Feature: added smooth/flat support for NURB surfaces.
This commit is contained in:
parent
b4a9ca4bee
commit
fa5845d528
@ -39,6 +39,8 @@ import com.jme3.math.Vector4f;
|
|||||||
import com.jme3.scene.Mesh;
|
import com.jme3.scene.Mesh;
|
||||||
import com.jme3.scene.VertexBuffer;
|
import com.jme3.scene.VertexBuffer;
|
||||||
import com.jme3.util.BufferUtils;
|
import com.jme3.util.BufferUtils;
|
||||||
|
|
||||||
|
import java.util.ArrayList;
|
||||||
import java.util.HashMap;
|
import java.util.HashMap;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
import java.util.Map;
|
import java.util.Map;
|
||||||
@ -50,14 +52,13 @@ import java.util.Map;
|
|||||||
* @author Marcin Roguski (Kealthas)
|
* @author Marcin Roguski (Kealthas)
|
||||||
*/
|
*/
|
||||||
public class Surface extends Mesh {
|
public class Surface extends Mesh {
|
||||||
|
private SplineType type; // the type of the surface
|
||||||
private SplineType type; //the type of the surface
|
private List<List<Vector4f>> controlPoints; // space control points and their weights
|
||||||
private List<List<Vector4f>> controlPoints; //space control points and their weights
|
private List<Float>[] knots; // knots of the surface
|
||||||
private List<Float>[] knots; //knots of the surface
|
private int basisUFunctionDegree; // the degree of basis U function
|
||||||
private int basisUFunctionDegree; //the degree of basis U function
|
private int basisVFunctionDegree; // the degree of basis V function
|
||||||
private int basisVFunctionDegree; //the degree of basis V function
|
private int uSegments; // the amount of U segments
|
||||||
private int uSegments; //the amount of U segments
|
private int vSegments; // the amount of V segments
|
||||||
private int vSegments; //the amount of V segments
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Constructor. Constructs required surface.
|
* Constructor. Constructs required surface.
|
||||||
@ -67,15 +68,15 @@ public class Surface extends Mesh {
|
|||||||
* @param vSegments the amount of V segments
|
* @param vSegments the amount of V segments
|
||||||
* @param basisUFunctionDegree the degree of basis U function
|
* @param basisUFunctionDegree the degree of basis U function
|
||||||
* @param basisVFunctionDegree the degree of basis V function
|
* @param basisVFunctionDegree the degree of basis V function
|
||||||
|
* @param smooth defines if the mesu should be smooth (true) or flat (false)
|
||||||
*/
|
*/
|
||||||
private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
|
private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) {
|
||||||
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
|
|
||||||
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
|
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
|
||||||
this.type = SplineType.Nurb;
|
type = SplineType.Nurb;
|
||||||
this.uSegments = uSegments;
|
this.uSegments = uSegments;
|
||||||
this.vSegments = vSegments;
|
this.vSegments = vSegments;
|
||||||
this.controlPoints = controlPoints;
|
this.controlPoints = controlPoints;
|
||||||
this.knots = nurbKnots;
|
knots = nurbKnots;
|
||||||
this.basisUFunctionDegree = basisUFunctionDegree;
|
this.basisUFunctionDegree = basisUFunctionDegree;
|
||||||
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
|
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
|
||||||
if (nurbKnots[1] != null) {
|
if (nurbKnots[1] != null) {
|
||||||
@ -83,7 +84,27 @@ public class Surface extends Mesh {
|
|||||||
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
|
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
|
||||||
}
|
}
|
||||||
|
|
||||||
this.buildSurface();
|
this.buildSurface(smooth);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This method creates a NURBS surface. The created mesh is smooth by default.
