javafx.scene.shape.TriangleMesh Maven / Gradle / Ivy
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* accompanied this code).
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package javafx.scene.shape;
import com.sun.javafx.scene.shape.ObservableFaceArrayImpl;
import com.sun.javafx.collections.FloatArraySyncer;
import com.sun.javafx.collections.IntegerArraySyncer;
import com.sun.javafx.geom.BaseBounds;
import com.sun.javafx.geom.BoxBounds;
import com.sun.javafx.geom.PickRay;
import com.sun.javafx.geom.Vec3d;
import com.sun.javafx.scene.input.PickResultChooser;
import com.sun.javafx.scene.shape.TriangleMeshHelper;
import com.sun.javafx.sg.prism.NGTriangleMesh;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.collections.ArrayChangeListener;
import javafx.collections.FXCollections;
import javafx.collections.ObservableArray;
import javafx.collections.ObservableFloatArray;
import javafx.collections.ObservableIntegerArray;
import javafx.geometry.Point2D;
import javafx.geometry.Point3D;
import javafx.scene.Node;
import javafx.scene.input.PickResult;
import javafx.scene.transform.Affine;
import javafx.scene.transform.NonInvertibleTransformException;
import javafx.scene.transform.Rotate;
import com.sun.javafx.logging.PlatformLogger;
/**
* Defines a 3D triangle mesh that consists of its associated {@code VertexFormat}
* and a set of separate arrays of vertex components such as points, normals,
* texture coordinates, and an array of faces that define the individual triangles
* of the mesh.
*
* Note that the term point, as used in the method names and method
* descriptions, actually refers to a 3D point (x, y, z) in space
* representing the position of a single vertex. The term points (plural) is
* used to indicate sets of 3D points for multiple vertices.
* Similarly, the term normal is used to indicate a 3D vector (nx, ny, nz) in space
* representing the direction of a single vertex. The term normals (plural) is
* used to indicate sets of 3D vectors for multiple vertices.
* The term texCoord is used to indicate a single pair of 2D texture
* coordinates (u, v) for a single vertex, while the term texCoords (plural) is used
* to indicate sets of texture coordinates for multiple vertices.
* Lastly, the term face is used to indicate 3 sets of interleaving points,
* normals (optional, depending on the associated VertexFormat)
* and texture coordinates that together represent the geometric topology of a
* single triangle, while the term faces (plural) is used to indicate sets of
* triangles (each represent by a face).
*
* For example, the faces with {@code VertexFormat.POINT_TEXCOORD} that represent
* a single textured rectangle, using 2 triangles, have the following data order: [
*
* p0, t0, p1, t1, p3, t3, // First triangle of a textured rectangle
*
* p1, t1, p2, t2, p3, t3 // Second triangle of a textured rectangle
*
* ]
*
* whereas the faces with {@code VertexFormat.POINT_NORMAL_TEXCOORD} that represent
* a single textured rectangle, using 2 triangles, have the following data order: [
*
* p0, n0, t0, p1, n1, t1, p3, n3, t3, // First triangle of a textured rectangle
*
* p1, n1, t1, p2, n2, t2, p3, n3, t3 // Second triangle of a textured rectangle
*
* ]
*
* where p0, p1, p2 and p3 are indices into the points array, n0, n1, n2 and n3
* are indices into the normals array, and t0, t1, t2 and t3 are indices into
* the texCoords array.
*
*
* A triangle has a front and back face. The winding order of a triangle's vertices
* determines which side is the front face. JavaFX chooses the counter-clockwise
* (or right-hand rule) winding order as the front face. By default, only the
* front face of a triangle is rendered. See {@code CullFace} for more
* information.
*
*
* The length of {@code points}, {@code normals}, and {@code texCoords} must be
* divisible by 3, 3, and 2 respectively. The length of {@code faces} must be
* divisible by 6 if it is of {@code VertexFormat.POINT_TEXCOORD} else it must
* be divisible by 9 if it is of {@code VertexFormat.POINT_NORMAL_TEXCOORD}.
* The values in the faces array must be within the range of the number of vertices
* in the points array (0 to points.length / 3 - 1) for the point indices, within
* the range of the number of vertices in the normals array
* (0 to normals.length / 3 - 1) for the normal indices, and within the range of
* the number of the vertices in the texCoords array (0 to texCoords.length / 2 - 1)
* for the texture coordinate indices.
