javax.media.j3d.Font3D Maven / Gradle / Ivy
/*
* Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* 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. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun 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).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
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package javax.media.j3d;
import java.awt.Font;
import java.awt.Shape;
import java.awt.font.FontRenderContext;
import java.awt.font.GlyphMetrics;
import java.awt.font.GlyphVector;
import java.awt.geom.AffineTransform;
import java.awt.geom.PathIterator;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Hashtable;
import java.util.Iterator;
import java.util.ServiceLoader;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;
/**
* The Font3D object is used to store extruded 2D glyphs. These
* 3D glyphs can then be used to construct Text3D NodeComponent
* objects.
*
* A 3D Font consists of a Java 2D font, a tesellation tolerance,
* and an extrusion path. The extrusion
* path creates depth by describing how the edge of a glyph varies
* in the Z axis.
*
* The construction of a Text3D object requires a Font3D object.
* The Font3D object describes the style of the text, such as its
* depth. The text also needs other classes, such as java.awt.Font and
* FontExtrusion. The Font object describes the font name (Helvetica,
* Courier, etc.), the font style (bold, Italic, etc.), and point
* size. The FontExtrusion object extends Font3D by describing
* the extrusion path for the Font3D object (how the edge of the
* font glyph varies in the Z axis).
*
* To ensure correct rendering, the 2D Font object should be created
* with the default AffineTransform. The point size of the 2D font will
* be used as a rough measure of how fine a tesselation to use when
* creating the Font3D object: the larger the point size, in
* general, the finer the tesselation.
*
* Custom 3D fonts as well as methods to store 3D fonts
* to disk will be addressed in a future release.
*
* @see java.awt.Font
* @see FontExtrusion
* @see Text3D
*/
public class Font3D extends NodeComponent {
Font font;
double tessellationTolerance;
FontExtrusion fontExtrusion;
FontRenderContext frc;
// Used by triangulateGlyphs method to split contour data into islands.
final static float EPS = 0.000001f;
// Map glyph code to GeometryArrayRetained
Hashtable geomHash = new Hashtable(20);
/**
* Constructs a Font3D object from the specified Font and
* FontExtrusion objects, using the default value for the
* tessellation tolerance. The default value is as follows:
*
*
* tessellation tolerance : 0.01
*
*
* The FontExtrusion object contains the extrusion path to use on
* the 2D Font glyphs. To ensure correct rendering the font must
* be created with the default AffineTransform. Passing null for
* the FontExtrusion parameter results in no extrusion being done.
*
* @param font the Java 2D font used to create the 3D font object
* @param extrudePath the extrusion path used to describe how
* the edge of the font varies along the Z axis
*/
public Font3D(Font font, FontExtrusion extrudePath) {
this(font, 0.01, extrudePath);
}
/**
* Constructs a Font3D object from the specified Font and
* FontExtrusion objects, using the specified tessellation
* tolerance.
* The FontExtrusion object contains the extrusion path to use on
* the 2D Font glyphs. To ensure correct rendering, the font must
* be created with the default AffineTransform. Passing null for
* the FontExtrusion parameter results in no extrusion being done.
*
* @param font the Java 2D font used to create the 3D font object.
* @param tessellationTolerance the tessellation tolerance value
* used in tessellating the glyphs of the 2D Font.
* This corresponds to the flatness
parameter in
* the java.awt.Shape.getPathIterator
method.
* @param extrudePath the extrusion path used to describe how
* the edge of the font varies along the Z axis.
*
* @since Java 3D 1.2
*/
public Font3D(Font font,
double tessellationTolerance,
FontExtrusion extrudePath) {
this.font = font;
this.tessellationTolerance = tessellationTolerance;
this.fontExtrusion = extrudePath;
this.frc = new FontRenderContext(new AffineTransform(),
true, true);
}
/**
* Returns the Java 2D Font used to create this Font3D object.
* @return Font object used by this Font3D
*/
public Font getFont() {
return this.font;
}
/**
* Returns the tessellation tolerance with which this Font3D was
* created.