|
||||||
|
* @param controlPoints
|
||||||
|
* space control points
|
||||||
|
* @param nurbKnots
|
||||||
|
* knots of the surface
|
||||||
|
* @param uSegments
|
||||||
|
* the amount of U segments
|
||||||
|
* @param vSegments
|
||||||
|
* the amount of V segments
|
||||||
|
* @param basisUFunctionDegree
|
||||||
|
* the degree of basis U function
|
||||||
|
* @param basisVFunctionDegree
|
||||||
|
* the degree of basis V function
|
||||||
|
* @return an instance of NURBS surface
|
||||||
|
*/
|
||||||
|
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
|
||||||
|
return Surface.createNurbsSurface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -96,18 +117,18 @@ public class Surface extends Mesh {
|
|||||||
* @param basisVFunctionDegree the degree of basis V function
|
* @param basisVFunctionDegree the degree of basis V function
|
||||||
* @return an instance of NURBS surface
|
* @return an instance of NURBS surface
|
||||||
*/
|
*/
|
||||||
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
|
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) {
|
||||||
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
|
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, smooth);
|
||||||
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
|
|
||||||
result.type = SplineType.Nurb;
|
result.type = SplineType.Nurb;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method creates the surface.
|
* This method creates the surface.
|
||||||
|
* @param smooth
|
||||||
|
* defines if the mesu should be smooth (true) or flat (false)
|
||||||
*/
|
*/
|
||||||
private void buildSurface() {
|
private void buildSurface(boolean smooth) {
|
||||||
boolean smooth = true;//TODO: take smoothing into consideration
|
|
||||||
float minUKnot = this.getMinUNurbKnot();
|
float minUKnot = this.getMinUNurbKnot();
|
||||||
float maxUKnot = this.getMaxUNurbKnot();
|
float maxUKnot = this.getMaxUNurbKnot();
|
||||||
float deltaU = (maxUKnot - minUKnot) / uSegments;
|
float deltaU = (maxUKnot - minUKnot) / uSegments;
|
||||||
@ -116,54 +137,97 @@ public class Surface extends Mesh {
|
|||||||
float maxVKnot = this.getMaxVNurbKnot();
|
float maxVKnot = this.getMaxVNurbKnot();
|
||||||
float deltaV = (maxVKnot - minVKnot) / vSegments;
|
float deltaV = (maxVKnot - minVKnot) / vSegments;
|
||||||
|
|
||||||
Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
|
List<Vector3f> vertices = new ArrayList<Vector3f>((uSegments + 1) * (vSegments + 1));// new Vector3f[(uSegments + 1) * (vSegments + 1)];
|
||||||
|
|
||||||
float u = minUKnot, v = minVKnot;
|
float u = minUKnot, v = minVKnot;
|
||||||
int arrayIndex = 0;
|
|
||||||
|
|
||||||
for (int i = 0; i <= vSegments; ++i) {
|
for (int i = 0; i <= vSegments; ++i) {
|
||||||
for (int j = 0; j <= uSegments; ++j) {
|
for (int j = 0; j <= uSegments; ++j) {
|
||||||
Vector3f interpolationResult = new Vector3f();
|
Vector3f interpolationResult = new Vector3f();
|
||||||
CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
|
CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
|
||||||
vertices[arrayIndex++] = interpolationResult;
|
vertices.add(interpolationResult);
|
||||||
u += deltaU;
|
u += deltaU;
|
||||||
}
|
}
|
||||||
u = minUKnot;
|
u = minUKnot;
|
||||||
v += deltaV;
|
v += deltaV;
|
||||||
}
|
}
|
||||||
|
if(!smooth) {
|
||||||
|
// separate the vertices that will share faces (they will need separate normals anyway)
|
||||||
|
// what happens with the mesh is represented here (be careful with code formatting here !!!)
|
||||||
|
// * -- * -- * * -- * * -- *
|
||||||
|
// | | | | | | |
|
||||||
|
// * -- * -- * * -- * * -- *
|
||||||
|
// | | | ==> * -- * * -- *
|
||||||
|
// * -- * -- * | | | |
|
||||||
|
// | | | * -- * * -- *
|
||||||
|
// * -- * -- * .............