*
*
A warning will be recorded to the logger and the mesh will not be rendered
* (and will have an empty bounds) if any of the array lengths are invalid
* or if any of the values in the faces array are out of range.
*
* @since JavaFX 8.0
*/
public class TriangleMesh extends Mesh {
static {
TriangleMeshHelper.setTriangleMeshAccessor(new TriangleMeshHelper.TriangleMeshAccessor() {
@Override
public boolean doComputeIntersects(Mesh mesh, PickRay pickRay,
PickResultChooser pickResult, Node candidate, CullFace cullFace,
boolean reportFace) {
return ((TriangleMesh) mesh).doComputeIntersects(pickRay,
pickResult, candidate, cullFace, reportFace);
}
});
}
private final ObservableFloatArray points = FXCollections.observableFloatArray();
private final ObservableFloatArray normals = FXCollections.observableFloatArray();
private final ObservableFloatArray texCoords = FXCollections.observableFloatArray();
private final ObservableFaceArray faces = new ObservableFaceArrayImpl();
private final ObservableIntegerArray faceSmoothingGroups = FXCollections.observableIntegerArray();
private final Listener pointsSyncer = new Listener(points);
private final Listener normalsSyncer = new Listener(normals);
private final Listener texCoordsSyncer = new Listener(texCoords);
private final Listener facesSyncer = new Listener(faces);
private final Listener faceSmoothingGroupsSyncer = new Listener(faceSmoothingGroups);
private final boolean isPredefinedShape;
private boolean isValidDirty = true;
private boolean isPointsValid, isNormalsValid, isTexCoordsValid, isFacesValid, isFaceSmoothingGroupValid;
private int refCount = 1;
private BaseBounds cachedBounds;
/**
* Creates a new instance of {@code TriangleMesh} class with the default
* {@code VertexFormat.POINT_TEXCOORD} format type.
*/
public TriangleMesh() {
this(false);
TriangleMeshHelper.initHelper(this);
}
/**
* Creates a new instance of {@code TriangleMesh} class with the specified
* {@code VertexFormat}.
*
* @param vertexFormat specifies the vertex format type.
*
* @since JavaFX 8u40
*/
public TriangleMesh(VertexFormat vertexFormat) {
this(false);
this.setVertexFormat(vertexFormat);
TriangleMeshHelper.initHelper(this);
}
TriangleMesh(boolean isPredefinedShape) {
this.isPredefinedShape = isPredefinedShape;
if (isPredefinedShape) {
isPointsValid = true;
isNormalsValid = true;
isTexCoordsValid = true;
isFacesValid = true;
isFaceSmoothingGroupValid = true;
} else {
isPointsValid = false;
isNormalsValid = false;
isTexCoordsValid = false;
isFacesValid = false;
isFaceSmoothingGroupValid = false;
}
TriangleMeshHelper.initHelper(this);
}
/**
* Specifies the vertex format of this {@code TriangleMesh}, one of
* {@code VertexFormat.POINT_TEXCOORD} or {@code VertexFormat.POINT_NORMAL_TEXCOORD}.
*
* @defaultValue VertexFormat.POINT_TEXCOORD
*
* @since JavaFX 8u40
*/
private ObjectProperty vertexFormat;
public final void setVertexFormat(VertexFormat value) {
vertexFormatProperty().set(value);
}
public final VertexFormat getVertexFormat() {
return vertexFormat == null ? VertexFormat.POINT_TEXCOORD : vertexFormat.get();
}
public final ObjectProperty vertexFormatProperty() {
if (vertexFormat == null) {
vertexFormat = new SimpleObjectProperty(TriangleMesh.this, "vertexFormat") {
@Override
protected void invalidated() {
setDirty(true);
// Need to mark faces and faceSmoothingGroups dirty too.
facesSyncer.setDirty(true);
faceSmoothingGroupsSyncer.setDirty(true);
}
};
}
return vertexFormat;
}
/**
* Returns the number of elements that represents a point.
*
* @return number of elements
*/
public final int getPointElementSize() {
return getVertexFormat().getPointElementSize();
}
/**
* Returns the number of elements that represents a normal.
