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/*
 Copyright (c) 2013-2023, Stephen Gold
 All rights reserved.

 Redistribution and use in source and binary forms, with or without
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 * 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
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 documentation and/or other materials provided with the distribution.
 * Neither the name of the copyright holder nor the names of its contributors
 may be used to endorse or promote products derived from this software without
 specific prior written permission.

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package jme3utilities.mesh;

import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.FastMath;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.util.BufferUtils;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import jme3utilities.Validate;
import jme3utilities.math.MyMath;

/**
 * A 3-D, static, Triangles-mode mesh for a dome (or a pie-cut segment thereof)
 * with radius=1, centered at the origin, with its top at (0,1,0) and its
 * equator in the X-Z plane.
 * 

* The key differences between this class and com.jme3.scene.shape.Dome are:

    *
  1. the radius and center ARE NOT configurable, *
  2. the texture coordinates, segment angle, and vertical angle ARE * configurable, and *
  3. the normal vectors have the correct sign (JME issue #615).
*

* The projection to texture space is an "azimuthal equidistant projection". The * dome's equator maps to a circle of radius uvScale centered at (topU,topV). * The +X direction maps to +U, and the +Z direction maps to -V. * * @author Stephen Gold [email protected] */ public class DomeMesh extends Mesh { // ************************************************************************* // constants and loggers /** * default for the first (U) texture coordinate at the top of the dome */ final public static float defaultTopU = 0.5f; /** * default for the 2nd (V) texture coordinate at the top of the dome */ final public static float defaultTopV = 0.5f; /** * default UV distance from top to rim */ final public static float defaultUvScale = 0.44f; /** * number of axes in a vector */ final private static int numAxes = 3; /** * number of vertices per triangle */ final private static int vpt = 3; /** * message logger for this class */ final private static Logger logger = Logger.getLogger(DomeMesh.class.getName()); // ************************************************************************* // fields /** * if true, generate a complete dome; if false, generate a pie-cut segment * of a dome */ private boolean complete; /** * if true, vertex normals point inward; if false, they point outward */ private boolean inwardFacing; /** * how much of the rim to generate (in radians, ≤2*Pi, >0) */ private float segmentAngle; /** * U-coordinate of the top (≤1, ≥0) */ private float topU; /** * V-coordinate of the top (≤1, ≥0) */ private float topV; /** * UV distance from top to equator (<0.5, >0) */ private float uvScale; /** * angle from top to rim (in radians, <Pi, >0, Pi/2 → hemisphere) */ private float verticalAngle; /** * number of samples in each longitudinal quadrant of the dome, including * both the top and the rim (≥2) */ private int quadrantSamples; /** * number of samples around the dome's rim (≥3) */ private int rimSamples; /** * number of triangles in the mesh */ private int triangleCount; /** * number of vertices in the mesh */ private int vertexCount; // ************************************************************************* // constructors /** * No-argument constructor needed by SavableClassUtil. */ protected DomeMesh() { } /** * Instantiate an inward-facing hemispherical dome with a specified number * of samples on each axis. Use this constructor to generate domes for * SkyMaterial. * * @param rimSamples number of samples around the rim (≥3) * @param quadrantSamples number of samples from top to rim, inclusive * (≥2) */ public DomeMesh(int rimSamples, int quadrantSamples) { this(rimSamples, quadrantSamples, defaultTopU, defaultTopV, defaultUvScale, true); } /** * Instantiate a hemispherical dome with a specified number of samples on * each axis and a specified texture coordinate-system. This is the most * general form of the constructor. * * @param rimSamples number of samples around the rim (≥3) * @param quadrantSamples number of samples from top to rim, inclusive * (≥2) * @param topU U-coordinate of the top (≤1, ≥0) * @param topV V-coordinate of the top (≤1, ≥0) * @param uvScale UV distance from top to equator (<0.5, >0) * @param inwardFacing if true, vertex normals point inward; if false, they * point outward */ public DomeMesh(int rimSamples, int quadrantSamples, float topU, float topV, float uvScale, boolean inwardFacing) { Validate.inRange(rimSamples, "rim samples", 3, Integer.MAX_VALUE); this.rimSamples = rimSamples; Validate.inRange( quadrantSamples, "quadrant samples", 2, Integer.MAX_VALUE); this.quadrantSamples = quadrantSamples; Validate.fraction(topU, "topU"); this.topU = topU; Validate.fraction(topV, "topV"); this.topV = topV; if (!(uvScale > 0f && uvScale < 0.5f)) { logger.log(Level.SEVERE, "uvScale={0}", uvScale); throw new IllegalArgumentException( "uvScale should be between 0 and 0.5"); } this.uvScale = uvScale; this.inwardFacing = inwardFacing; this.segmentAngle = FastMath.TWO_PI; this.verticalAngle = FastMath.HALF_PI; updateAll(); setStatic(); } // ************************************************************************* // new methods exposed /** * Determine the texture coordinate of a point on this mesh that's in the * specified direction from the center of the mesh. * * @param direction (length>0, unaffected) * @return a new vector, or null if direction is too far below the equator */ public Vector2f directionUV(Vector3f direction) { Validate.nonZero(direction, "direction"); Vector3f norm = direction.normalize(); float angleFromTop = FastMath.acos(norm.y); float uvDistance = uvScale * angleFromTop / FastMath.HALF_PI; float x = norm.x; float z = norm.z; float xzDistance = MyMath.hypotenuse(x, z); if (xzDistance == 0f) { // Avoid division by zero at the Y-axis. if (norm.y < 0f) { return null; } else { // top return new Vector2f(topU, topV); } } float cosLongitude = x / xzDistance; float sinLongitude = z / xzDistance; float u = topU + uvDistance * cosLongitude; float v = topV - uvDistance * sinLongitude; if (u < 0f || u > 1f || v < 0f || v > 1f) { return null; } return new Vector2f(u, v); } /** * Compute the elevation angle of a point on this mesh, given its texture * coordinates. * * @param u the first texture coordinate (≤1, ≥0) * @param v the 2nd texture coordinate (≤1, ≥0) * @return angle in radians (≤Pi/2) */ public float elevationAngle(float u, float v) { Validate.fraction(u, "u"); Validate.fraction(v, "v"); float uvDistance = MyMath.hypotenuse(u - topU, v - topV); float angleFromTop = uvDistance / uvScale * FastMath.HALF_PI; assert angleFromTop < FastMath.PI : angleFromTop; float elevationAngle = FastMath.HALF_PI - angleFromTop; assert elevationAngle <= FastMath.HALF_PI : elevationAngle; return elevationAngle; } /** * Read the U-V scale of this dome. * * @return UV distance from top to equator (<0.5, >0) * @deprecated use {@link #getUvScale()} */ @Deprecated public float getUVScale() { assert uvScale > 0f : uvScale; assert uvScale < 0.5f : uvScale; return uvScale; } /** * Read the U-V scale of this dome. * * @return UV distance from top to equator (<0.5, >0) */ public float getUvScale() { assert uvScale > 0f : uvScale; assert uvScale < 0.5f : uvScale; return uvScale; } /** * Read the vertical angle of this dome. * * @return angle (in radians, <Pi, >0) * @see #setVerticalAngle(float) */ public float getVerticalAngle() { assert verticalAngle > 0f : verticalAngle; assert verticalAngle < FastMath.PI : verticalAngle; return verticalAngle; } /** * Regenerate the mesh for a new segment angle: 2*Pi produces a complete * dome, Pi results in a half dome, and so on. * * @param newAngle (in radians, ≤2*Pi, >0) */ public void setSegmentAngle(float newAngle) { if (!(newAngle > 0f && newAngle <= FastMath.TWO_PI)) { logger.log(Level.SEVERE, "angle={0}", newAngle); throw new IllegalArgumentException( "angle should be between 0 and 2*Pi"); } this.segmentAngle = newAngle; updateAll(); } /** * Regenerate the mesh for a new vertical angle: Pi/2 produces a hemisphere * and so on. * * @param newAngle (in radians, <Pi, >0) */ public void setVerticalAngle(float newAngle) { if (!