Added a unit test and fixed indentation.

fix-456
stophe 8 years ago
parent 61c22d5709
commit ebaad20f2f
  1. 397
      jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
  2. 78
      jme3-core/src/test/java/com/jme3/scene/ShapeGeometryTest.java

@ -125,9 +125,9 @@ public class Cylinder extends Mesh {
* a suited distorted texture.
*
* @param axisSamples The number of vertices samples along the axis. It is equal to the number of segments + 1; so
* that, for instance, 4 samples mean the cylinder will be made of 3 segments.
* that, for instance, 4 samples mean the cylinder will be made of 3 segments.
* @param radialSamples The number of triangle samples along the radius. For instance, 4 means that the sides of the
* cylinder are made of 4 rectangles, and the top and bottom are made of 4 triangles.
* cylinder are made of 4 rectangles, and the top and bottom are made of 4 triangles.
* @param radius
* The radius of the cylinder.
* @param height
@ -199,27 +199,27 @@ public class Cylinder extends Mesh {
* Rebuilds the cylinder based on a new set of parameters.
*
* @param axisSamples The number of vertices samples along the axis. It is equal to the number of segments + 1; so
* that, for instance, 4 samples mean the cylinder will be made of 3 segments.
* that, for instance, 4 samples mean the cylinder will be made of 3 segments.
* @param radialSamples The number of triangle samples along the radius. For instance, 4 means that the sides of the
* cylinder are made of 4 rectangles, and the top and bottom are made of 4 triangles.
* cylinder are made of 4 rectangles, and the top and bottom are made of 4 triangles.
* @param topRadius the radius of the top of the cylinder.
* @param bottomRadius the radius of the bottom of the cylinder.
* @param bottomRadius the radius of the bottom of the cylinder.
* @param height the cylinder's height.
* @param closed should the cylinder have top and bottom surfaces.
* @param inverted is the cylinder is meant to be viewed from the inside.
*/
public void updateGeometry(int axisSamples, int radialSamples,
float topRadius, float bottomRadius, float height, boolean closed, boolean inverted)
{
// Ensure there's at least two axis samples and 3 radial samples, and positive dimensions.
if( axisSamples < 2
|| radialSamples < 3
|| topRadius <= 0
|| bottomRadius <= 0
|| height <= 0 )
throw new IllegalArgumentException("Cylinders must have at least 2 axis samples and 3 radial samples, and positive dimensions.");
this.axisSamples = axisSamples;
float topRadius, float bottomRadius, float height, boolean closed, boolean inverted) {
// Ensure there's at least two axis samples and 3 radial samples, and positive dimensions.
if( axisSamples < 2
|| radialSamples < 3
|| topRadius <= 0
|| bottomRadius <= 0
|| height <= 0 ) {
throw new IllegalArgumentException("Cylinders must have at least 2 axis samples and 3 radial samples, and positive dimensions.");
}
this.axisSamples = axisSamples;
this.radialSamples = radialSamples;
this.radius = bottomRadius;
this.radius2 = topRadius;
@ -229,209 +229,194 @@ public class Cylinder extends Mesh {
// Vertices : One per radial sample plus one duplicate for texture closing around the sides.
int verticesCount = axisSamples * (radialSamples +1);
// Triangles: Two per side rectangle, which is the product of numbers of samples.
int trianglesCount = axisSamples * radialSamples * 2 ;
if( closed )
{
// If there are caps, add two additional rims and two summits.
verticesCount += 2 + 2 * (radialSamples +1);
// Add one triangle per radial sample, twice, to form the caps.
trianglesCount += 2 * radialSamples ;
}
// Compute the points along a unit circle:
float[][] circlePoints = new float[radialSamples+1][2];
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++)
{
// Triangles: Two per side rectangle, which is the product of numbers of samples.
int trianglesCount = axisSamples * radialSamples * 2 ;
if( closed ) {
// If there are caps, add two additional rims and two summits.
verticesCount += 2 + 2 * (radialSamples +1);
// Add one triangle per radial sample, twice, to form the caps.
trianglesCount += 2 * radialSamples ;
}
// Compute the points along a unit circle:
float[][] circlePoints = new float[radialSamples+1][2];
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++) {
float angle = FastMath.TWO_PI / radialSamples * circlePoint;
circlePoints[circlePoint][0] = FastMath.cos(angle);
circlePoints[circlePoint][1] = FastMath.sin(angle);
}
// Add an additional point for closing the texture around the side of the cylinder.
circlePoints[radialSamples][0] = circlePoints[0][0];
// Add an additional point for closing the texture around the side of the cylinder.
circlePoints[radialSamples][0] = circlePoints[0][0];
circlePoints[radialSamples][1] = circlePoints[0][1];
// Calculate normals.