*
* @return number of elements
*
* @since JavaFX 8u40
*/
public final int getNormalElementSize() {
return getVertexFormat().getNormalElementSize();
}
/**
* Returns the number of elements that represents a texture coordinates.
*
* @return number of elements
*/
public final int getTexCoordElementSize() {
return getVertexFormat().getTexCoordElementSize();
}
/**
* Returns the number of elements that represents a face.
*
* @return number of elements
*/
public final int getFaceElementSize() {
return getVertexFormat().getVertexIndexSize() * 3;
}
/**
* Gets the {@code points} array of this {@code TriangleMesh}.
*
* @return {@code points} array where each point is
* represented by 3 float values x, y and z, in that order.
*/
public final ObservableFloatArray getPoints() {
return points;
}
/**
* Gets the {@code normals} array of this {@code TriangleMesh}.
*
* @return {@code normals} array where each normal is
* represented by 3 float values nx, ny and nz, in that order.
*
* @since JavaFX 8u40
*/
public final ObservableFloatArray getNormals() {
return normals;
}
/**
* Gets the {@code texCoords} array of this {@code TriangleMesh}.
* The coordinates are proportional, so texture's top-left corner
* is at [0, 0] and bottom-right corner is at [1, 1].
*
* @return {@code texCoord} array where each texture coordinate is represented
* by 2 float values: u and v, in that order.
*/
public final ObservableFloatArray getTexCoords() {
return texCoords;
}
/**
* Gets the {@code faces} array, indices into the {@code points},
* {@code normals} (optional, if it is a {@code VertexFormat.POINT_NORMAL_TEXCOORD}
* mesh) and {@code texCoords} arrays, of this {@code TriangleMesh}. All
* indices are in terms of elements in to the points, normals or texCoords
* arrays not individual floats.
*
* @return {@code faces} array where each face is of
* 3 * {@code VertexFormat.getVertexIndexSize()} integers.
*/
public final ObservableFaceArray getFaces() {
return faces;
}
/**
* Gets the {@code faceSmoothingGroups} array of this {@code TriangleMesh}.
* Smoothing affects how a mesh is rendered but it does not effect its
* geometry. The face smoothing group value is used to control the smoothing
* between adjacent faces.
*
*
* {@literal The face smoothing group value is represented by an array of bits and up to
* 32 unique groups is possible; (1 << 0) to (1 << 31). The face smoothing
* group value can range from 0 (no smoothing group) to all 32 groups. A face
* can belong to zero or more smoothing groups. A face is a member of group
* N if bit N is set, for example, groups |= (1 << N). A value of 0 implies
* no smoothing group or hard edges.}
* Smoothing is applied when adjacent pair of faces shared a smoothing group.
* Otherwise the faces are rendered with a hard edge between them.
*
*
An empty faceSmoothingGroups implies all faces in this mesh have a
* smoothing group value of 1.
*
*
If faceSmoothingGroups is not empty, its size must
* be equal to number of faces.
*
*
This faceSmoothingGroups has no effect on its {@code TriangleMesh} if
* it is of {@code VertexFormat.POINT_NORMAL_TEXCOORD} format.
* @return the {@code faceSmoothingGroups} array of this {@code TriangleMesh}
*/
public final ObservableIntegerArray getFaceSmoothingGroups() {
return faceSmoothingGroups;
}
@Override void setDirty(boolean value) {
super.setDirty(value);
if (!value) { // false
pointsSyncer.setDirty(false);
normalsSyncer.setDirty(false);
texCoordsSyncer.setDirty(false);
facesSyncer.setDirty(false);
faceSmoothingGroupsSyncer.setDirty(false);
}
}
int getRefCount() {
return refCount;
}
synchronized void incRef() {
this.refCount += 1;
}
synchronized void decRef() {
this.refCount -= 1;
}
private NGTriangleMesh peer;
/* The peer node created by the graphics Toolkit/Pipeline implementation */
NGTriangleMesh getPGTriangleMesh() {
if (peer == null) {
peer = new NGTriangleMesh();
}
return peer;
}
@Override
NGTriangleMesh getPGMesh() {
return getPGTriangleMesh();
}
private boolean validatePoints() {
if (points.size() == 0) { // Valid but meaningless for picking or rendering.
