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corrections to com.jme3.scene.* comments as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-scene/

[email protected] 11 lat temu
rodzic
commit
4a69eee64f

+ 5 - 6
jme3-core/src/main/java/com/jme3/scene/Geometry.java

@@ -76,7 +76,7 @@ public class Geometry extends Spatial {
      */
     protected BatchNode batchNode = null;
     /**
-     * the start index of this geom's mesh in the batchNode mesh
+     * the start index of this geometry's mesh in the batchNode mesh
      */
     protected int startIndex;    
     /**
@@ -201,9 +201,9 @@ public class Geometry extends Spatial {
     }
 
     /**
-     * Returns the mseh to use for this geometry
+     * Returns the mesh to use for this geometry
      * 
-     * @return the mseh to use for this geometry
+     * @return the mesh to use for this geometry
      * 
      * @see #setMesh(com.jme3.scene.Mesh) 
      */
@@ -472,9 +472,8 @@ public class Geometry extends Spatial {
     }
 
     /**
-     * Creates a deep clone of the geometry,
-     * this creates an identical copy of the mesh
-     * with the vertexbuffer data duplicated.
+     * Create a deep clone of the geometry. This creates an identical copy of
+     * the mesh with the vertex buffer data duplicated.
      */
     @Override
     public Spatial deepClone() {

+ 2 - 3
jme3-core/src/main/java/com/jme3/scene/Node.java

@@ -76,9 +76,8 @@ public class Node extends Spatial implements Savable {
      * Constructor instantiates a new <code>Node</code> with a default empty
      * list for containing children.
      * 
-     * @param name
-     *            the name of the scene element. This is required for
-     *            identification and comparision purposes.
+     * @param name the name of the scene element. This is required for
+     * identification and comparison purposes.
      */
     public Node(String name) {
         super(name);

+ 6 - 5
jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java

@@ -84,11 +84,12 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
          */
         Color,
 
-        /**
-         * Tangent vector, normalized (4 floats) (x,y,z,w)
-         * the w component is called the binormal parity, is not normalized and is either 1f or -1f
-         * It's used to compuste the direction on the binormal verctor on the GPU at render time.
-         */
+	/**
+	 * Tangent vector, normalized (4 floats) (x,y,z,w). The w component is
+	 * called the binormal parity, is not normalized, and is either 1f or
+	 * -1f. It's used to compute the direction on the binormal vector on the
+	 * GPU at render time.
+	 */
         Tangent,
 
         /**

+ 2 - 3
jme3-core/src/main/java/com/jme3/scene/control/AreaUtils.java

@@ -46,9 +46,8 @@ import com.jme3.math.FastMath;
 public class AreaUtils {
 
   /**
-   * calcScreenArea -- in Pixels
-   * Aproximates the screen area of a bounding volume.  If the volume isn't a
-   * BoundingSphere, BoundingBox, or OrientedBoundingBox 0 is returned.
+   * Estimate the screen area of a bounding volume. If the volume isn't a
+   * BoundingSphere, BoundingBox, or OrientedBoundingBox, 0 is returned.
    *
    * @param bound The bounds to calculate the volume from.
    * @param distance The distance from camera to object.

+ 1 - 1
jme3-core/src/main/java/com/jme3/scene/debug/SkeletonPoints.java

@@ -90,7 +90,7 @@ public class SkeletonPoints extends Mesh {
     }
 
     /**
-     * The method updates the geometry according to the poitions of the bones.
+     * The method updates the geometry according to the positions of the bones.
      */
     public void updateGeometry() {
         VertexBuffer vb = this.getBuffer(Type.Position);