//
// A---------B
// \ |
// \ |
// \ |
// D-----C
//
// Let be B and C the top and bottom points of the axis, and A and D the top and bottom edges.
// The normal in A and D is simply orthogonal to AD, which means we can get it once per sample.
//
Vector3f[] circleNormals = new Vector3f[radialSamples+1];
for (int circlePoint = 0; circlePoint < radialSamples+1; circlePoint++)
{
//
// A---------B
// \ |
// \ |
// \ |
// D-----C
//
// Let be B and C the top and bottom points of the axis, and A and D the top and bottom edges.
// The normal in A and D is simply orthogonal to AD, which means we can get it once per sample.
//
Vector3f[] circleNormals = new Vector3f[radialSamples+1];
for (int circlePoint = 0; circlePoint < radialSamples+1; circlePoint++) {
// The normal is the orthogonal to the side, which can be got without trigonometry.
// The edge direction is oriented so that it goes up by Height, and out by the radius difference; let's use
// those values in reverse order.
Vector3f normal = new Vector3f(height * circlePoints[circlePoint][0], height * circlePoints[circlePoint][1], bottomRadius - topRadius );
circleNormals[circlePoint] = normal.normalizeLocal();
// The edge direction is oriented so that it goes up by Height, and out by the radius difference; let's use
// those values in reverse order.
Vector3f normal = new Vector3f(height * circlePoints[circlePoint][0], height * circlePoints[circlePoint][1], bottomRadius - topRadius );
circleNormals[circlePoint] = normal.normalizeLocal();
}
float[] vertices = new float[verticesCount * 3];
float[] normals = new float[verticesCount * 3];
float[] textureCoords = new float[verticesCount * 2];
int currentIndex = 0;
// Add a circle of points for each axis sample.
for(int axisSample = 0; axisSample < axisSamples; axisSample++ )
{
float currentHeight = -height / 2 + height * axisSample / (axisSamples-1);
float currentRadius = bottomRadius + (topRadius - bottomRadius) * axisSample / (axisSamples-1);
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++)
{
// Position, by multipliying the position on a unit circle with the current radius.
vertices[currentIndex*3] = circlePoints[circlePoint][0] * currentRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * currentRadius;
vertices[currentIndex*3 +2] = currentHeight;
// Normal
Vector3f currentNormal = circleNormals[circlePoint];
normals[currentIndex*3] = currentNormal.x;
normals[currentIndex*3+1] = currentNormal.y;
normals[currentIndex*3+2] = currentNormal.z;
// Texture
// The X is the angular position of the point.
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
// Depending on whether there is a cap, the Y is either the height scaled to [0,1], or the radii of
// the cap count as well.
if (closed)
textureCoords[currentIndex *2 +1] = (bottomRadius + height / 2 + currentHeight) / (bottomRadius + height + topRadius);
else
textureCoords[currentIndex *2 +1] = height / 2 + currentHeight;
currentIndex++;
}
}
// If closed, add duplicate rims on top and bottom, with normals facing up and down.
if (closed)
{
// Bottom
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++)
{
vertices[currentIndex*3] = circlePoints[circlePoint][0] * bottomRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * bottomRadius;
vertices[currentIndex*3 +2] = -height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = -1;
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
textureCoords[currentIndex *2 +1] = bottomRadius / (bottomRadius + height + topRadius);
currentIndex++;
}
// Top
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++)
{
vertices[currentIndex*3] = circlePoints[circlePoint][0] * topRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * topRadius;
vertices[currentIndex*3 +2] = height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = 1;
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
textureCoords[currentIndex *2 +1] = (bottomRadius + height) / (bottomRadius + height + topRadius);
currentIndex++;
}
// Add the centers of the caps.