return false;
}
if ((points.size() % getVertexFormat().getPointElementSize()) != 0) {
String logname = TriangleMesh.class.getName();
PlatformLogger.getLogger(logname).warning("points.size() has "
+ "to be divisible by getPointElementSize(). It is to"
+ " store multiple x, y, and z coordinates of this mesh");
return false;
}
return true;
}
private boolean validateNormals() {
// Only validate normals if vertex format has normal component
if (getVertexFormat() != VertexFormat.POINT_NORMAL_TEXCOORD) return true;
if (normals.size() == 0) { // Valid but meaningless for picking or rendering.
return false;
}
if ((normals.size() % getVertexFormat().getNormalElementSize()) != 0) {
String logname = TriangleMesh.class.getName();
PlatformLogger.getLogger(logname).warning("normals.size() has "
+ "to be divisible by getNormalElementSize(). It is to"
+ " store multiple nx, ny, and nz coordinates of this mesh");
return false;
}
return true;
}
private boolean validateTexCoords() {
if (texCoords.size() == 0) { // Valid but meaningless for picking or rendering.
return false;
}
if ((texCoords.size() % getVertexFormat().getTexCoordElementSize()) != 0) {
String logname = TriangleMesh.class.getName();
PlatformLogger.getLogger(logname).warning("texCoords.size() "
+ "has to be divisible by getTexCoordElementSize()."
+ " It is to store multiple u and v texture coordinates"
+ " of this mesh");
return false;
}
return true;
}
private boolean validateFaces() {
if (faces.size() == 0) { // Valid but meaningless for picking or rendering.
return false;
}
String logname = TriangleMesh.class.getName();
if ((faces.size() % getFaceElementSize()) != 0) {
PlatformLogger.getLogger(logname).warning("faces.size() has "
+ "to be divisible by getFaceElementSize().");
return false;
}
if (getVertexFormat() == VertexFormat.POINT_TEXCOORD) {
int nVerts = points.size() / getVertexFormat().getPointElementSize();
int nTVerts = texCoords.size() / getVertexFormat().getTexCoordElementSize();
for (int i = 0; i < faces.size(); i++) {
if (i % 2 == 0 && (faces.get(i) >= nVerts || faces.get(i) < 0)
|| (i % 2 != 0 && (faces.get(i) >= nTVerts || faces.get(i) < 0))) {
PlatformLogger.getLogger(logname).warning("The values in the "
+ "faces array must be within the range of the number "
+ "of vertices in the points array (0 to points.length / 3 - 1) "
+ "for the point indices and within the range of the "
+ "number of the vertices in the texCoords array (0 to "
+ "texCoords.length / 2 - 1) for the texture coordinate indices.");
return false;
}
}
} else if (getVertexFormat() == VertexFormat.POINT_NORMAL_TEXCOORD) {
int nVerts = points.size() / getVertexFormat().getPointElementSize();
int nNVerts = normals.size() / getVertexFormat().getNormalElementSize();
int nTVerts = texCoords.size() / getVertexFormat().getTexCoordElementSize();
for (int i = 0; i < faces.size(); i+=3) {
if ((faces.get(i) >= nVerts || faces.get(i) < 0)
|| (faces.get(i + 1) >= nNVerts || faces.get(i + 1) < 0)
|| (faces.get(i + 2) >= nTVerts || faces.get(i + 2) < 0)) {
PlatformLogger.getLogger(logname).warning("The values in the "
+ "faces array must be within the range of the number "
+ "of vertices in the points array (0 to points.length / 3 - 1) "
+ "for the point indices, and within the range of the "
+ "number of the vertices in the normals array (0 to "
+ "normals.length / 3 - 1) for the normals indices, and "
+ "number of the vertices in the texCoords array (0 to "
+ "texCoords.length / 2 - 1) for the texture coordinate indices.");
return false;
}
}
} else {
PlatformLogger.getLogger(logname).warning("Unsupported VertexFormat: " + getVertexFormat().toString());
return false;
}
return true;
}