* @return the tessellation tolerance used by this Font3D
*
* @since Java 3D 1.2
*/
public double getTessellationTolerance() {
return tessellationTolerance;
}
/**
* Copies the FontExtrusion object used to create this Font3D object
* into the specified parameter.
*
* @param extrudePath object that will receive the
* FontExtrusion information for this Font3D object
*/
public void getFontExtrusion(FontExtrusion extrudePath) {
extrudePath = this.fontExtrusion;
}
/**
* Returns the 3D bounding box of the specified glyph code.
*
* @param glyphCode the glyphCode from the original 2D Font
* @param bounds the 3D glyph's bounds
*/
public void getBoundingBox(int glyphCode, BoundingBox bounds){
int[] gCodes = {glyphCode};
GlyphVector gVec = font.createGlyphVector(frc, gCodes);
Rectangle2D.Float bounds2d = (Rectangle2D.Float)
(((GlyphMetrics)(gVec.getGlyphMetrics(0))).getBounds2D());
Point3d lower = new Point3d(bounds2d.x, bounds2d.y, 0.0);
Point3d upper;
if (fontExtrusion != null) {
upper = new Point3d(bounds2d.x + bounds2d.width,
bounds2d.y + bounds2d.height,
fontExtrusion.length);
} else {
upper = new Point3d(bounds2d.x + bounds2d.width,
bounds2d.y + bounds2d.height,
0.0);
}
bounds.setLower(lower);
bounds.setUpper(upper);
}
/**
* An append-only array-based integer list
*/
private static class IntVector {
int[] data;
int size;
IntVector() {
data = new int[10];
size = 0;
}
void add(int i) {
// need to expand backing
if (size == data.length)
data = Arrays.copyOf(data, 2 * size);
data[size] = i;
size++;
}
}
// BY MIK OF CLASSX
/**
* Returns a GeometryArray of a glyph in this Font3D.
*
* @param c character from which to generate a tessellated glyph.
*
* @return a GeometryArray
*
* @since Java 3D 1.4
*/
public GeometryArray getGlyphGeometry(char c) {
char code[] = { c };
GlyphVector gv = font.createGlyphVector(frc, code);
// triangulate the glyph
GeometryArrayRetained glyph_gar = triangulateGlyphs(gv, code[0]);
// Assume that triangulateGlyphs returns a triangle array with only coords & normals
// (and without by-ref, interleaved, etc.)
assert glyph_gar instanceof TriangleArrayRetained :
"Font3D: GeometryArray is not an instance of TrangleArray";
assert glyph_gar.getVertexFormat() == (GeometryArray.COORDINATES | GeometryArray.NORMALS) :
"Font3D: Illegal GeometryArray format -- only coordinates and normals expected";
// create a correctly sized TriangleArray
TriangleArray ga = new TriangleArray(glyph_gar.getVertexCount(),glyph_gar.getVertexFormat());
// temp storage for coords, normals
float tmp[] = new float[3];
int vertexCount = ga.getVertexCount();
for(int i=0; i 0) {
if (setMaxY) {
// Get Previous point
beginIdx = start;
endIdx = numPoints-1;
}
contours.add(num);
num = 0;
}
} else if (flag == PathIterator.SEG_MOVETO){
vertex.x = tmpCoords[0];
vertex.y = tmpCoords[1];
lastX = vertex.x;
lastY = vertex.y;
if ((lastX == firstPntx) && (lastY == firstPnty)) {
pIt.next();
continue;
}
setMaxY = false;
coords.add(vertex);
firstPntx = lastX;
firstPnty = lastY;
if (num> 0){
contours.add(num);
num = 0;
}
num++;
numPoints++;
// skip checking of first point,
// since the last point will repeat this.
start = numPoints ;
} else if (flag == PathIterator.SEG_LINETO){
vertex.x = tmpCoords[0];
vertex.y = tmpCoords[1];
//Check here for duplicate points. Code
//later in this function can not handle
//duplicate points.
