org.fxyz3d.shapes.composites.SurfacePlot Maven / Gradle / Ivy
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/**
* SurfacePlot.java
*
* Copyright (c) 2013-2016, F(X)yz
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * 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
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of F(X)yz, any associated website, nor the
* names of its contributors 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 TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL F(X)yz BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.fxyz3d.shapes.composites;
import javafx.scene.AmbientLight;
import javafx.scene.DepthTest;
import javafx.scene.Group;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.CullFace;
import javafx.scene.shape.DrawMode;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.TriangleMesh;
/**
*
* @author Sean
*/
public class SurfacePlot extends Group {
public AmbientLight selfLight = new AmbientLight(Color.WHITE);
public double nodeRadius = 1;
private double axesSize = 1000;
private boolean normalized = false;
public boolean selfLightEnabled = true;
public Color color = Color.WHITE;
private TriangleMesh mesh;
public MeshView meshView;
public PhongMaterial material;
public SurfacePlot(boolean selfLit) {
selfLightEnabled = selfLit;
init();
}
public SurfacePlot(float[][] arrayY, int spacing, Color color, boolean fill, boolean selfLit) {
selfLightEnabled = selfLit;
init();
setHeightData(arrayY,spacing, color,selfLit,fill);
}
private void init() {
if (selfLightEnabled) {
getChildren().add(selfLight);
}
setDepthTest(DepthTest.ENABLE);
}
public void setHeightData(float[][] arrayY, int spacing, Color color, boolean ambient, boolean fill) {
material = new PhongMaterial();
material.setSpecularColor(color);
material.setDiffuseColor(color);
mesh = new TriangleMesh();
// Fill Points
for (int x = 0; x < arrayY.length; x++) {
for (int z = 0; z < arrayY[0].length; z++) {
mesh.getPoints().addAll(x * spacing, arrayY[x][z], z * spacing);
}
}
//for now we'll just make an empty texCoordinate group
mesh.getTexCoords().addAll(0, 0);
int total = arrayY.length * arrayY.length;
int nextRow = arrayY.length;
//Add the faces "winding" the points generally counter clock wise
for (int i = 0; i < total - nextRow -1; i++) {
//Top upper left triangle
mesh.getFaces().addAll(i,0,i+nextRow,0,i+1,0);
//Top lower right triangle
mesh.getFaces().addAll(i+nextRow,0,i+nextRow + 1,0,i+1,0);
//Bottom
}
//Create a viewable MeshView to be added to the scene
//To add a TriangleMesh to a 3D scene you need a MeshView container object
meshView = new MeshView(mesh);
//The MeshView allows you to control how the TriangleMesh is rendered
if(fill) {
meshView.setDrawMode(DrawMode.FILL);
} else {
meshView.setDrawMode(DrawMode.LINE); //show lines only by default
}
meshView.setCullFace(CullFace.BACK); //Removing culling to show back lines
getChildren().add(meshView);
meshView.setMaterial(material);
if (ambient) {
selfLight.getScope().add(meshView);
if(!getChildren().contains(selfLight))
getChildren().add(selfLight);
}
else if(getChildren().contains(selfLight))
getChildren().remove(selfLight);
setDepthTest(DepthTest.ENABLE);
}
}