private boolean validateFaceSmoothingGroups() {
if (faceSmoothingGroups.size() != 0
&& faceSmoothingGroups.size() != (faces.size() / getFaceElementSize())) {
String logname = TriangleMesh.class.getName();
PlatformLogger.getLogger(logname).warning("faceSmoothingGroups.size()"
+ " has to equal to number of faces.");
return false;
}
return true;
}
private boolean validate() {
if (isPredefinedShape) {
return true;
}
if (isValidDirty) {
if (pointsSyncer.dirtyInFull) {
isPointsValid = validatePoints();
}
if (normalsSyncer.dirtyInFull) {
isNormalsValid = validateNormals();
}
if (texCoordsSyncer.dirtyInFull) {
isTexCoordsValid = validateTexCoords();
}
if (facesSyncer.dirty || pointsSyncer.dirtyInFull
|| normalsSyncer.dirtyInFull || texCoordsSyncer.dirtyInFull) {
isFacesValid = isPointsValid && isNormalsValid
&& isTexCoordsValid && validateFaces();
}
if (faceSmoothingGroupsSyncer.dirtyInFull || facesSyncer.dirtyInFull) {
isFaceSmoothingGroupValid = isFacesValid && validateFaceSmoothingGroups();
}
isValidDirty = false;
}
return isPointsValid && isNormalsValid && isTexCoordsValid
&& isFaceSmoothingGroupValid && isFacesValid;
}
@Override
void updatePG() {
if (!isDirty()) {
return;
}
final NGTriangleMesh pgTriMesh = getPGTriangleMesh();
if (validate()) {
pgTriMesh.setUserDefinedNormals(getVertexFormat() == VertexFormat.POINT_NORMAL_TEXCOORD);
pgTriMesh.syncPoints(pointsSyncer);
pgTriMesh.syncNormals(normalsSyncer);
pgTriMesh.syncTexCoords(texCoordsSyncer);
pgTriMesh.syncFaces(facesSyncer);
pgTriMesh.syncFaceSmoothingGroups(faceSmoothingGroupsSyncer);
} else {
pgTriMesh.setUserDefinedNormals(false);
pgTriMesh.syncPoints(null);
pgTriMesh.syncNormals(null);
pgTriMesh.syncTexCoords(null);
pgTriMesh.syncFaces(null);
pgTriMesh.syncFaceSmoothingGroups(null);
}
setDirty(false);
}
@Override
BaseBounds computeBounds(BaseBounds bounds) {
if (isDirty() || cachedBounds == null) {
cachedBounds = new BoxBounds();
if (validate()) {
final int len = points.size();
final int pointElementSize = getVertexFormat().getPointElementSize();
for (int i = 0; i < len; i += pointElementSize) {
cachedBounds.add(points.get(i), points.get(i + 1), points.get(i + 2));
}
}
}
return bounds.deriveWithNewBounds(cachedBounds);
}
/**
* Computes the centroid of the given triangle
* @param v0x x coord of first vertex of the triangle
* @param v0y y coord of first vertex of the triangle
* @param v0z z coord of first vertex of the triangle
* @param v1x x coord of second vertex of the triangle
* @param v1y y coord of second vertex of the triangle
* @param v1z z coord of second vertex of the triangle
* @param v2x x coord of third vertex of the triangle
* @param v2y y coord of third vertex of the triangle
* @param v2z z coord of third vertex of the triangle
* @return the triangle centroid
*/
private Point3D computeCentroid(
double v0x, double v0y, double v0z,
double v1x, double v1y, double v1z,
double v2x, double v2y, double v2z) {
// Point3D center = v1.midpoint(v2);
// Point3D vec = center.subtract(v0);
// return v0.add(new Point3D(vec.getX() / 3.0, vec.getY() / 3.0, vec.getZ() / 3.0));
return new Point3D(
v0x + (v2x + (v1x - v2x) / 2.0 - v0x) / 3.0,
v0y + (v2y + (v1y - v2y) / 2.0 - v0y) / 3.0,
v0z + (v2z + (v1z - v2z) / 2.0 - v0z) / 3.0);
}
/**
* Computes the centroid of the given triangle
* @param v0 vertex of the triangle
* @param v1 vertex of the triangle
* @param v2 vertex of the triangle
* @return the triangle centroid
*/
private Point2D computeCentroid(Point2D v0, Point2D v1, Point2D v2) {
Point2D center = v1.midpoint(v2);
Point2D vec = center.subtract(v0);
return v0.add(new Point2D(vec.getX() / 3.0, vec.getY() / 3.0));
}
/**
* Computes intersection of a pick ray and a single triangle face.