if ((vertex.x == lastX) && (vertex.y == lastY)) {
pIt.next();
continue;
}
if (vertex.y > maxY) {
maxY = vertex.y;
maxYIndex = numPoints;
setMaxY = true;
}
lastX = vertex.x;
lastY = vertex.y;
coords.add(vertex);
num++;
numPoints++;
}
pIt.next();
}
// No data(e.g space, control characters)
// Two point can't form a valid contour
if (numPoints == 0){
return null;
}
// Determine font winding order use for side triangles
Point3f p1 = new Point3f(), p2 = new Point3f(), p3 = new Point3f();
boolean flip_side_orient = true;
Point3f vertices[] = (Point3f []) coords.toArray(false);
if (endIdx - beginIdx > 0) {
// must be true unless it is a single line
// define as "MoveTo p1 LineTo p2 Close" which is
// not a valid font definition.
if (maxYIndex == beginIdx) {
p1.set(vertices[endIdx]);
} else {
p1.set(vertices[maxYIndex-1]);
}
p2.set(vertices[maxYIndex]);
if (maxYIndex == endIdx) {
p3.set(vertices[beginIdx]);
} else {
p3.set(vertices[maxYIndex+1]);
}
if (p3.x != p2.x) {
if (p1.x != p2.x) {
// Use the one with smallest slope
if (Math.abs((p2.y - p1.y)/(p2.x - p1.x)) >
Math.abs((p3.y - p2.y)/(p3.x - p2.x))) {
flip_side_orient = (p3.x > p2.x);
} else {
flip_side_orient = (p2.x > p1.x);
}
} else {
flip_side_orient = (p3.x > p2.x);
}
} else {
// p1.x != p2.x, otherwise all three
// point form a straight vertical line with
// the middle point the highest. This is not a
// valid font definition.
flip_side_orient = (p2.x > p1.x);
}
}
// Build a Tree of Islands
int startIdx = 0;
IslandsNode islandsTree = new IslandsNode(-1, -1);
for (int cIdx = 0; cIdx < contours.size; cIdx++) {
endIdx = startIdx + contours.data[cIdx];
islandsTree.insert(new IslandsNode(startIdx, endIdx), vertices);
startIdx = endIdx;
}
coords = null; // Free memory
contours = null;
// Compute islandCounts[][] and outVerts[][]
UnorderList islandsList = new UnorderList(10, IslandsNode.class);
islandsTree.collectOddLevelNode(islandsList, 0);
IslandsNode nodes[] = (IslandsNode []) islandsList.toArray(false);
int islandCounts[][] = new int[islandsList.arraySize()][];
Point3f outVerts[][] = new Point3f[islandCounts.length][];
int nchild, sum;
IslandsNode node;
for (i=0; i < islandCounts.length; i++) {
node = nodes[i];
nchild = node.numChild();
islandCounts[i] = new int[nchild + 1];
islandCounts[i][0] = node.numVertices();
sum = 0;
sum += islandCounts[i][0];
for (j=0; j < nchild; j++) {
islandCounts[i][j+1] = node.getChild(j).numVertices();
sum += islandCounts[i][j+1];
}
outVerts[i] = new Point3f[sum];
startIdx = 0;
for (k=node.startIdx; k < node.endIdx; k++) {
outVerts[i][startIdx++] = vertices[k];
}
for (j=0; j < nchild; j++) {
endIdx = node.getChild(j).endIdx;
for (k=node.getChild(j).startIdx; k < endIdx; k++) {
outVerts[i][startIdx++] = vertices[k];
}
}
}
islandsTree = null; // Free memory
islandsList = null;
vertices = null;
int[] contourCounts = new int[1];
ArrayList triangData = new ArrayList();
Point3f q1 = new Point3f(), q2 = new Point3f(), q3 = new Point3f();
Vector3f n1 = new Vector3f(), n2 = new Vector3f();
numPoints = 0;
for (i = 0; i < islandCounts.length; i++) {
numPoints += outVerts[i].length;
}
final GeometryService gs = newGeometryService();
int vertOffset =
gs.triangulateIslands(islandCounts, outVerts, contourCounts, triangData);
// Multiply by 2 since we create 2 faces of the font
// Second term is for side-faces along depth of the font
if (fontExtrusion == null)
vertCnt = vertOffset;
else{
if (fontExtrusion.shape == null)
vertCnt = vertOffset * 2 + numPoints *6;
else{
vertCnt = vertOffset * 2 + numPoints * 6 *
(fontExtrusion.pnts.length -1);
}
}
// XXXX: Should use IndexedTriangleArray to avoid
// duplication of vertices. To create triangles for
// side faces, every vertex is duplicated currently.
