]; |
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float u = minUKnot, v = minVKnot; |
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int arrayIndex = 0; |
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for(int i=0;i<=vSegments; ++i) { |
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for(int j=0;j<=uSegments; ++j) { |
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Vector3f interpolationResult = new Vector3f(); |
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CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult); |
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vertices[arrayIndex++] = interpolationResult; |
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u += deltaU; |
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} |
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u = minUKnot; |
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v += deltaV; |
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} |
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//adding indexes
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int uVerticesAmount = uSegments + 1; |
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int[] indices = new int[uSegments * vSegments * 6]; |
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arrayIndex = 0; |
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for(int i=0;i<vSegments; ++i) { |
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for(int j=0;j<uSegments; ++j) { |
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indices[arrayIndex++] = j + i*uVerticesAmount; |
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indices[arrayIndex++] = j + i*uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount; |
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indices[arrayIndex++] = j + i*uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount; |
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} |
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} |
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//normalMap merges normals of faces that will be rendered smooth
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Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length); |
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for(int i=0;i<indices.length;i+=3) { |
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Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]); |
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this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]); |
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} |
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//preparing normal list (the order of normals must match the order of vertices)
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float[] normals = new float[vertices.length * 3]; |
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arrayIndex = 0; |
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for(int i=0;i<vertices.length;++i) { |
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Vector3f n = normalMap.get(vertices[i]); |
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normals[arrayIndex++] = n.x; |
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normals[arrayIndex++] = n.y; |
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normals[arrayIndex++] = n.z; |
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} |
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this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices)); |
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this.setBuffer(VertexBuffer.Type.Index, 3, indices); |
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this.setBuffer(VertexBuffer.Type.Normal, 3, normals); |
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this.updateBound(); |
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this.updateCounts(); |
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} |
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public List<List<Vector4f>> getControlPoints() { |
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return controlPoints; |
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} |
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/** |
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* This method returns the amount of U control points. |
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* @return the amount of U control points |
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*/ |
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public int getUControlPointsAmount() { |
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return controlPoints.size(); |
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} |
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/** |
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* This method returns the amount of V control points. |
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* @return the amount of V control points |
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*/ |
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public int getVControlPointsAmount() { |
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return controlPoints.get(0)==null ? 0 : controlPoints.get(0).size(); |
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} |
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/** |
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* This method returns the degree of basis U function. |
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* @return the degree of basis U function |
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*/ |
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public int getBasisUFunctionDegree() { |
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return basisUFunctionDegree; |
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} |
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/** |
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* This method returns the degree of basis V function. |
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* @return the degree of basis V function |
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*/ |
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public int getBasisVFunctionDegree() { |
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return basisVFunctionDegree; |
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} |
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/** |
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* This method returns the knots for specified dimension (U knots - value: '0', |
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* V knots - value: '1'). |
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* @param dim an integer specifying if the U or V knots are required |
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* @return an array of knots |
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*/ |
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public List<Float> getKnots(int dim) { |
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return knots[dim]; |
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} |
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/** |
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* This method returns the type of the surface. |
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* @return the type of the surface |
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*/ |
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public SplineType getType() { |
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return type; |
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} |
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/** |
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* This method returns the minimum nurb curve U knot value. |
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* @return the minimum nurb curve knot value |
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*/ |
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* Constructor. Constructs required surface. |
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* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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* @param basisUFunctionDegree the degree of basis U function |
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* @param basisVFunctionDegree the degree of basis V function |
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*/ |
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private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) { |
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this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments); |
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this.type = SplineType.Nurb; |
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this.uSegments = uSegments; |
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this.vSegments = vSegments; |
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this.controlPoints = controlPoints; |
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this.knots = nurbKnots; |
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this.basisUFunctionDegree = basisUFunctionDegree; |
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree); |
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if (nurbKnots[1] != null) { |
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this.basisVFunctionDegree = basisVFunctionDegree; |
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree); |
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} |
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this.buildSurface(); |
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} |
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/** |
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* This method creates a NURBS surface. |
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* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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* @param basisUFunctionDegree the degree of basis U function |
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* @param basisVFunctionDegree the degree of basis V function |
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* @return an instance of NURBS surface |
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*/ |
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public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) { |
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Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree); |
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result.type = SplineType.Nurb; |
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return result; |
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} |