+ 316 - 314
jme3-core/src/main/java/com/jme3/scene/shape/Surface.java

@@ -1,314 +1,316 @@
-/*
- * Copyright (c) 2009-2012 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.CurveAndSurfaceMath;
-import com.jme3.math.FastMath;
-import com.jme3.math.Spline.SplineType;
-import com.jme3.math.Vector3f;
-import com.jme3.math.Vector4f;
-import com.jme3.scene.Mesh;
-import com.jme3.scene.VertexBuffer;
-import com.jme3.util.BufferUtils;
-import java.util.HashMap;
-import java.util.List;
-import java.util.Map;
-
-/**
- * This class represents a surface described by knots, weights and control points.
- * Currently the following types are supported:
- * a) NURBS
- * @author Marcin Roguski (Kealthas)
- */
-public class Surface extends Mesh {
-
-    private SplineType type;						//the type of the surface
-    private List<List<Vector4f>> controlPoints;		//space control points and their weights
-    private List<Float>[] knots;					//knots of the surface
-    private int basisUFunctionDegree;				//the degree of basis U function
-    private int basisVFunctionDegree;				//the degree of basis V function
-    private int uSegments;							//the amount of U segments
-    private int vSegments;							//the amount of V segments
-
-    /**
-     * Constructor. Constructs required surface.
-     * @param controlPoints space control points
-     * @param nurbKnots knots of the surface
-     * @param uSegments the amount of U segments
-     * @param vSegments the amount of V segments
-     * @param basisUFunctionDegree the degree of basis U function
-     * @param basisVFunctionDegree the degree of basis V function
-     */
-    private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
-            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
-        this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
-        this.type = SplineType.Nurb;
-        this.uSegments = uSegments;
-        this.vSegments = vSegments;
-        this.controlPoints = controlPoints;
-        this.knots = nurbKnots;
-        this.basisUFunctionDegree = basisUFunctionDegree;
-        CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
-        if (nurbKnots[1] != null) {
-            this.basisVFunctionDegree = basisVFunctionDegree;
-            CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
-        }
-
-        this.buildSurface();
-    }
-
-    /**
-     * This method creates a NURBS surface.
-     * @param controlPoints space control points
-     * @param nurbKnots knots of the surface
-     * @param uSegments the amount of U segments
-     * @param vSegments the amount of V segments
-     * @param basisUFunctionDegree the degree of basis U function
-     * @param basisVFunctionDegree the degree of basis V function
-     * @return an instance of NURBS surface
-     */
-    public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
-            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
-        Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
-        result.type = SplineType.Nurb;
-        return result;
-    }
-
-    /**
-     * This method creates the surface.
-     */
-    private void buildSurface() {
-        boolean smooth = true;//TODO: take smoothing into consideration
-        float minUKnot = this.getMinUNurbKnot();
-        float maxUKnot = this.getMaxUNurbKnot();
-        float deltaU = (maxUKnot - minUKnot) / uSegments;
-
-        float minVKnot = this.getMinVNurbKnot();
-        float maxVKnot = this.getMaxVNurbKnot();
-        float deltaV = (maxVKnot - minVKnot) / vSegments;
-
-        Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
-
-        float u = minUKnot, v = minVKnot;
-        int arrayIndex = 0;
-
-        for (int i = 0; i <= vSegments; ++i) {
-            for (int j = 0; j <= uSegments; ++j) {
-                Vector3f interpolationResult = new Vector3f();
-                CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
-                vertices[arrayIndex++] = interpolationResult;
-                u += deltaU;
-            }
-            u = minUKnot;
-            v += deltaV;
-        }
-
-        //adding indexes
-        int uVerticesAmount = uSegments + 1;
-        int[] indices = new int[uSegments * vSegments * 6];
-        arrayIndex = 0;
-        for (int i = 0; i < vSegments; ++i) {
-            for (int j = 0; j < uSegments; ++j) {
-                indices[arrayIndex++] = j + i * uVerticesAmount;
-                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
-                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
-                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
-                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
-                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
-            }
-        }
-
-        //normalMap merges normals of faces that will be rendered smooth
-        Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
-        for (int i = 0; i < indices.length; i += 3) {
-            Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
-            this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
-        }
-        //preparing normal list (the order of normals must match the order of vertices)
-        float[] normals = new float[vertices.length * 3];
-        arrayIndex = 0;
-        for (int i = 0; i < vertices.length; ++i) {
-            Vector3f n = normalMap.get(vertices[i]);
-            normals[arrayIndex++] = n.x;
-            normals[arrayIndex++] = n.y;
-            normals[arrayIndex++] = n.z;
-        }
-
-        this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
-        this.setBuffer(VertexBuffer.Type.Index, 3, indices);
-        this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
-        this.updateBound();
-        this.updateCounts();
-    }
-
-    public List<List<Vector4f>> getControlPoints() {
-        return controlPoints;
-    }
-
-    /**
-     * This method returns the amount of U control points.
-     * @return the amount of U control points
-     */
-    public int getUControlPointsAmount() {
-        return controlPoints.size();
-    }
-
-    /**
-     * This method returns the amount of V control points.
-     * @return the amount of V control points
-     */
-    public int getVControlPointsAmount() {
-        return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
-    }
-
-    /**
-     * This method returns the degree of basis U function.
-     * @return the degree of basis U function
-     */
-    public int getBasisUFunctionDegree() {
-        return basisUFunctionDegree;
-    }
-
-    /**
-     * This method returns the degree of basis V function.
-     * @return the degree of basis V function
-     */
-    public int getBasisVFunctionDegree() {