TriangleArray triAry = new TriangleArray(vertCnt,
GeometryArray.COORDINATES |
GeometryArray.NORMALS);
boolean flip_orient[] = new boolean[islandCounts.length];
boolean findOrient;
// last known non-degenerate normal
Vector3f goodNormal = new Vector3f();
int currCoordIndex = 0;
for (j=0;j < islandCounts.length;j++) {
GeometryArray ga = triangData.get(j);
vertOffset = ga.getVertexCount();
findOrient = false;
//Create the triangle array
for (i= 0; i < vertOffset; i+= 3, currCoordIndex += 3){
//Get 3 points. Since triangle is known to be flat, normal
// must be same for all 3 points.
ga.getCoordinate(i, p1);
ga.getNormal(i, n1);
ga.getCoordinate(i+1, p2);
ga.getCoordinate(i+2, p3);
if (!findOrient) {
//Check here if triangles are wound incorrectly and need
//to be flipped.
if (!getNormal(p1,p2, p3, n2)) {
continue;
}
if (n2.z >= EPS) {
flip_orient[j] = false;
} else if (n2.z <= -EPS) {
flip_orient[j] = true;
} else {
continue;
}
findOrient = true;
}
if (flip_orient[j]){
//New Triangulator preserves contour orientation. If contour
//input is wound incorrectly, swap 2nd and 3rd points to
//sure all triangles are wound correctly for j3d.
q1.x = p2.x; q1.y = p2.y; q1.z = p2.z;
p2.x = p3.x; p2.y = p3.y; p2.z = p3.z;
p3.x = q1.x; p3.y = q1.y; p3.z = q1.z;
n1.x = -n1.x; n1.y = -n1.y; n1.z = -n1.z;
}
if (fontExtrusion != null) {
n2.x = -n1.x;n2.y = -n1.y;n2.z = -n1.z;
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, n2);
triAry.setCoordinate(currCoordIndex+1, p3);
triAry.setNormal(currCoordIndex+1, n2);
triAry.setCoordinate(currCoordIndex+2, p2);
triAry.setNormal(currCoordIndex+2, n2);
q1.x = p1.x; q1.y = p1.y; q1.z = p1.z + fontExtrusion.length;
q2.x = p2.x; q2.y = p2.y; q2.z = p2.z + fontExtrusion.length;
q3.x = p3.x; q3.y = p3.y; q3.z = p3.z + fontExtrusion.length;
triAry.setCoordinate(currCoordIndex+vertOffset, q1);
triAry.setNormal(currCoordIndex+vertOffset, n1);
triAry.setCoordinate(currCoordIndex+1+vertOffset, q2);
triAry.setNormal(currCoordIndex+1+vertOffset, n1);
triAry.setCoordinate(currCoordIndex+2+vertOffset, q3);
triAry.setNormal(currCoordIndex+2+vertOffset, n1);
} else {
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, n1);
triAry.setCoordinate(currCoordIndex+1, p2);
triAry.setNormal(currCoordIndex+1, n1);
triAry.setCoordinate(currCoordIndex+2, p3);
triAry.setNormal(currCoordIndex+2, n1);
}
}
if (fontExtrusion != null) {
currCoordIndex += vertOffset;
}
}
//Now add side triangles in both cases.
// Since we duplicated triangles with different Z, make sure
// currCoordIndex points to correct location.