vertices[currentIndex*3] = 0;
vertices[currentIndex*3 +1] = 0;
vertices[currentIndex*3 +2] = -height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = -1;
textureCoords[currentIndex *2] = 0.5f;
textureCoords[currentIndex *2+1] = 0f;
currentIndex++;
vertices[currentIndex*3] = 0;
vertices[currentIndex*3 +1] = 0;
vertices[currentIndex*3 +2] = height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = 1;
textureCoords[currentIndex *2] = 0.5f;
textureCoords[currentIndex *2+1] = 1f;
float[] vertices = new float[verticesCount * 3];
float[] normals = new float[verticesCount * 3];
float[] textureCoords = new float[verticesCount * 2];
int currentIndex = 0;
// Add a circle of points for each axis sample.
for(int axisSample = 0; axisSample < axisSamples; axisSample++ ) {
float currentHeight = -height / 2 + height * axisSample / (axisSamples-1);
float currentRadius = bottomRadius + (topRadius - bottomRadius) * axisSample / (axisSamples-1);
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++) {
// Position, by multipliying the position on a unit circle with the current radius.
vertices[currentIndex*3] = circlePoints[circlePoint][0] * currentRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * currentRadius;
vertices[currentIndex*3 +2] = currentHeight;
// Normal
Vector3f currentNormal = circleNormals[circlePoint];
normals[currentIndex*3] = currentNormal.x;
normals[currentIndex*3+1] = currentNormal.y;
normals[currentIndex*3+2] = currentNormal.z;
// Texture
// The X is the angular position of the point.
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
// Depending on whether there is a cap, the Y is either the height scaled to [0,1], or the radii of
// the cap count as well.
if (closed)
textureCoords[currentIndex *2 +1] = (bottomRadius + height / 2 + currentHeight) / (bottomRadius + height + topRadius);
else
textureCoords[currentIndex *2 +1] = height / 2 + currentHeight;
currentIndex++;
}
}
// If closed, add duplicate rims on top and bottom, with normals facing up and down.
if (closed) {
// Bottom
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++) {
vertices[currentIndex*3] = circlePoints[circlePoint][0] * bottomRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * bottomRadius;
vertices[currentIndex*3 +2] = -height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = -1;
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
textureCoords[currentIndex *2 +1] = bottomRadius / (bottomRadius + height + topRadius);
currentIndex++;
}
// Top
for (int circlePoint = 0; circlePoint < radialSamples + 1; circlePoint++) {
vertices[currentIndex*3] = circlePoints[circlePoint][0] * topRadius;
vertices[currentIndex*3 +1] = circlePoints[circlePoint][1] * topRadius;
vertices[currentIndex*3 +2] = height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = 1;
textureCoords[currentIndex *2] = (float) circlePoint / radialSamples;
textureCoords[currentIndex *2 +1] = (bottomRadius + height) / (bottomRadius + height + topRadius);
currentIndex++;
}
// Add the centers of the caps.
vertices[currentIndex*3] = 0;
vertices[currentIndex*3 +1] = 0;
vertices[currentIndex*3 +2] = -height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = -1;
textureCoords[currentIndex *2] = 0.5f;
textureCoords[currentIndex *2+1] = 0f;
currentIndex++;
vertices[currentIndex*3] = 0;
vertices[currentIndex*3 +1] = 0;
vertices[currentIndex*3 +2] = height/2;
normals[currentIndex*3] = 0;
normals[currentIndex*3+1] = 0;
normals[currentIndex*3+2] = 1;
textureCoords[currentIndex *2] = 0.5f;
textureCoords[currentIndex *2+1] = 1f;
}
// Add the triangles indexes.