|
||||||
|
// first duplicate all verts that are not on the border along the U axis
|
||||||
|
int uVerticesAmount = uSegments + 1;
|
||||||
|
int vVerticesAmount = vSegments + 1;
|
||||||
|
int newUVerticesAmount = 2 + (uVerticesAmount - 2) * 2;
|
||||||
|
List<Vector3f> verticesWithUDuplicates = new ArrayList<Vector3f>(vVerticesAmount * newUVerticesAmount);
|
||||||
|
for(int i=0;i<vertices.size();++i) {
|
||||||
|
verticesWithUDuplicates.add(vertices.get(i));
|
||||||
|
if(i % uVerticesAmount != 0 && i % uVerticesAmount != uVerticesAmount - 1) {
|
||||||
|
verticesWithUDuplicates.add(vertices.get(i));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// and then duplicate all verts that are not on the border along the V axis
|
||||||
|
List<Vector3f> verticesWithVDuplicates = new ArrayList<Vector3f>(verticesWithUDuplicates.size() * vVerticesAmount);
|
||||||
|
verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(0, newUVerticesAmount));
|
||||||
|
for(int i=1;i<vSegments;++i) {
|
||||||
|
verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(i * newUVerticesAmount, i * newUVerticesAmount + newUVerticesAmount));
|
||||||
|
verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(i * newUVerticesAmount, i * newUVerticesAmount + newUVerticesAmount));
|
||||||
|
}
|
||||||
|
verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(vSegments * newUVerticesAmount, vSegments * newUVerticesAmount + newUVerticesAmount));
|
||||||
|
vertices = verticesWithVDuplicates;
|
||||||
|
}
|
||||||
|
|
||||||
//adding indexes
|
// adding indexes
|
||||||
int uVerticesAmount = uSegments + 1;
|
|
||||||
int[] indices = new int[uSegments * vSegments * 6];
|
int[] indices = new int[uSegments * vSegments * 6];
|
||||||
arrayIndex = 0;
|
int arrayIndex = 0;
|
||||||
for (int i = 0; i < vSegments; ++i) {
|
int uVerticesAmount = smooth ? uSegments + 1 : uSegments * 2;
|
||||||
for (int j = 0; j < uSegments; ++j) {
|
if(smooth) {
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount;
|
for (int i = 0; i < vSegments; ++i) {
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
|
for (int j = 0; j < uSegments; ++j) {
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
|
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
|
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
|
indices[arrayIndex++] = j + i * uVerticesAmount;
|
||||||
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
|
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
|
||||||
|
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
|
||||||
|
indices[arrayIndex++] = j + i * uVerticesAmount + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
for (int i = 0; i < vSegments; ++i) {
|
||||||
|
for (int j = 0; j < uSegments; ++j) {
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2;
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2 + 1;
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2;
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2;
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2 + 1;
|
||||||
|
indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2 + 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//normalMap merges normals of faces that will be rendered smooth
|
Vector3f[] verticesArray = vertices.toArray(new Vector3f[vertices.size()]);
|
||||||
Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
|
// normalMap merges normals of faces that will be rendered smooth
|
||||||
|
Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(verticesArray.length);
|
||||||
for (int i = 0; i < indices.length; i += 3) {
|
for (int i = 0; i < indices.length; i += 3) {
|
||||||
Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
|
Vector3f n = FastMath.computeNormal(verticesArray[indices[i]], verticesArray[indices[i + 1]], verticesArray[indices[i + 2]]);
|
||||||
this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
|
this.addNormal(n, normalMap, smooth, verticesArray[indices[i]], verticesArray[indices[i + 1]], verticesArray[indices[i + 2]]);
|
||||||
}
|
}
|
||||||
//preparing normal list (the order of normals must match the order of vertices)
|
// preparing normal list (the order of normals must match the order of vertices)
|
||||||
float[] normals = new float[vertices.length * 3];
|
float[] normals = new float[verticesArray.length * 3];
|
||||||
arrayIndex = 0;
|
arrayIndex = 0;
|
||||||
for (int i = 0; i < vertices.length; ++i) {
|
for (int i = 0; i < verticesArray.length; ++i) {
|
||||||
Vector3f n = normalMap.get(vertices[i]);
|
Vector3f n = normalMap.get(verticesArray[i]);
|
||||||
normals[arrayIndex++] = n.x;
|
normals[arrayIndex++] = n.x;
|
||||||
normals[arrayIndex++] = n.y;
|
normals[arrayIndex++] = n.y;
|
||||||
normals[arrayIndex++] = n.z;
|
normals[arrayIndex++] = n.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
|
this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(verticesArray));
|
||||||
this.setBuffer(VertexBuffer.Type.Index, 3, indices);
|
this.setBuffer(VertexBuffer.Type.Index, 3, indices);
|
||||||
this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
|
this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
|
||||||
this.updateBound();
|
this.updateBound();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user