Feature: added smooth/flat support for NURB surfaces.
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@ -39,6 +39,8 @@ import com.jme3.math.Vector4f;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer;
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import com.jme3.util.BufferUtils;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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@ -50,7 +52,6 @@ import java.util.Map;
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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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@ -67,15 +68,15 @@ public class Surface extends Mesh {
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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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* @param smooth defines if the mesu should be smooth (true) or flat (false)
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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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private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) {
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this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
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this.type = SplineType.Nurb;
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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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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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@ -83,7 +84,27 @@ public class Surface extends Mesh {
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CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
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}
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this.buildSurface();
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this.buildSurface(smooth);
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}
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/**
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* This method creates a NURBS surface. The created mesh is smooth by default.
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* @param controlPoints
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* space control points
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* @param nurbKnots
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* knots of the surface
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* @param uSegments
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* the amount of U segments
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* @param vSegments
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* the amount of V segments
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* @param basisUFunctionDegree
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* the degree of basis U function
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* @param basisVFunctionDegree
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* 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, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
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return Surface.createNurbsSurface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, true);
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}
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/**
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@ -96,18 +117,18 @@ public class Surface extends Mesh {
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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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public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) {
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Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, smooth);
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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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* @param smooth
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* defines if the mesu should be smooth (true) or flat (false)
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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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private void buildSurface(boolean smooth) {
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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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@ -116,54 +137,97 @@ public class Surface extends Mesh {
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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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List<Vector3f> vertices = new ArrayList<Vector3f>((uSegments + 1) * (vSegments + 1));// 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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vertices.add(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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if(!smooth) {
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// separate the vertices that will share faces (they will need separate normals anyway)
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// what happens with the mesh is represented here (be careful with code formatting here !!!)
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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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// * -- * -- * .............
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// first duplicate all verts that are not on the border along the U axis
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int uVerticesAmount = uSegments + 1;
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int vVerticesAmount = vSegments + 1;
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int newUVerticesAmount = 2 + (uVerticesAmount - 2) * 2;
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List<Vector3f> verticesWithUDuplicates = new ArrayList<Vector3f>(vVerticesAmount * newUVerticesAmount);
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for(int i=0;i<vertices.size();++i) {
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verticesWithUDuplicates.add(vertices.get(i));
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if(i % uVerticesAmount != 0 && i % uVerticesAmount != uVerticesAmount - 1) {
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verticesWithUDuplicates.add(vertices.get(i));
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}
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}
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// and then duplicate all verts that are not on the border along the V axis
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List<Vector3f> verticesWithVDuplicates = new ArrayList<Vector3f>(verticesWithUDuplicates.size() * vVerticesAmount);
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verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(0, newUVerticesAmount));
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for(int i=1;i<vSegments;++i) {
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verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(i * newUVerticesAmount, i * newUVerticesAmount + newUVerticesAmount));
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verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(i * newUVerticesAmount, i * newUVerticesAmount + newUVerticesAmount));
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}
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verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(vSegments * newUVerticesAmount, vSegments * newUVerticesAmount + newUVerticesAmount));
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vertices = verticesWithVDuplicates;
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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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int arrayIndex = 0;
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int uVerticesAmount = smooth ? uSegments + 1 : uSegments * 2;
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if(smooth) {
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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 + uVerticesAmount;
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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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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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indices[arrayIndex++] = j + i * uVerticesAmount + 1;
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}
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}
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} else {
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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++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2;
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indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2 + 1;
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indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2;
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indices[arrayIndex++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2;
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indices[arrayIndex++] = i * 2 * uVerticesAmount + uVerticesAmount + j * 2 + 1;
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indices[arrayIndex++] = i * 2 * uVerticesAmount + j * 2 + 1;
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}
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}
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}
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Vector3f[] verticesArray = vertices.toArray(new Vector3f[vertices.size()]);
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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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Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(verticesArray.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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Vector3f n = FastMath.computeNormal(verticesArray[indices[i]], verticesArray[indices[i + 1]], verticesArray[indices[i + 2]]);
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this.addNormal(n, normalMap, smooth, verticesArray[indices[i]], verticesArray[indices[i + 1]], verticesArray[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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float[] normals = new float[verticesArray.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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for (int i = 0; i < verticesArray.length; ++i) {
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Vector3f n = normalMap.get(verticesArray[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.Position, 3, BufferUtils.createFloatBuffer(verticesArray));
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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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