|
|
|
@ -39,6 +39,8 @@ import com.jme3.math.Vector4f; |
|
|
|
|
import com.jme3.scene.Mesh; |
|
|
|
|
import com.jme3.scene.VertexBuffer; |
|
|
|
|
import com.jme3.util.BufferUtils; |
|
|
|
|
|
|
|
|
|
import java.util.ArrayList; |
|
|
|
|
import java.util.HashMap; |
|
|
|
|
import java.util.List; |
|
|
|
|
import java.util.Map; |
|
|
|
@ -50,14 +52,13 @@ import java.util.Map; |
|
|
|
|
* @author Marcin Roguski (Kealthas) |
|
|
|
|
*/ |
|
|
|
|
public class Surface extends Mesh { |
|
|
|
|
|
|
|
|
|
private SplineType type; //the type of the surface
|
|
|
|
|
private List<List<Vector4f>> controlPoints; //space control points and their weights
|
|
|
|
|
private List<Float>[] knots; //knots of the surface
|
|
|
|
|
private int basisUFunctionDegree; //the degree of basis U function
|
|
|
|
|
private int basisVFunctionDegree; //the degree of basis V function
|
|
|
|
|
private int uSegments; //the amount of U segments
|
|
|
|
|
private int vSegments; //the amount of V segments
|
|
|
|
|
private SplineType type; // the type of the surface
|
|
|
|
|
private List<List<Vector4f>> controlPoints; // space control points and their weights
|
|
|
|
|
private List<Float>[] knots; // knots of the surface
|
|
|
|
|
private int basisUFunctionDegree; // the degree of basis U function
|
|
|
|
|
private int basisVFunctionDegree; // the degree of basis V function
|
|
|
|
|
private int uSegments; // the amount of U segments
|
|
|
|
|
private int vSegments; // the amount of V segments
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
* Constructor. Constructs required surface. |
|
|
|
@ -67,15 +68,15 @@ public class Surface extends Mesh { |
|
|
|
|
* @param vSegments the amount of V segments |
|
|
|
|
* @param basisUFunctionDegree the degree of basis U 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, |
|
|
|
|
int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) { |
|
|
|
|
private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) { |
|
|
|
|
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments); |
|
|
|
|
this.type = SplineType.Nurb; |
|
|
|
|
type = SplineType.Nurb; |
|
|
|
|
this.uSegments = uSegments; |
|
|
|
|
this.vSegments = vSegments; |
|
|
|
|
this.controlPoints = controlPoints; |
|
|
|
|
this.knots = nurbKnots; |
|
|
|
|
knots = nurbKnots; |
|
|
|
|
this.basisUFunctionDegree = basisUFunctionDegree; |
|
|
|
|
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree); |
|
|
|
|
if (nurbKnots[1] != null) { |
|
|
|
@ -83,7 +84,27 @@ public class Surface extends Mesh { |
|
|
|
|
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 |
|
|
|
|
* @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) { |
|
|
|
|
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree); |
|
|
|
|
public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) { |
|
|
|
|
Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, smooth); |
|
|
|
|
result.type = SplineType.Nurb; |
|
|
|
|
return result; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
* This method creates the surface. |
|
|
|
|
* @param smooth |
|
|
|
|
* defines if the mesu should be smooth (true) or flat (false) |
|
|
|
|
*/ |
|
|
|
|
private void buildSurface() { |
|
|
|
|
boolean smooth = true;//TODO: take smoothing into consideration
|
|
|
|
|
private void buildSurface(boolean smooth) { |
|
|
|
|
float minUKnot = this.getMinUNurbKnot(); |
|
|
|
|
float maxUKnot = this.getMaxUNurbKnot(); |
|
|
|
|
float deltaU = (maxUKnot - minUKnot) / uSegments; |
|
|
|
@ -116,54 +137,97 @@ public class Surface extends Mesh { |
|
|
|
|
float maxVKnot = this.getMaxVNurbKnot(); |
|
|
|
|
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; |
|
|
|
|
int arrayIndex = 0; |
|
|
|
|
|
|
|
|
|
for (int i = 0; i <= vSegments; ++i) { |
|
|
|
|
for (int j = 0; j <= uSegments; ++j) { |
|
|
|
|
Vector3f interpolationResult = new Vector3f(); |
|
|
|
|
CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult); |
|
|
|
|
vertices[arrayIndex++] = interpolationResult; |
|
|
|
|
vertices.add(interpolationResult); |
|
|
|
|
u += deltaU; |
|
|
|
|
} |
|
|
|
|
u = minUKnot; |
|
|
|
|
v += deltaV; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
//adding indexes
|
|
|
|
|
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
|
|
|
|
|
int[] indices = new int[uSegments * vSegments * 6]; |
|
|
|
|
arrayIndex = 0; |
|
|
|
|
int arrayIndex = 0; |
|
|
|
|
int uVerticesAmount = smooth ? uSegments + 1 : uSegments * 2; |
|
|
|
|
if(smooth) { |
|
|
|
|
for (int i = 0; i < vSegments; ++i) { |
|
|
|
|
for (int j = 0; j < uSegments; ++j) { |
|
|
|
|
indices[arrayIndex++] = j + i * uVerticesAmount; |
|
|
|
|
indices[arrayIndex++] = j + i * uVerticesAmount + 1; |
|
|
|
|
indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount; |
|
|
|
|
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 + 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
|
|
|
|
|
Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length); |
|
|
|
|
Vector3f[] verticesArray = vertices.toArray(new Vector3f[vertices.size()]); |
|
|
|
|
// 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) { |
|
|
|
|
Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]); |
|
|
|
|
this.addNormal(n, normalMap, smooth, 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, verticesArray[indices[i]], verticesArray[indices[i + 1]], verticesArray[indices[i + 2]]); |
|
|
|
|
} |
|
|
|
|
//preparing normal list (the order of normals must match the order of vertices)
|
|
|
|
|
float[] normals = new float[vertices.length * 3]; |
|
|
|
|
// preparing normal list (the order of normals must match the order of vertices)
|
|
|
|
|
float[] normals = new float[verticesArray.length * 3]; |
|
|
|
|
arrayIndex = 0; |
|
|
|
|
for (int i = 0; i < vertices.length; ++i) { |
|
|
|
|
Vector3f n = normalMap.get(vertices[i]); |
|
|
|
|
for (int i = 0; i < verticesArray.length; ++i) { |
|
|
|
|
Vector3f n = normalMap.get(verticesArray[i]); |
|
|
|
|
normals[arrayIndex++] = n.x; |
|
|
|
|
normals[arrayIndex++] = n.y; |
|
|
|
|
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.Normal, 3, normals); |
|
|
|
|
this.updateBound(); |
|
|
|
|