*
* It takes pickRay, origin and dir. The latter two can be of course obtained
* from the pickRay, but we need them to be converted to Point3D and don't
* want to do that for all faces. Therefore the conversion is done just once
* and passed to the method for all the faces.
*
* @param pickRay pick ray
* @param origin pick ray's origin
* @param dir pick ray's direction
* @param faceIndex index of the face to test
* @param cullFace cull face of the Node (and thus the tested face)
* @param candidate the owner node (for the possible placement to the result)
* @param reportFace whether or not to report he hit face
* @param result the pick result to be updated if a closer intersection is found
* @return true if the pick ray intersects with the face (regardless of whether
* the result has been updated)
*/
private boolean computeIntersectsFace(
PickRay pickRay, Vec3d origin, Vec3d dir, int faceIndex,
CullFace cullFace, Node candidate, boolean reportFace, PickResultChooser result) {//, BoxBounds rayBounds) {
// This computation was naturally done by Point3D and its operations,
// but it needs a lot of points and there is often a lot of triangles
// so it is vital for performance to use only primitive variables
// and do the computing manually.
int vertexIndexSize = getVertexFormat().getVertexIndexSize();
int pointElementSize = getVertexFormat().getPointElementSize();
final int v0Idx = faces.get(faceIndex) * pointElementSize;
final int v1Idx = faces.get(faceIndex + vertexIndexSize) * pointElementSize;
final int v2Idx = faces.get(faceIndex + (2 * vertexIndexSize)) * pointElementSize;
final float v0x = points.get(v0Idx);
final float v0y = points.get(v0Idx + 1);
final float v0z = points.get(v0Idx + 2);
final float v1x = points.get(v1Idx);
final float v1y = points.get(v1Idx + 1);
final float v1z = points.get(v1Idx + 2);
final float v2x = points.get(v2Idx);
final float v2y = points.get(v2Idx + 1);
final float v2z = points.get(v2Idx + 2);
// e1 = v1.subtract(v0)
final float e1x = v1x - v0x;
final float e1y = v1y - v0y;
final float e1z = v1z - v0z;
// e2 = v2.subtract(v0)
final float e2x = v2x - v0x;
final float e2y = v2y - v0y;
final float e2z = v2z - v0z;
// h = dir.crossProduct(e2)
final double hx = dir.y * e2z - dir.z * e2y;
final double hy = dir.z * e2x - dir.x * e2z;
final double hz = dir.x * e2y - dir.y * e2x;
// a = e1.dotProduct(h)
final double a = e1x * hx + e1y * hy + e1z * hz;
if (a == 0.0) {
return false;
}
final double f = 1.0 / a;
// s = origin.subtract(v0)
final double sx = origin.x - v0x;
final double sy = origin.y - v0y;
final double sz = origin.z - v0z;
// u = f * (s.dotProduct(h))
final double u = f * (sx * hx + sy * hy + sz * hz);
if (u < 0.0 || u > 1.0) {
return false;
}
// q = s.crossProduct(e1)
final double qx = sy * e1z - sz * e1y;
final double qy = sz * e1x - sx * e1z;
final double qz = sx * e1y - sy * e1x;
// v = f * dir.dotProduct(q)
double v = f * (dir.x * qx + dir.y * qy + dir.z * qz);
if (v < 0.0 || u + v > 1.0) {
return false;
}
// t = f * e2.dotProduct(q)
final double t = f * (e2x * qx + e2y * qy + e2z * qz);
if (t >= pickRay.getNearClip() && t <= pickRay.getFarClip()) {
// This branch is entered only for hit triangles (not so often),
// so we can get smoothly back to the nice code using Point3Ds.