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/** |
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* This method creates the surface. |
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*/ |
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private void buildSurface() { |
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boolean smooth = true;//TODO: take smoothing into consideration
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float minUKnot = this.getMinUNurbKnot(); |
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float maxUKnot = this.getMaxUNurbKnot(); |
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float deltaU = (maxUKnot - minUKnot) / uSegments; |
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float minVKnot = this.getMinVNurbKnot(); |
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float maxVKnot = this.getMaxVNurbKnot(); |
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float deltaV = (maxVKnot - minVKnot) / vSegments; |
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Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)]; |
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float u = minUKnot, v = minVKnot; |
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int arrayIndex = 0; |
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for (int i = 0; i <= vSegments; ++i) { |
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for (int j = 0; j <= uSegments; ++j) { |
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Vector3f interpolationResult = new Vector3f(); |
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CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult); |
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vertices[arrayIndex++] = interpolationResult; |
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u += deltaU; |
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} |
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u = minUKnot; |
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v += deltaV; |
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} |
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//adding indexes
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int uVerticesAmount = uSegments + 1; |
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int[] indices = new int[uSegments * vSegments * 6]; |
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arrayIndex = 0; |
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for (int i = 0; i < vSegments; ++i) { |
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for (int j = 0; j < uSegments; ++j) { |
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indices[arrayIndex++] = j + i * uVerticesAmount; |
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indices[arrayIndex++] = j + i * uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount; |
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indices[arrayIndex++] = j + i * uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1; |
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indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount; |
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} |
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} |
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//normalMap merges normals of faces that will be rendered smooth
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Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length); |
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for (int i = 0; i < indices.length; i += 3) { |
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Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]); |
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this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]); |
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} |
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//preparing normal list (the order of normals must match the order of vertices)
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float[] normals = new float[vertices.length * 3]; |
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arrayIndex = 0; |
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for (int i = 0; i < vertices.length; ++i) { |
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Vector3f n = normalMap.get(vertices[i]); |
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normals[arrayIndex++] = n.x; |
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normals[arrayIndex++] = n.y; |
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normals[arrayIndex++] = n.z; |
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} |
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this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices)); |
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this.setBuffer(VertexBuffer.Type.Index, 3, indices); |
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this.setBuffer(VertexBuffer.Type.Normal, 3, normals); |
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this.updateBound(); |
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this.updateCounts(); |
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} |
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public List<List<Vector4f>> getControlPoints() { |
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return controlPoints; |
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} |
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/** |
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* This method returns the amount of U control points. |
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* @return the amount of U control points |
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*/ |
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public int getUControlPointsAmount() { |
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return controlPoints.size(); |
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} |
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/** |
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* This method returns the amount of V control points. |
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* @return the amount of V control points |
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*/ |
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public int getVControlPointsAmount() { |
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return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size(); |
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} |
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/** |
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* This method returns the degree of basis U function. |
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* @return the degree of basis U function |
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*/ |
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public int getBasisUFunctionDegree() { |
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return basisUFunctionDegree; |
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} |
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/** |
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* This method returns the degree of basis V function. |
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* @return the degree of basis V function |
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*/ |
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public int getBasisVFunctionDegree() { |
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return basisVFunctionDegree; |
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} |
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/** |
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* This method returns the knots for specified dimension (U knots - value: '0', |
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* V knots - value: '1'). |
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* @param dim an integer specifying if the U or V knots are required |
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* @return an array of knots |
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*/ |
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public List<Float> getKnots(int dim) { |
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return knots[dim]; |
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} |
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/** |
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* This method returns the type of the surface. |
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* @return the type of the surface |
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*/ |
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public SplineType getType() { |
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return type; |
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} |
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/** |
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* This method returns the minimum nurb curve U knot value. |
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* @return the minimum nurb curve knot value |
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*/ |
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private float getMinUNurbKnot() { |
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return knots[0].get(basisUFunctionDegree - 1); |
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return knots[0].get(basisUFunctionDegree - 1); |
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} |
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/** |
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* This method returns the maximum nurb curve U knot value. |
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* @return the maximum nurb curve knot value |
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*/ |
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* This method returns the maximum nurb curve U knot value. |
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* @return the maximum nurb curve knot value |
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*/ |
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private float getMaxUNurbKnot() { |
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return knots[0].get(knots[0].size() - basisUFunctionDegree); |
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return knots[0].get(knots[0].size() - basisUFunctionDegree); |
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} |
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/** |
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* This method returns the minimum nurb curve U knot value. |