-        return basisVFunctionDegree;
-    }
-
-    /**
-     * This method returns the knots for specified dimension (U knots - value: '0',
-     * V knots - value: '1').
-     * @param dim an integer specifying if the U or V knots are required
-     * @return an array of knots
-     */
-    public List<Float> getKnots(int dim) {
-        return knots[dim];
-    }
-
-    /**
-     * This method returns the type of the surface.
-     * @return the type of the surface
-     */
-    public SplineType getType() {
-        return type;
-    }
-
-    /**
-     * This method returns the minimum nurb curve U knot value.
-     * @return the minimum nurb curve knot value
-     */
-    private float getMinUNurbKnot() {
-        return knots[0].get(basisUFunctionDegree - 1);
-    }
-
-    /**
-     * This method returns the maximum nurb curve U knot value.
-     * @return the maximum nurb curve knot value
-     */
-    private float getMaxUNurbKnot() {
-        return knots[0].get(knots[0].size() - basisUFunctionDegree);
-    }
-
-    /**
-     * This method returns the minimum nurb curve U knot value.
-     * @return the minimum nurb curve knot value
-     */
-    private float getMinVNurbKnot() {
-        return knots[1].get(basisVFunctionDegree - 1);
-    }
-
-    /**
-     * This method returns the maximum nurb curve U knot value.
-     * @return the maximum nurb curve knot value
-     */
-    private float getMaxVNurbKnot() {
-        return knots[1].get(knots[1].size() - basisVFunctionDegree);
-    }
-
-    /**
-     * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
-     * @param normalToAdd
-     *            a normal to be added
-     * @param normalMap
-     *            merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
-     * @param smooth
-     *            the variable that indicates wheather to merge normals (creating the smooth mesh) or not
-     * @param vertices
-     *            a list of vertices read from the blender file
-     */
-    private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
-        for (Vector3f v : vertices) {
-            Vector3f n = normalMap.get(v);
-            if (!smooth || n == null) {
-                normalMap.put(v, normalToAdd.clone());
-            } else {
-                n.addLocal(normalToAdd).normalizeLocal();
-            }
-        }
-    }
-
-    /**
-     * This method validates the input data. It throws {@link IllegalArgumentException} if
-     * the data is invalid.
-     * @param controlPoints space control points
-     * @param nurbKnots knots of the surface
-     * @param uSegments the amount of U segments
-     * @param vSegments the amount of V segments
-     */
-    private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
-            int uSegments, int vSegments) {
-        int uPointsAmount = controlPoints.get(0).size();
-        for (int i = 1; i < controlPoints.size(); ++i) {
-            if (controlPoints.get(i).size() != uPointsAmount) {
-                throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
-            }
-        }
-        if (uSegments <= 0) {
-            throw new IllegalArgumentException("U segments amount should be positive!");
-        }
-        if (vSegments < 0) {
-            throw new IllegalArgumentException("V segments amount cannot be negative!");
-        }
-        if (nurbKnots.length != 2) {
-            throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
-        }
-        for (int i = 0; i < nurbKnots.length; ++i) {
-            for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
-                if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
-                    throw new IllegalArgumentException("The knots' values cannot decrease!");
-                }
-            }
-        }
-    }
-}
+/*
+ * Copyright (c) 2009-2012 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.CurveAndSurfaceMath;
+import com.jme3.math.FastMath;
+import com.jme3.math.Spline.SplineType;
+import com.jme3.math.Vector3f;
+import com.jme3.math.Vector4f;
+import com.jme3.scene.Mesh;
+import com.jme3.scene.VertexBuffer;
+import com.jme3.util.BufferUtils;
+import java.util.HashMap;
+import java.util.List;
+import java.util.Map;
+
+/**
+ * This class represents a surface described by knots, weights and control points.
+ * Currently the following types are supported:
+ * a) NURBS
+ * @author Marcin Roguski (Kealthas)
+ */
+public class Surface extends Mesh {
+
+    private SplineType type;						//the type of the surface
+    private List<List<Vector4f>> controlPoints;		//space control points and their weights
+    private List<Float>[] knots;					//knots of the surface
+    private int basisUFunctionDegree;				//the degree of basis U function
+    private int basisVFunctionDegree;				//the degree of basis V function
+    private int uSegments;							//the amount of U segments
+    private int vSegments;							//the amount of V segments
+
+    /**
+     * Constructor. Constructs required surface.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     * @param basisUFunctionDegree the degree of basis U function
+     * @param basisVFunctionDegree the degree of basis V function
+     */
+    private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
+        this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
+        this.type = SplineType.Nurb;
+        this.uSegments = uSegments;
+        this.vSegments = vSegments;
+        this.controlPoints = controlPoints;
+        this.knots = nurbKnots;
+        this.basisUFunctionDegree = basisUFunctionDegree;
+        CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
+        if (nurbKnots[1] != null) {
+            this.basisVFunctionDegree = basisVFunctionDegree;
+            CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
+        }
+
+        this.buildSurface();
+    }
+
+    /**
+     * This method creates a NURBS surface.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     * @param basisUFunctionDegree the degree of basis U function
+     * @param basisVFunctionDegree the degree of basis V function
+     * @return an instance of NURBS surface
+     */
+    public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
+        Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
+        result.type = SplineType.Nurb;
+        return result;
+    }
+
+    /**
+     * This method creates the surface.
+     */
+    private void buildSurface() {
+        boolean smooth = true;//TODO: take smoothing into consideration
+        float minUKnot = this.getMinUNurbKnot();
+        float maxUKnot = this.getMaxUNurbKnot();
+        float deltaU = (maxUKnot - minUKnot) / uSegments;
+
+        float minVKnot = this.getMinVNurbKnot();
+        float maxVKnot = this.getMaxVNurbKnot();
