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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
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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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* 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
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package com.jme3.scene.shape;
import com.jme3.math.CurveAndSurfaceMath;
import com.jme3.math.FastMath;
import com.jme3.math.Spline.SplineType;
import com.jme3.math.Vector3f;
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;
/**
* This class represents a surface described by knots, weights and control points.
* Currently the following types are supported:
* a) NURBS
* @author Marcin Roguski (Kealthas)
*/
public class Surface extends Mesh {
private SplineType type; // the type of the surface
private List> controlPoints; // space control points and their weights
private List[] 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.
* @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
* @param smooth defines if the mesu should be smooth (true) or flat (false)
*/
private Surface(List> controlPoints, List[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree, boolean smooth) {
this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
type = SplineType.Nurb;
this.uSegments = uSegments;
this.vSegments = vSegments;
this.controlPoints = controlPoints;
knots = nurbKnots;
this.basisUFunctionDegree = basisUFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
if (nurbKnots[1] != null) {
this.basisVFunctionDegree = basisVFunctionDegree;
CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
}
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> controlPoints, List[] nurbKnots, int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
return Surface.createNurbsSurface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree, true);
}
/**
* This method creates a NURBS surface.
* @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> controlPoints, List[] 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) {
float minUKnot = this.getMinUNurbKnot();
float maxUKnot = this.getMaxUNurbKnot();
float deltaU = (maxUKnot - minUKnot) / uSegments;
float minVKnot = this.getMinVNurbKnot();
float maxVKnot = this.getMaxVNurbKnot();
float deltaV = (maxVKnot - minVKnot) / vSegments;
List vertices = new ArrayList((uSegments + 1) * (vSegments + 1));// new Vector3f[(uSegments + 1) * (vSegments + 1)];
float u = minUKnot, v = minVKnot;
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.add(interpolationResult);
u += deltaU;
}
u = minUKnot;
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 verticesWithUDuplicates = new ArrayList(vVerticesAmount * newUVerticesAmount);
for(int i=0;i verticesWithVDuplicates = new ArrayList(verticesWithUDuplicates.size() * vVerticesAmount);
verticesWithVDuplicates.addAll(verticesWithUDuplicates.subList(0, newUVerticesAmount));
for(int i=1;i normalMap = new HashMap(verticesArray.length);
for (int i = 0; i < indices.length; i += 3) {
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[verticesArray.length * 3];
arrayIndex = 0;
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(verticesArray));
this.setBuffer(VertexBuffer.Type.Index, 3, indices);
this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
this.updateBound();
this.updateCounts();
}
public List> getControlPoints() {
return controlPoints;
}
/**
* This method returns the amount of U control points.
* @return the amount of U control points
*/
public int getUControlPointsAmount() {
return controlPoints.size();
}
/**
* This method returns the amount of V control points.
* @return the amount of V control points
*/
public int getVControlPointsAmount() {
return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
}
/**
* This method returns the degree of basis U function.
* @return the degree of basis U function
*/
public int getBasisUFunctionDegree() {
return basisUFunctionDegree;
}
/**
* This method returns the degree of basis V function.
* @return the degree of basis V function
*/
public int getBasisVFunctionDegree() {
return basisVFunctionDegree;
}
/**
* This method returns the knots for specified dimension (U knots - value: '0',
* V knots - value: '1').
* @param dim an integer specifying if the U or V knots are required
* @return an array of knots
*/
public List getKnots(int dim) {
return knots[dim];
}
/**
* This method returns the type of the surface.
* @return the type of the surface
*/
public SplineType getType() {
return type;
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinUNurbKnot() {
return knots[0].get(basisUFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxUNurbKnot() {
return knots[0].get(knots[0].size() - basisUFunctionDegree);
}
/**
* This method returns the minimum nurb curve U knot value.
* @return the minimum nurb curve knot value
*/
private float getMinVNurbKnot() {
return knots[1].get(basisVFunctionDegree - 1);
}
/**
* This method returns the maximum nurb curve U knot value.
* @return the maximum nurb curve knot value
*/
private float getMaxVNurbKnot() {
return knots[1].get(knots[1].size() - basisVFunctionDegree);
}
/**
* This method adds a normal to a normal's map. This map is used to merge
* normals of a vector that should be rendered smooth.
*
* @param normalToAdd
* a normal to be added
* @param normalMap
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
* @param smooth the variable that indicates whether to merge normals
* (creating the smooth mesh) or not
* @param vertices
* a list of vertices read from the blender file
*/
private void addNormal(Vector3f normalToAdd, Map normalMap, boolean smooth, Vector3f... vertices) {
for (Vector3f v : vertices) {
Vector3f n = normalMap.get(v);
if (!smooth || n == null) {
normalMap.put(v, normalToAdd.clone());
} else {
n.addLocal(normalToAdd).normalizeLocal();
}
}
}
/**
* This method validates the input data. It throws {@link IllegalArgumentException} if
* the data is invalid.
* @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
*/
private void validateInputData(List> controlPoints, List[] nurbKnots,
int uSegments, int vSegments) {
int uPointsAmount = controlPoints.get(0).size();
for (int i = 1; i < controlPoints.size(); ++i) {
if (controlPoints.get(i).size() != uPointsAmount) {
throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
}
}
if (uSegments <= 0) {
throw new IllegalArgumentException("U segments amount should be positive!");
}
if (vSegments < 0) {
throw new IllegalArgumentException("V segments amount cannot be negative!");
}
if (nurbKnots.length != 2) {
throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
}
for (int i = 0; i < nurbKnots.length; ++i) {
for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
throw new IllegalArgumentException("The knots' values cannot decrease!");
}
}
}
}
}
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