if (cullFace != CullFace.NONE) {
// normal = e1.crossProduct(e2)
final Point3D normal = new Point3D(
e1y * e2z - e1z * e2y,
e1z * e2x - e1x * e2z,
e1x * e2y - e1y * e2x);
final double nangle = normal.angle(
new Point3D(-dir.x, -dir.y, -dir.z));
if ((nangle >= 90 || cullFace != CullFace.BACK) &&
(nangle <= 90 || cullFace != CullFace.FRONT)) {
// hit culled face
return false;
}
}
if (Double.isInfinite(t) || Double.isNaN(t)) {
// we've got a nonsense pick ray or triangle
return false;
}
if (result == null || !result.isCloser(t)) {
// it intersects, but we are not interested in the result
// or we already have a better (closer) result
// so we can omit the point and texture computation
return true;
}
Point3D point = PickResultChooser.computePoint(pickRay, t);
// Now compute texture mapping. First rotate the triangle
// so that we can compute in 2D
// centroid = computeCentroid(v0, v1, v2);
final Point3D centroid = computeCentroid(
v0x, v0y, v0z,
v1x, v1y, v1z,
v2x, v2y, v2z);
// cv0 = v0.subtract(centroid)
final Point3D cv0 = new Point3D(
v0x - centroid.getX(),
v0y - centroid.getY(),
v0z - centroid.getZ());
// cv1 = v1.subtract(centroid)
final Point3D cv1 = new Point3D(
v1x - centroid.getX(),
v1y - centroid.getY(),
v1z - centroid.getZ());
// cv2 = v2.subtract(centroid)
final Point3D cv2 = new Point3D(
v2x - centroid.getX(),
v2y - centroid.getY(),
v2z - centroid.getZ());
final Point3D ce1 = cv1.subtract(cv0);
final Point3D ce2 = cv2.subtract(cv0);
Point3D n = ce1.crossProduct(ce2);
if (n.getZ() < 0) {
n = new Point3D(-n.getX(), -n.getY(), -n.getZ());
}
final Point3D ax = n.crossProduct(Rotate.Z_AXIS);
final double angle = Math.atan2(ax.magnitude(), n.dotProduct(Rotate.Z_AXIS));
Rotate r = new Rotate(Math.toDegrees(angle), ax);
final Point3D crv0 = r.transform(cv0);
final Point3D crv1 = r.transform(cv1);
final Point3D crv2 = r.transform(cv2);
final Point3D rPoint = r.transform(point.subtract(centroid));
final Point2D flatV0 = new Point2D(crv0.getX(), crv0.getY());
final Point2D flatV1 = new Point2D(crv1.getX(), crv1.getY());
final Point2D flatV2 = new Point2D(crv2.getX(), crv2.getY());
final Point2D flatPoint = new Point2D(rPoint.getX(), rPoint.getY());
// Obtain the texture triangle
int texCoordElementSize = getVertexFormat().getTexCoordElementSize();
int texCoordOffset = getVertexFormat().getTexCoordIndexOffset();
final int t0Idx = faces.get(faceIndex + texCoordOffset) * texCoordElementSize;
final int t1Idx = faces.get(faceIndex + vertexIndexSize + texCoordOffset) * texCoordElementSize;
final int t2Idx = faces.get(faceIndex + (vertexIndexSize * 2) + texCoordOffset) * texCoordElementSize;
final Point2D u0 = new Point2D(texCoords.get(t0Idx), texCoords.get(t0Idx + 1));
final Point2D u1 = new Point2D(texCoords.get(t1Idx), texCoords.get(t1Idx + 1));
final Point2D u2 = new Point2D(texCoords.get(t2Idx), texCoords.get(t2Idx + 1));
final Point2D txCentroid = computeCentroid(u0, u1, u2);
final Point2D cu0 = u0.subtract(txCentroid);
final Point2D cu1 = u1.subtract(txCentroid);
final Point2D cu2 = u2.subtract(txCentroid);
// Find the transform between the two triangles
final Affine src = new Affine(
flatV0.getX(), flatV1.getX(), flatV2.getX(),
flatV0.getY(), flatV1.getY(), flatV2.getY());
final Affine trg = new Affine(
cu0.getX(), cu1.getX(), cu2.getX(),
cu0.getY(), cu1.getY(), cu2.getY());
Point2D txCoords = null;
try {
src.invert();
trg.append(src);
txCoords = txCentroid.add(trg.transform(flatPoint));
} catch (NonInvertibleTransformException e) {
// Can't compute texture mapping, probably the coordinates
// don't make sense. Ignore it and return null tex coords.
