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