if (fontExtrusion != null){
if (fontExtrusion.shape == null){
boolean smooth;
// we'll put a crease if the angle between the normals is
// greater than 44 degrees
float threshold = (float) Math.cos(44.0*Math.PI/180.0);
float cosine;
// need the previous normals to check for smoothing
Vector3f pn1 = null, pn2 = null;
// need the next normals to check for smoothing
Vector3f n3 = new Vector3f(), n4 = new Vector3f();
// store the normals for each point because they are
// the same for both triangles
Vector3f p1Normal = new Vector3f();
Vector3f p2Normal = new Vector3f();
Vector3f p3Normal = new Vector3f();
Vector3f q1Normal = new Vector3f();
Vector3f q2Normal = new Vector3f();
Vector3f q3Normal = new Vector3f();
for (i=0;i < islandCounts.length;i++){
for (j=0, k=0, num =0;j < islandCounts[i].length;j++){
num += islandCounts[i][j];
p1.x = outVerts[i][num - 1].x;
p1.y = outVerts[i][num - 1].y;
p1.z = 0.0f;
q1.x = p1.x; q1.y = p1.y; q1.z = p1.z+fontExtrusion.length;
p2.z = 0.0f;
q2.z = p2.z+fontExtrusion.length;
for (int m=0; m < num;m++) {
p2.x = outVerts[i][m].x;
p2.y = outVerts[i][m].y;
q2.x = p2.x;
q2.y = p2.y;
if (getNormal(p1, q1, p2, n1)) {
if (!flip_side_orient) {
n1.negate();
}
goodNormal.set(n1);
break;
}
}
for (;k < num;k++){
p2.x = outVerts[i][k].x;p2.y = outVerts[i][k].y;p2.z = 0.0f;
q2.x = p2.x; q2.y = p2.y; q2.z = p2.z+fontExtrusion.length;
if (!getNormal(p1, q1, p2, n1)) {
n1.set(goodNormal);
} else {
if (!flip_side_orient) {
n1.negate();
}
goodNormal.set(n1);
}
if (!getNormal(p2, q1, q2, n2)) {
n2.set(goodNormal);
} else {
if (!flip_side_orient) {
n2.negate();
}
goodNormal.set(n2);
}
// if there is a previous normal, see if we need to smooth
// this normal or make a crease
if (pn1 != null) {
cosine = n1.dot(pn2);
smooth = cosine > threshold;
if (smooth) {
p1Normal.x = (pn1.x + pn2.x + n1.x);
p1Normal.y = (pn1.y + pn2.y + n1.y);
p1Normal.z = (pn1.z + pn2.z + n1.z);
normalize(p1Normal);
q1Normal.x = (pn2.x + n1.x + n2.x);
q1Normal.y = (pn2.y + n1.y + n2.y);
q1Normal.z = (pn2.z + n1.z + n2.z);
normalize(q1Normal);
} // if smooth
else {
p1Normal.x = n1.x; p1Normal.y = n1.y; p1Normal.z = n1.z;
q1Normal.x = n1.x+n2.x;
q1Normal.y = n1.y+n2.y;
q1Normal.z = n1.z+ n2.z;
normalize(q1Normal);
} // else
} // if pn1 != null
else {
pn1 = new Vector3f();
pn2 = new Vector3f();
p1Normal.x = n1.x;
p1Normal.y = n1.y;
p1Normal.z = n1.z;
q1Normal.x = (n1.x + n2.x);
q1Normal.y = (n1.y + n2.y);
q1Normal.z = (n1.z + n2.z);
normalize(q1Normal);
} // else
// if there is a next, check if we should smooth normal
if (k+1 < num) {
p3.x = outVerts[i][k+1].x; p3.y = outVerts[i][k+1].y;
p3.z = 0.0f;
q3.x = p3.x; q3.y = p3.y; q3.z = p3.z + fontExtrusion.length;
if (!getNormal(p2, q2, p3, n3)) {
n3.set(goodNormal);
} else {
if (!flip_side_orient) {
n3.negate();
}
goodNormal.set(n3);
}
if (!getNormal(p3, q2, q3, n4)) {
n4.set(goodNormal);
} else {
if (!flip_side_orient) {
n4.negate();
}
goodNormal.set(n4);
}
cosine = n2.dot(n3);
smooth = cosine > threshold;
if (smooth) {
p2Normal.x = (n1.x + n2.x + n3.x);
