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/*
 * Copyright (c) 2013, 2022, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * 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; } } }





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