+        float deltaV = (maxVKnot - minVKnot) / vSegments;
+
+        Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
+
+        float u = minUKnot, v = minVKnot;
+        int arrayIndex = 0;
+
+        for (int i = 0; i <= vSegments; ++i) {
+            for (int j = 0; j <= uSegments; ++j) {
+                Vector3f interpolationResult = new Vector3f();
+                CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
+                vertices[arrayIndex++] = interpolationResult;
+                u += deltaU;
+            }
+            u = minUKnot;
+            v += deltaV;
+        }
+
+        //adding indexes
+        int uVerticesAmount = uSegments + 1;
+        int[] indices = new int[uSegments * vSegments * 6];
+        arrayIndex = 0;
+        for (int i = 0; i < vSegments; ++i) {
+            for (int j = 0; j < uSegments; ++j) {
+                indices[arrayIndex++] = j + i * uVerticesAmount;
+                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
+                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
+            }
+        }
+
+        //normalMap merges normals of faces that will be rendered smooth
+        Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
+        for (int i = 0; i < indices.length; i += 3) {
+            Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
+            this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
+        }
+        //preparing normal list (the order of normals must match the order of vertices)
+        float[] normals = new float[vertices.length * 3];
+        arrayIndex = 0;
+        for (int i = 0; i < vertices.length; ++i) {
+            Vector3f n = normalMap.get(vertices[i]);
+            normals[arrayIndex++] = n.x;
+            normals[arrayIndex++] = n.y;
+            normals[arrayIndex++] = n.z;
+        }
+
+        this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
+        this.setBuffer(VertexBuffer.Type.Index, 3, indices);
+        this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
+        this.updateBound();
+        this.updateCounts();
+    }
+
+    public List<List<Vector4f>> getControlPoints() {
+        return controlPoints;
+    }
+
+    /**
+     * This method returns the amount of U control points.
+     * @return the amount of U control points
+     */
+    public int getUControlPointsAmount() {
+        return controlPoints.size();
+    }
+
+    /**
+     * This method returns the amount of V control points.
+     * @return the amount of V control points
+     */
+    public int getVControlPointsAmount() {
+        return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
+    }
+
+    /**
+     * This method returns the degree of basis U function.
+     * @return the degree of basis U function
+     */
+    public int getBasisUFunctionDegree() {
+        return basisUFunctionDegree;
+    }
+
+    /**
+     * This method returns the degree of basis V function.
+     * @return the degree of basis V function
+     */
+    public int getBasisVFunctionDegree() {
+        return basisVFunctionDegree;
+    }
+
+    /**
+     * This method returns the knots for specified dimension (U knots - value: '0',
+     * V knots - value: '1').
+     * @param dim an integer specifying if the U or V knots are required
+     * @return an array of knots
+     */
+    public List<Float> getKnots(int dim) {
+        return knots[dim];
+    }
+
+    /**
+     * This method returns the type of the surface.
+     * @return the type of the surface
+     */
+    public SplineType getType() {
+        return type;
+    }
+
+    /**
+     * This method returns the minimum nurb curve U knot value.
+     * @return the minimum nurb curve knot value
+     */
+    private float getMinUNurbKnot() {
+        return knots[0].get(basisUFunctionDegree - 1);
+    }
+
+    /**
+     * This method returns the maximum nurb curve U knot value.
+     * @return the maximum nurb curve knot value
+     */
+    private float getMaxUNurbKnot() {
+        return knots[0].get(knots[0].size() - basisUFunctionDegree);
+    }
+
+    /**
+     * This method returns the minimum nurb curve U knot value.
+     * @return the minimum nurb curve knot value
+     */
+    private float getMinVNurbKnot() {
+        return knots[1].get(basisVFunctionDegree - 1);
+    }
+
+    /**
+     * This method returns the maximum nurb curve U knot value.
+     * @return the maximum nurb curve knot value
+     */
+    private float getMaxVNurbKnot() {
+        return knots[1].get(knots[1].size() - basisVFunctionDegree);
+    }
+
+    /**
+     * This method adds a normal to a normal's map. This map is used to merge
+     * normals of a vector that should be rendered smooth.
+     *
+     * @param normalToAdd
+     *            a normal to be added
+     * @param normalMap
+     *            merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
+     * @param smooth the variable that indicates whether to merge normals
+     * (creating the smooth mesh) or not
+     * @param vertices
+     *            a list of vertices read from the blender file
+     */
+    private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
+        for (Vector3f v : vertices) {
+            Vector3f n = normalMap.get(v);
+            if (!smooth || n == null) {
+                normalMap.put(v, normalToAdd.clone());
+            } else {
+                n.addLocal(normalToAdd).normalizeLocal();
+            }
+        }
+    }
+
+    /**
+     * This method validates the input data. It throws {@link IllegalArgumentException} if
+     * the data is invalid.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     */
+    private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments) {
+        int uPointsAmount = controlPoints.get(0).size();
+        for (int i = 1; i < controlPoints.size(); ++i) {
+            if (controlPoints.get(i).size() != uPointsAmount) {
+                throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
+            }
+        }
+        if (uSegments <= 0) {
+            throw new IllegalArgumentException("U segments amount should be positive!");
+        }
+        if (vSegments < 0) {
+            throw new IllegalArgumentException("V segments amount cannot be negative!");
+        }
+        if (nurbKnots.length != 2) {
+            throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
+        }
+        for (int i = 0; i < nurbKnots.length; ++i) {
+            for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
+                if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
+                    throw new IllegalArgumentException("The knots' values cannot decrease!");
+                }
+            }
+        }
+    }
+}