p2Normal.y = (n1.y + n2.y + n3.y);
p2Normal.z = (n1.z + n2.z + n3.z);
normalize(p2Normal);
q2Normal.x = (n2.x + n3.x + n4.x);
q2Normal.y = (n2.y + n3.y + n4.y);
q2Normal.z = (n2.z + n3.z + n4.z);
normalize(q2Normal);
} else { // if smooth
p2Normal.x = n1.x + n2.x;
p2Normal.y = n1.y + n2.y;
p2Normal.z = n1.z + n2.z;
normalize(p2Normal);
q2Normal.x = n2.x; q2Normal.y = n2.y; q2Normal.z = n2.z;
} // else
} else { // if k+1 < num
p2Normal.x = (n1.x + n2.x);
p2Normal.y = (n1.y + n2.y);
p2Normal.z = (n1.z + n2.z);
normalize(p2Normal);
q2Normal.x = n2.x;
q2Normal.y = n2.y;
q2Normal.z = n2.z;
} // else
// add pts for the 2 tris
// p1, q1, p2 and p2, q1, q2
if (flip_side_orient) {
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, p1Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, q1Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, p2Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, p2Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, q1Normal);
currCoordIndex++;
} else {
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, q1Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, p1Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, p2Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, q1Normal);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, p2Normal);
currCoordIndex++;
}
triAry.setCoordinate(currCoordIndex, q2);
triAry.setNormal(currCoordIndex, q2Normal);
currCoordIndex++;
pn1.x = n1.x; pn1.y = n1.y; pn1.z = n1.z;
pn2.x = n2.x; pn2.y = n2.y; pn2.z = n2.z;
p1.x = p2.x; p1.y = p2.y; p1.z = p2.z;
q1.x = q2.x; q1.y = q2.y; q1.z = q2.z;
}// for k
// set the previous normals to null when we are done
pn1 = null;
pn2 = null;
}// for j
}//for i
} else { // if shape
int m, offset=0;
Point3f P2 = new Point3f(), Q2 = new Point3f(), P1=new Point3f();
Vector3f nn = new Vector3f(), nn1= new Vector3f(),
nn2= new Vector3f(), nn3= new Vector3f();
Vector3f nna = new Vector3f(), nnb=new Vector3f();
float length;
boolean validNormal = false;
// fontExtrusion.shape is specified, and is NOT straight line
for (i=0;i < islandCounts.length;i++){
for (j=0, k= 0, offset = num =0;j < islandCounts[i].length;j++){
num += islandCounts[i][j];
p1.x = outVerts[i][num - 1].x;
p1.y = outVerts[i][num - 1].y;
p1.z = 0.0f;
q1.x = p1.x; q1.y = p1.y; q1.z = p1.z+fontExtrusion.length;
p3.z = 0.0f;
for (m=num-2; m >= 0; m--) {
p3.x = outVerts[i][m].x;
p3.y = outVerts[i][m].y;
if (getNormal(p3, q1, p1, nn1)) {
if (!flip_side_orient) {
nn1.negate();
}
goodNormal.set(nn1);
break;
}
}
for (;k < num;k++){
p2.x = outVerts[i][k].x;p2.y = outVerts[i][k].y;p2.z = 0.0f;
q2.x = p2.x; q2.y = p2.y; q2.z = p2.z+fontExtrusion.length;
getNormal(p1, q1, p2, nn2);
p3.x = outVerts[i][(k+1)==num ? offset:(k+1)].x;
p3.y = outVerts[i][(k+1)==num ? offset:(k+1)].y;
p3.z = 0.0f;
if (!getNormal(p3,p2,q2, nn3)) {
nn3.set(goodNormal);
} else {
if (!flip_side_orient) {
nn3.negate();
}
goodNormal.set(nn3);
}
// Calculate normals at the point by averaging normals
// of two faces on each side of the point.