(newAngle > 0f && newAngle < FastMath.PI)) { logger.log(Level.SEVERE, "angle={0}", newAngle); throw new IllegalArgumentException( "angle should be between 0 and Pi"); } this.verticalAngle = newAngle; updateAll(); } // ************************************************************************* // Savable methods /** * De-serialize this mesh, for example when loading from a J3O file. * * @param importer (not null) * @throws IOException from importer */ @Override public void read(JmeImporter importer) throws IOException { super.read(importer); InputCapsule capsule = importer.getCapsule(this); this.inwardFacing = capsule.readBoolean("inwardFacing", true); this.quadrantSamples = capsule.readInt("quadrantSamples", 2); this.rimSamples = capsule.readInt("rimSamples", 3); this.segmentAngle = capsule.readFloat("segmentAngle", FastMath.TWO_PI); this.topU = capsule.readFloat("topU", defaultTopU); this.topV = capsule.readFloat("topV", defaultTopV); this.uvScale = capsule.readFloat("uvScale", defaultUvScale); this.verticalAngle = capsule.readFloat("verticalAngle", FastMath.HALF_PI); // Recompute the derived properties. updateDerivedProperties(); } /** * Serialize this mesh, for example when saving to a J3O file. * * @param exporter (not null) * @throws IOException from exporter */ @Override public void write(JmeExporter exporter) throws IOException { super.write(exporter); OutputCapsule capsule = exporter.getCapsule(this); capsule.write(inwardFacing, "inwardFacing", true); capsule.write(quadrantSamples, "quadrantSamples", 2); capsule.write(rimSamples, "rimSamples", 3); capsule.write(segmentAngle, "segmentAngle", FastMath.TWO_PI); capsule.write(topU, "topU", defaultTopU); capsule.write(topV, "topV", defaultTopV); capsule.write(uvScale, "uvScale", defaultUvScale); capsule.write(verticalAngle, "verticalAngle", FastMath.HALF_PI); } // ************************************************************************* // private methods /** * Rebuild this dome after a parameter change. */ private void updateAll() { // Recompute the derived properties. updateDerivedProperties(); // Update each buffer. updateCoordinates(); updateIndices(); updateNormals(); // Update the bounds of the mesh. updateBound(); } /** * Update the buffered locations and texture coordinates of each vertex in * this dome. */ private void updateCoordinates() { // Allocate an array to hold the mesh (XYZ) coordinates. Vector3f[] locationArray = new Vector3f[vertexCount]; // Allocate an array to hold the texture (UV) coordinates. Vector2f[] texCoordArray = new Vector2f[vertexCount]; /* * Compute the non-polar vertices first. Vertices are arranged first * by latitude (starting from the rim). */ float quadHeight = verticalAngle / (quadrantSamples - 1); // radians float quadWidth; // radians if (complete) { quadWidth = FastMath.TWO_PI / rimSamples; } else { quadWidth = segmentAngle / (rimSamples - 1); } for (int parallel = 0; parallel < quadrantSamples - 1; ++parallel) { float latitude = FastMath.HALF_PI - verticalAngle + quadHeight * parallel; float y = FastMath.sin(latitude); float xzDistance = FastMath.cos(latitude); /* * Within each latitude, vertices are arranged by longitude * (starting from the +X meridian and proceeding counterclockwise * as seen from +Y). */ for (int meridian = 0; meridian < rimSamples; ++meridian) { float longitude = quadWidth * meridian; float sinLongitude = FastMath.sin(longitude); float cosLongitude = FastMath.cos(longitude); float x = xzDistance * cosLongitude; float z = xzDistance * sinLongitude; int vertexIndex = parallel * rimSamples + meridian; logger.log(Level.FINE, "coords {0}", vertexIndex); Vector3f location = new Vector3f(x, y, z); locationArray[vertexIndex] = location; Vector2f uv = directionUV(location); texCoordArray[vertexIndex] = uv; } } // The final vertex is at the top. int topIndex = vertexCount - 1; logger.log(Level.INFO, "coords {0}", topIndex); locationArray[topIndex] = new Vector3f(0f, 1f, 0f); texCoordArray[topIndex] = new Vector2f(topU, topV); // Allocate and assign buffers for locations and texture coordinates. FloatBuffer locBuffer = BufferUtils.createFloatBuffer(locationArray); setBuffer(VertexBuffer.Type.Position, numAxes, locBuffer); FloatBuffer tcBuffer = BufferUtils.createFloatBuffer(texCoordArray); setBuffer(VertexBuffer.Type.TexCoord, 2, tcBuffer); } /** * Update some basic properties of the mesh: complete, triangleCount, and * vertexCount. */ private void updateDerivedProperties() { if (rimSamples < 3) { logger.log(Level.SEVERE, "rimSamples={0}", rimSamples); throw new IllegalStateException( "need at least 3 samples on the rim"); } if (quadrantSamples < 2) { logger.log(Level.SEVERE, "quadrantSamples={0}", quadrantSamples); throw new IllegalStateException("need at least " + "2 samples per longitudinal quadrant"); } this.complete = (segmentAngle > 1.999f * FastMath.PI); int quadsPerGore = quadrantSamples - 2; int trianglesPerGore = 2 * quadsPerGore + 1; this.triangleCount = trianglesPerGore * rimSamples; logger.log(Level.INFO, "{0} triangles", triangleCount); this.vertexCount = (quadrantSamples - 1) * rimSamples + 1; logger.log(Level.INFO, "{0} vertices", vertexCount); assert vertexCount <= Short.MAX_VALUE : vertexCount; } /** * Update the buffered indices of each triangle in this dome. */ private void updateIndices() { // Allocate an array to hold the 3 vertex indices of each triangle. short[] indexArray = new short[vpt * triangleCount]; /* * If the dome is incomplete, leave a gap between the last rim sample * and the first. */ int numGores; if (complete) { numGores = rimSamples; } else { numGores = rimSamples - 1; } /* * Compute the quad triangles first. Quads are arranged first * and foremost by latitude, starting at the rim. */ int quadsPerGore = quadrantSamples - 2; for (int parallel = 0; parallel < quadsPerGore; ++parallel) { int nextParallel = parallel + 1; /* * Within each latitude band, quads are arranged by longitude, * starting from the +X meridian and proceeding counterclockwise * as seen from +Y. */ for (int meridian = 0; meridian < numGores; ++meridian) { int nextMeridian = (meridian + 1) % rimSamples; int v0Index = parallel * rimSamples + meridian; int v1Index = parallel * rimSamples + nextMeridian; int v2Index = nextParallel * rimSamples + meridian; int v3Index = nextParallel * rimSamples + nextMeridian; // Each quad consists of 2 triangles. int triIndex = 2 * v0Index; int baseIndex = vpt * triIndex; logger.log(Level.FINE, "index {0}", triIndex); indexArray[vpt * triIndex] = (short) v0Index; if (inwardFacing) { indexArray[baseIndex + 1] = (short) v1Index; indexArray[baseIndex + 2] = (short) v3Index; } else { indexArray[baseIndex + 1] = (short) v3Index; indexArray[baseIndex + 2] = (short) v1Index; } ++triIndex; baseIndex = vpt * triIndex; logger.log(Level.FINE, "index {0}", triIndex); indexArray[baseIndex] = (short) v0Index; if (inwardFacing) { indexArray[baseIndex + 1] = (short) v3Index; indexArray[baseIndex + 2] = (short) v2Index; } else { indexArray[baseIndex + 1] = (short) v2Index; indexArray[baseIndex + 2] = (short) v3Index; } } } /* * The remaining (non-quad) triangles near the top of the dome * are arranged by longitude, starting from the +X meridian and * proceeding counterclockwise as seen from +Y. */ int parallel = quadsPerGore; int topIndex = vertexCount - 1; for (int meridian = 0; meridian < numGores; ++meridian) { int nextMeridian = (meridian + 1) % rimSamples; int v0Index = parallel * rimSamples + meridian; int v1Index = parallel * rimSamples + nextMeridian; int triIndex = 2 * quadsPerGore * rimSamples + meridian; int baseIndex = vpt * triIndex; logger.log(Level.FINE, "index {0}", triIndex); indexArray[baseIndex] = (short) v0Index; if (inwardFacing) { indexArray[baseIndex + 1] = (short) v1Index; indexArray[baseIndex + 2] = (short) topIndex; } else { indexArray[baseIndex + 1] = (short) topIndex; indexArray[baseIndex + 2] = (short) v1Index; } } // Allocate and assign a buffer for indices. ShortBuffer indexBuffer = BufferUtils.createShortBuffer(indexArray); setBuffer(VertexBuffer.Type.Index, vpt, indexBuffer); } /** * Update the buffered vertex normals of each vertex in this dome. *

* Assumes that the coordinates have already been updated. */ private void updateNormals() { // Allocate an array to hold the normal of each vertex. Vector3f[] normalArray = new Vector3f[vertexCount]; /* * Compute the normal at each vertex, which is simply its local * coordinates (for an outward-facing dome) or the negative of its local * coordinates (for an inward-facing dome). */ FloatBuffer locationBuffer = getFloatBuffer(VertexBuffer.Type.Position); locationBuffer.rewind(); float[] vertex = new float[numAxes]; for (int vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex) { locationBuffer.get(vertex, 0, numAxes); Vector3f normal = new Vector3f(vertex[0], vertex[1], vertex[2]); assert normal.isUnitVector() : normal; if (inwardFacing) { normal.negateLocal(); } logger.log(Level.FINE, "normal {0}", vertexIndex); normalArray[vertexIndex] = normal; } // Allocate and assign a buffer for normals. FloatBuffer normalBuffer = BufferUtils.createFloatBuffer(normalArray); setBuffer(VertexBuffer.Type.Normal, numAxes, normalBuffer); } }





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