// Add the triangles indexes.
short[] indices = new short[trianglesCount * 3];
currentIndex = 0;
for (short axisSample = 0; axisSample < axisSamples - 1; axisSample++)
{
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++)
{
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint + 1);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint + 1);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint + 1);
}
}
// Add caps if needed.
if(closed)
{
short bottomCapIndex = (short) (verticesCount - 2);
short topCapIndex = (short) (verticesCount - 1);
int bottomRowOffset = (axisSamples) * (radialSamples +1 );
int topRowOffset = (axisSamples+1) * (radialSamples +1 );
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++)
{
indices[currentIndex++] = (short) (bottomRowOffset + circlePoint +1);
indices[currentIndex++] = (short) (bottomRowOffset + circlePoint);
indices[currentIndex++] = bottomCapIndex;
indices[currentIndex++] = (short) (topRowOffset + circlePoint);
indices[currentIndex++] = (short) (topRowOffset + circlePoint +1);
indices[currentIndex++] = topCapIndex;
}
}
// If inverted, the triangles and normals are all reverted.
if (inverted)
{
for (int i = 0; i < indices.length / 2; i++)
{
short temp = indices[i];
indices[i] = indices[indices.length - 1 - i];
indices[indices.length - 1 - i] = temp;
}
for(int i = 0; i< normals.length; i++)
{
normals[i] = -normals[i];
}
}
// Fill in the buffers.
setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normals));
setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(textureCoords));
currentIndex = 0;
for (short axisSample = 0; axisSample < axisSamples - 1; axisSample++) {
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++) {
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint + 1);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint);
indices[currentIndex++] = (short) (axisSample * (radialSamples + 1) + circlePoint + 1);
indices[currentIndex++] = (short) ((axisSample + 1) * (radialSamples + 1) + circlePoint + 1);
}
}
// Add caps if needed.
if(closed) {
short bottomCapIndex = (short) (verticesCount - 2);
short topCapIndex = (short) (verticesCount - 1);
int bottomRowOffset = (axisSamples) * (radialSamples +1 );
int topRowOffset = (axisSamples+1) * (radialSamples +1 );
for (int circlePoint = 0; circlePoint < radialSamples; circlePoint++) {
indices[currentIndex++] = (short) (bottomRowOffset + circlePoint +1);
indices[currentIndex++] = (short) (bottomRowOffset + circlePoint);
indices[currentIndex++] = bottomCapIndex;
indices[currentIndex++] = (short) (topRowOffset + circlePoint);
indices[currentIndex++] = (short) (topRowOffset + circlePoint +1);
indices[currentIndex++] = topCapIndex;
}
}
// If inverted, the triangles and normals are all reverted.
if (inverted) {
for (int i = 0; i < indices.length / 2; i++) {
short temp = indices[i];
indices[i] = indices[indices.length - 1 - i];
indices[indices.length - 1 - i] = temp;
}
for(int i = 0; i< normals.length; i++) {
normals[i] = -normals[i];
}
}
// Fill in the buffers.
setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normals));
setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(textureCoords));
setBuffer(Type.Index, 3, BufferUtils.createShortBuffer(indices));
updateBound();
setStatic();
}

@ -0,0 +1,78 @@
/*
* Copyright (c) 2009-2017 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.scene;
import com.jme3.collision.CollisionResults;
import com.jme3.math.FastMath;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.scene.shape.Cylinder;
import java.util.Random;
import org.junit.Test;
/**
* Ensures that geometries behave correctly, by casting rays and ensure they don't break.
*
* @author Christophe Carpentier
*/
public class ShapeGeometryTest {
protected static final int NUMBER_OF_TRIES = 1000;
@Test
public void testCylinders() {
Random random = new Random();
// Create a cylinder, cast a random ray, and ensure everything goes well.
Node scene = new Node("Scene Node");
for (int i = 0; i < NUMBER_OF_TRIES; i++) {
scene.detachAllChildren();
Cylinder cylinder = new Cylinder(2, 8, 1, 1, true);
Geometry geometry = new Geometry("cylinder", cylinder);
geometry.rotate(FastMath.HALF_PI, 0, 0);
scene.attachChild(geometry);
// Cast a random ray, and count successes and IndexOutOfBoundsExceptions.
Vector3f randomPoint = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
Vector3f randomDirection = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
randomDirection.normalizeLocal();
Ray ray = new Ray(randomPoint, randomDirection);
CollisionResults collisionResults = new CollisionResults();
// If the geometry is invalid, this should throw various exceptions.
scene.collideWith(ray, collisionResults);
}
}
}
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