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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2020 jMonkeyEngine
* 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 'jMonkeyEngine' 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 THE COPYRIGHT OWNER OR
* CONTRIBUTORS 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 com.jme3.scene.shape;
import com.jme3.math.Spline;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import java.util.Iterator;
import java.util.List;
/**
* A
* Curve
is a visual, line-based representation of a {@link Spline}.
* The underlying Spline will be sampled N times, where N is the number of
* segments as specified in the constructor. Each segment will represent one
* line in the generated mesh.
*
* @author Nehon
*/
public class Curve extends Mesh {
private Spline spline;
private Vector3f temp = new Vector3f();
/**
* Serialization only. Do not use.
*/
protected Curve() {
}
/**
* Create a curve mesh. Use a CatmullRom spline model that does not cycle.
*
* @param controlPoints the control points to use to create this curve
* @param nbSubSegments the number of subsegments between the control points
*/
public Curve(Vector3f[] controlPoints, int nbSubSegments) {
this(new Spline(Spline.SplineType.CatmullRom, controlPoints, 10, false), nbSubSegments);
}
/**
* Create a curve mesh from a Spline
*
* @param spline the spline to use
* @param nbSubSegments the number of subsegments between the control points
*/
public Curve(Spline spline, int nbSubSegments) {
super();
this.spline = spline;
switch (spline.getType()) {
case CatmullRom:
this.createCatmullRomMesh(nbSubSegments);
break;
case Bezier:
this.createBezierMesh(nbSubSegments);
break;
case Nurb:
this.createNurbMesh(nbSubSegments);
break;
case Linear:
default:
this.createLinearMesh();
break;
}
}
private void createCatmullRomMesh(int nbSubSegments) {
float[] array = new float[((spline.getControlPoints().size() - 1) * nbSubSegments + 1) * 3];
short[] indices = new short[(spline.getControlPoints().size() - 1) * nbSubSegments * 2];
int i = 0;
int cptCP = 0;
for (Iterator it = spline.getControlPoints().iterator(); it.hasNext();) {
Vector3f vector3f = it.next();
array[i] = vector3f.x;
i++;
array[i] = vector3f.y;
i++;
array[i] = vector3f.z;
i++;
if (it.hasNext()) {
for (int j = 1; j < nbSubSegments; j++) {
spline.interpolate((float) j / nbSubSegments, cptCP, temp);
array[i] = temp.getX();
i++;
array[i] = temp.getY();
i++;
array[i] = temp.getZ();
i++;
}
}
cptCP++;
}
i = 0;
int k;
for (int j = 0; j < (spline.getControlPoints().size() - 1) * nbSubSegments; j++) {
k = j;
indices[i] = (short) k;
i++;
k++;
indices[i] = (short) k;
i++;
}
this.setMode(Mesh.Mode.Lines);
this.setBuffer(VertexBuffer.Type.Position, 3, array);
this.setBuffer(VertexBuffer.Type.Index, 2, indices);//(spline.getControlPoints().size() - 1) * nbSubSegments * 2
this.updateBound();
this.updateCounts();
}
/**
* This method creates the Bezier path for this curve.
*
* @param nbSubSegments amount of subsegments between position control
* points
*/
private void createBezierMesh(int nbSubSegments) {
if (nbSubSegments == 0) {
nbSubSegments = 1;
}
int centerPointsAmount = (spline.getControlPoints().size() + 2) / 3;
//calculating vertices
float[] array = new float[((centerPointsAmount - 1) * nbSubSegments + 1) * 3];
int currentControlPoint = 0;
List controlPoints = spline.getControlPoints();
int lineIndex = 0;
for (int i = 0; i < centerPointsAmount - 1; ++i) {
Vector3f vector3f = controlPoints.get(currentControlPoint);
array[lineIndex++] = vector3f.x;
array[lineIndex++] = vector3f.y;
array[lineIndex++] = vector3f.z;
for (int j = 1; j < nbSubSegments; ++j) {
spline.interpolate((float) j / nbSubSegments, currentControlPoint, temp);
array[lineIndex++] = temp.getX();
array[lineIndex++] = temp.getY();
array[lineIndex++] = temp.getZ();
}
currentControlPoint += 3;
}
Vector3f vector3f = controlPoints.get(currentControlPoint);
array[lineIndex++] = vector3f.x;
array[lineIndex++] = vector3f.y;
array[lineIndex++] = vector3f.z;
//calculating indexes
int i = 0, k;
short[] indices = new short[(centerPointsAmount - 1) * nbSubSegments << 1];
for (int j = 0; j < (centerPointsAmount - 1) * nbSubSegments; ++j) {
k = j;
indices[i++] = (short) k;
++k;
indices[i++] = (short) k;
}
this.setMode(Mesh.Mode.Lines);
this.setBuffer(VertexBuffer.Type.Position, 3, array);
this.setBuffer(VertexBuffer.Type.Index, 2, indices);
this.updateBound();
this.updateCounts();
}
/**
* This method creates the Nurb path for this curve.
*
* @param nbSubSegments amount of subsegments between position control
* points
*/
private void createNurbMesh(int nbSubSegments) {
if (spline.getControlPoints() != null && spline.getControlPoints().size() > 0) {
if (nbSubSegments == 0) {
nbSubSegments = spline.getControlPoints().size() + 1;
} else {
nbSubSegments = spline.getControlPoints().size() * nbSubSegments + 1;
}
float minKnot = spline.getMinNurbKnot();
float maxKnot = spline.getMaxNurbKnot();
float deltaU = (maxKnot - minKnot) / nbSubSegments;
float[] array = new float[(nbSubSegments + 1) * 3];
float u = minKnot;
Vector3f interpolationResult = new Vector3f();
for (int i = 0; i < array.length; i += 3) {
spline.interpolate(u, 0, interpolationResult);
array[i] = interpolationResult.x;
array[i + 1] = interpolationResult.y;
array[i + 2] = interpolationResult.z;
u += deltaU;
}
//calculating indexes
int i = 0;
short[] indices = new short[nbSubSegments << 1];
for (int j = 0; j < nbSubSegments; ++j) {
indices[i++] = (short) j;
indices[i++] = (short) (j + 1);
}
this.setMode(Mesh.Mode.Lines);
this.setBuffer(VertexBuffer.Type.Position, 3, array);
this.setBuffer(VertexBuffer.Type.Index, 2, indices);
this.updateBound();
this.updateCounts();
}
}
private void createLinearMesh() {
float[] array = new float[spline.getControlPoints().size() * 3];
short[] indices = new short[(spline.getControlPoints().size() - 1) * 2];
int i = 0;
int cpt = 0;
int k;
int j = 0;
for (Iterator it = spline.getControlPoints().iterator(); it.hasNext();) {
Vector3f vector3f = it.next();
array[i] = vector3f.getX();
i++;
array[i] = vector3f.getY();
i++;
array[i] = vector3f.getZ();
i++;
if (it.hasNext()) {
k = j;
indices[cpt] = (short) k;
cpt++;
k++;
indices[cpt] = (short) k;
cpt++;
j++;
}
}
this.setMode(Mesh.Mode.Lines);
this.setBuffer(VertexBuffer.Type.Position, 3, array);
this.setBuffer(VertexBuffer.Type.Index, 2, indices);
this.updateBound();
this.updateCounts();
}
/**
* This method returns the length of the curve.
*
* @return the length of the curve
*/
public float getLength() {
return spline.getTotalLength();
}
}
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