nna.x = (nn1.x+nn2.x);
nna.y = (nn1.y+nn2.y);
nna.z = (nn1.z+nn2.z);
normalize(nna);
nnb.x = (nn3.x+nn2.x);
nnb.y = (nn3.y+nn2.y);
nnb.z = (nn3.z+nn2.z);
normalize(nnb);
P1.x = p1.x;P1.y = p1.y;P1.z = p1.z;
P2.x = p2.x;P2.y = p2.y; P2.z = p2.z;
Q2.x = q2.x;Q2.y = q2.y; Q2.z = q2.z;
for (m=1;m < fontExtrusion.pnts.length;m++){
q1.z = q2.z = fontExtrusion.pnts[m].x;
q1.x = P1.x + nna.x * fontExtrusion.pnts[m].y;
q1.y = P1.y + nna.y * fontExtrusion.pnts[m].y;
q2.x = P2.x + nnb.x * fontExtrusion.pnts[m].y;
q2.y = P2.y + nnb.y * fontExtrusion.pnts[m].y;
if (!getNormal(p1, q1, p2, n1)) {
n1.set(goodNormal);
} else {
if (!flip_side_orient) {
n1.negate();
}
goodNormal.set(n1);
}
if (flip_side_orient) {
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
} else {
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
}
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
if (!getNormal(p2, q1, q2, n1)) {
n1.set(goodNormal);
} else {
if (!flip_side_orient) {
n1.negate();
}
goodNormal.set(n1);
}
if (flip_side_orient) {
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
} else {
triAry.setCoordinate(currCoordIndex, q1);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
triAry.setCoordinate(currCoordIndex, p2);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
}
triAry.setCoordinate(currCoordIndex, q2);
triAry.setNormal(currCoordIndex, n1);
currCoordIndex++;
p1.x = q1.x;p1.y = q1.y;p1.z = q1.z;
p2.x = q2.x;p2.y = q2.y;p2.z = q2.z;
}// for m
p1.x = P2.x; p1.y = P2.y; p1.z = P2.z;
q1.x = Q2.x; q1.y = Q2.y; q1.z = Q2.z;
nn1.x = nn2.x;nn1.y = nn2.y;nn1.z = nn2.z;
}// for k
offset = num;
}// for j
}//for i
}// if shape
}// if fontExtrusion
geo = (GeometryArrayRetained) triAry.retained;
geomHash.put(ch, geo);
}
return geo;
}
private GeometryService newGeometryService() {
final ServiceLoader gsLoader =
ServiceLoader.load(GeometryService.class);
final Iterator iter = gsLoader.iterator();
if (iter.hasNext()) return iter.next();
throw new IllegalStateException("No GeometryService implementation found. "
+ "Please add j3d-core-utils to the classpath.");
}
static boolean getNormal(Point3f p1, Point3f p2, Point3f p3, Vector3f normal) {
Vector3f v1 = new Vector3f();
Vector3f v2 = new Vector3f();
// Must compute normal
v1.sub(p2, p1);
v2.sub(p2, p3);
normal.cross(v1, v2);
normal.negate();
float length = normal.length();
if (length > 0) {
length = 1 / length;
normal.x *= length;
normal.y *= length;
normal.z *= length;
return true;
}
return false;
}
// check if 2 contours are inside/outside/intersect one another
// INPUT:
// vertCnt1, vertCnt2 - number of vertices in 2 contours
// begin1, begin2 - starting indices into vertices for 2 contours
// vertices - actual vertex data
// OUTPUT:
// status == 1 - intersecting contours
// 2 - first contour inside the second
// 3 - second contour inside the first
// 0 - disjoint contours(2 islands)
static int check2Contours(int begin1, int end1, int begin2, int end2,
Point3f[] vertices) {
int i;
boolean inside2, inside1;
inside2 = pointInPolygon2D(vertices[begin1].x, vertices[begin1].y,
begin2, end2, vertices);
for (i=begin1+1; i < end1;i++) {
if (pointInPolygon2D(vertices[i].x, vertices[i].y,
begin2, end2, vertices) != inside2) {
return 1; //intersecting contours
}
}
// Since we are using point in polygon test and not
// line in polygon test. There are cases we miss the interesting
// if we are not checking the reverse for all points. This happen
// when two points form a line pass through a polygon but the two
// points are outside of it.
inside1 = pointInPolygon2D(vertices[begin2].x, vertices[begin2].y,
begin1, end1, vertices);
for (i=begin2+1; i < end2;i++) {
if (pointInPolygon2D(vertices[i].x, vertices[i].y,
begin1, end1, vertices) != inside1) {
return 1; //intersecting contours
}
}
if (!inside2) {
if (!inside1) {
return 0; // disjoint countours
}
// inside2 = false and inside1 = true
return 3; // second contour inside first
}
// must be inside2 = true and inside1 = false
// Note that it is not possible inside2 = inside1 = true
// unless two contour overlap to each others.