}
result.offer(candidate, t,
reportFace ? faceIndex / getFaceElementSize() : PickResult.FACE_UNDEFINED,
point, txCoords);
return true;
}
return false;
}
/*
* Note: This method MUST only be called via its accessor method.
*/
private boolean doComputeIntersects(PickRay pickRay, PickResultChooser pickResult,
Node candidate, CullFace cullFace, boolean reportFace) {
boolean found = false;
if (validate()) {
final int size = faces.size();
final Vec3d o = pickRay.getOriginNoClone();
final Vec3d d = pickRay.getDirectionNoClone();
for (int i = 0; i < size; i += getFaceElementSize()) {
if (computeIntersectsFace(pickRay, o, d, i, cullFace, candidate,
reportFace, pickResult)) {
found = true;
}
}
}
return found;
}
private class Listener> implements ArrayChangeListener, FloatArraySyncer, IntegerArraySyncer {
protected final T array;
protected boolean dirty = true;
/**
* Array was replaced
* @return true if array was replaced; false otherwise
*/
protected boolean dirtyInFull = true;
protected int dirtyRangeFrom;
protected int dirtyRangeLength;
public Listener(T array) {
this.array = array;
array.addListener(this);
}
/**
* Adds a dirty range
* @param from index of the first modified element
* @param length length of the modified range
*/
protected final void addDirtyRange(int from, int length) {
if (length > 0 && !dirtyInFull) {
markDirty();
if (dirtyRangeLength == 0) {
dirtyRangeFrom = from;
dirtyRangeLength = length;
} else {
int fromIndex = Math.min(dirtyRangeFrom, from);
int toIndex = Math.max(dirtyRangeFrom + dirtyRangeLength, from + length);
dirtyRangeFrom = fromIndex;
dirtyRangeLength = toIndex - fromIndex;
}
}
}
protected void markDirty() {
dirty = true;
TriangleMesh.this.setDirty(true);
}
@Override
public void onChanged(T observableArray, boolean sizeChanged, int from, int to) {
if (sizeChanged) {
setDirty(true);
} else {
addDirtyRange(from, to - from);
}
isValidDirty = true;
}
/**
* @param dirty if true, the whole collection is marked as dirty;
* if false, the whole collection is marked as not-dirty
*/
public final void setDirty(boolean dirty) {
this.dirtyInFull = dirty;
if (dirty) {
markDirty();
dirtyRangeFrom = 0;
dirtyRangeLength = array.size();
} else {
this.dirty = false;
dirtyRangeFrom = dirtyRangeLength = 0;
}
}
@Override
public float[] syncTo(float[] array, int[] fromAndLengthIndices) {
assert ((fromAndLengthIndices != null) && (fromAndLengthIndices.length == 2));
ObservableFloatArray floatArray = (ObservableFloatArray) this.array;
if (dirtyInFull || array == null || array.length != floatArray.size()) {
// Always allocate a new array when size changes
fromAndLengthIndices[0] = 0;
fromAndLengthIndices[1] = floatArray.size();
return floatArray.toArray(null);
}
fromAndLengthIndices[0] = dirtyRangeFrom;
fromAndLengthIndices[1] = dirtyRangeLength;
floatArray.copyTo(dirtyRangeFrom, array, dirtyRangeFrom, dirtyRangeLength);
return array;
}
@Override
public int[] syncTo(int[] array, int[] fromAndLengthIndices) {
assert ((fromAndLengthIndices != null) && (fromAndLengthIndices.length == 2));
ObservableIntegerArray intArray = (ObservableIntegerArray) this.array;
if (dirtyInFull || array == null || array.length != intArray.size()) {
fromAndLengthIndices[0] = 0;
fromAndLengthIndices[1] = intArray.size();
// Always allocate a new array when size changes
return intArray.toArray(null);
}
fromAndLengthIndices[0] = dirtyRangeFrom;
fromAndLengthIndices[1] = dirtyRangeLength;
intArray.copyTo(dirtyRangeFrom, array, dirtyRangeFrom, dirtyRangeLength);
return array;
}
}
}