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* @return the minimum nurb curve knot value |
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*/ |
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* This method returns the minimum nurb curve U knot value. |
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* @return the minimum nurb curve knot value |
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*/ |
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private float getMinVNurbKnot() { |
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return knots[1].get(basisVFunctionDegree - 1); |
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return knots[1].get(basisVFunctionDegree - 1); |
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} |
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/** |
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* This method returns the maximum nurb curve U knot value. |
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* @return the maximum nurb curve knot value |
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*/ |
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* This method returns the maximum nurb curve U knot value. |
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* @return the maximum nurb curve knot value |
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*/ |
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private float getMaxVNurbKnot() { |
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return knots[1].get(knots[1].size() - basisVFunctionDegree); |
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return knots[1].get(knots[1].size() - basisVFunctionDegree); |
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} |
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/** |
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* This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth. |
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* @param normalToAdd |
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* a normal to be added |
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* @param normalMap |
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* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector |
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* @param smooth |
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* the variable that indicates wheather to merge normals (creating the smooth mesh) or not |
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* @param vertices |
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* a list of vertices read from the blender file |
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*/ |
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private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) { |
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for(Vector3f v : vertices) { |
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Vector3f n = normalMap.get(v); |
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if(!smooth || n == null) { |
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normalMap.put(v, normalToAdd.clone()); |
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} else { |
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n.addLocal(normalToAdd).normalizeLocal(); |
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} |
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} |
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} |
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/** |
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* This method validates the input data. It throws {@link IllegalArgumentException} if |
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* the data is invalid. |
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* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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*/ |
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private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments) { |
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int uPointsAmount = controlPoints.get(0).size(); |
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for(int i=1;i<controlPoints.size();++i) { |
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if(controlPoints.get(i).size()!=uPointsAmount) { |
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throw new IllegalArgumentException("The amount of 'U' control points is invalid!"); |
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} |
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} |
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if(uSegments<=0) { |
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throw new IllegalArgumentException("U segments amount should be positive!"); |
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} |
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if(vSegments<0) { |
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throw new IllegalArgumentException("V segments amount cannot be negative!"); |
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} |
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if (nurbKnots.length != 2) { |
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throw new IllegalArgumentException("Nurb surface should have two rows of knots!"); |
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} |
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for (int i = 0; i < nurbKnots.length; ++i) { |
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for (int j = 0; j < nurbKnots[i].size() - 1; ++j) { |
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if (nurbKnots[i].get(j) > nurbKnots[i].get(j+1)) { |
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throw new IllegalArgumentException("The knots' values cannot decrease!"); |
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} |
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} |
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} |
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} |
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* This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth. |
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* @param normalToAdd |
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* a normal to be added |
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* @param normalMap |
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* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector |
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* @param smooth |
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* the variable that indicates wheather to merge normals (creating the smooth mesh) or not |
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* @param vertices |
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* a list of vertices read from the blender file |
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*/ |
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private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) { |
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for (Vector3f v : vertices) { |
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Vector3f n = normalMap.get(v); |
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if (!smooth || n == null) { |
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normalMap.put(v, normalToAdd.clone()); |
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} else { |
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n.addLocal(normalToAdd).normalizeLocal(); |
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} |
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} |
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} |
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/** |
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* This method validates the input data. It throws {@link IllegalArgumentException} if |
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|
* the data is invalid. |
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|
* @param controlPoints space control points |
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* @param nurbKnots knots of the surface |
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* @param uSegments the amount of U segments |
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* @param vSegments the amount of V segments |
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*/ |
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private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, |
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int uSegments, int vSegments) { |
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int uPointsAmount = controlPoints.get(0).size(); |
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for (int i = 1; i < controlPoints.size(); ++i) { |
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if (controlPoints.get(i).size() != uPointsAmount) { |
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throw new IllegalArgumentException("The amount of 'U' control points is invalid!"); |
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} |
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} |
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if (uSegments <= 0) { |
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throw new IllegalArgumentException("U segments amount should be positive!"); |
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} |
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if (vSegments < 0) { |
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throw new IllegalArgumentException("V segments amount cannot be negative!"); |
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} |
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if (nurbKnots.length != 2) { |
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throw new IllegalArgumentException("Nurb surface should have two rows of knots!"); |
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} |
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for (int i = 0; i < nurbKnots.length; ++i) { |
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for (int j = 0; j < nurbKnots[i].size() - 1; ++j) { |
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if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) { |
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throw new IllegalArgumentException("The knots' values cannot decrease!"); |
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|
} |
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|
} |
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|
} |
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} |
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|
} |
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