//
return 2; // first contour inside second
}
// Test if 2D point (x,y) lies inside polygon represented by verts.
// z-value of polygon vertices is ignored. Sent only to avoid data-copy.
// Uses ray-shooting algorithm to compute intersections along +X axis.
// This algorithm works for all polygons(concave, self-intersecting) and
// is best solution here due to large number of polygon vertices.
// Point is INSIDE if number of intersections is odd, OUTSIDE if number
// of intersections is even.
static boolean pointInPolygon2D(float x, float y, int begIdx, int endIdx,
Point3f[] verts){
int i, num_intersections = 0;
float xi;
for (i=begIdx;i < endIdx-1;i++) {
if ((verts[i].y >= y && verts[i+1].y >= y) ||
(verts[i].y < y && verts[i+1].y < y))
continue;
xi = verts[i].x + (verts[i].x - verts[i+1].x)*(y - verts[i].y)/
(verts[i].y - verts[i+1].y);
if (x < xi) num_intersections++;
}
// Check for segment from last vertex to first vertex.
if (!((verts[i].y >= y && verts[begIdx].y >= y) ||
(verts[i].y < y && verts[begIdx].y < y))) {
xi = verts[i].x + (verts[i].x - verts[begIdx].x)*(y - verts[i].y)/
(verts[i].y - verts[begIdx].y);
if (x < xi) num_intersections++;
}
return ((num_intersections % 2) != 0);
}
static final boolean normalize(Vector3f v) {
float len = v.length();
if (len > 0) {
len = 1.0f/len;
v.x *= len;
v.y *= len;
v.z *= len;
return true;
}
return false;
}
// A Tree of islands form based on contour, each parent's contour
// enclosed all the child. We built this since Triangular fail to
// handle the case of multiple concentrated contours. i.e. if
// 4 contours A > B > C > D. Triangular will fail recongized
// two island, one form by A & B and the other by C & D.
// Using this tree we can separate out every 2 levels and pass
// in to triangular to workaround its limitation.
static private class IslandsNode {
private ArrayList islandsList = null;
int startIdx, endIdx;
IslandsNode(int startIdx, int endIdx) {
this.startIdx = startIdx;
this.endIdx = endIdx;
islandsList = null;
}
void addChild(IslandsNode node) {
if (islandsList == null)
islandsList = new ArrayList(5);
islandsList.add(node);
}
void removeChild(IslandsNode node) {
islandsList.remove(islandsList.indexOf(node));
}
IslandsNode getChild(int idx) {
return islandsList.get(idx);
}
int numChild() {
return (islandsList == null ? 0 : islandsList.size());
}
int numVertices() {
return endIdx - startIdx;
}
void insert(IslandsNode newNode, Point3f[] vertices) {
boolean createNewLevel = false;
if (islandsList != null) {
IslandsNode childNode;
int status;
for (int i=numChild()-1; i>=0; i--) {
childNode = getChild(i);
status = check2Contours(newNode.startIdx, newNode.endIdx,
childNode.startIdx, childNode.endIdx,
vertices);
switch (status) {
case 2: // newNode inside childNode, go down recursively
childNode.insert(newNode, vertices);
return;
case 3:// childNode inside newNode,
// continue to search other childNode also
// inside this one and group them together.
newNode.addChild(childNode);
createNewLevel = true;
break;
default: // intersecting or disjoint
}
}
}
if (createNewLevel) {
// Remove child in newNode from this
for (int i=newNode.numChild()-1; i>=0; i--) {
removeChild(newNode.getChild(i));
}
// Add the newNode to parent
}
addChild(newNode);
}
// Return a list of node with odd number of level
void collectOddLevelNode(UnorderList list, int level) {
if ((level % 2) == 1) {
list.add(this);
}
if (islandsList != null) {
level++;
for (int i=numChild()-1; i>=0; i--) {
getChild(i).collectOddLevelNode(list, level);
}
}
}
}
}