+ 10 - 8
jme3-core/src/main/java/com/jme3/scene/shape/Torus.java

@@ -57,9 +57,13 @@ public class Torus extends Mesh {
     private int circleSamples;
 
     private int radialSamples;
-
+    /**
+     * minor radius of the torus
+     */
     private float innerRadius;
-
+    /**
+     * major radius of the torus
+     */
     private float outerRadius;
 
     public Torus() {
@@ -73,10 +77,8 @@ public class Torus extends Mesh {
      *            The number of samples along the circles.
      * @param radialSamples
      *            The number of samples along the radial.
-     * @param innerRadius
-     *            The radius of the inner begining of the Torus.
-     * @param outerRadius
-     *            The radius of the outter end of the Torus.
+     * @param innerRadius minor radius of the torus
+     * @param outerRadius major radius of the torus
      */
     public Torus(int circleSamples, int radialSamples,
             float innerRadius, float outerRadius) {
@@ -226,8 +228,8 @@ public class Torus extends Mesh {
      * 
      * @param circleSamples the number of samples along the circles.
      * @param radialSamples the number of samples along the radial.
-     * @param innerRadius the radius of the inner begining of the Torus.
-     * @param outerRadius the radius of the outter end of the Torus.
+     * @param innerRadius minor radius of the torus
+     * @param outerRadius major radius of the torus
      */
     public void updateGeometry(int circleSamples, int radialSamples, float innerRadius, float outerRadius) {
         this.circleSamples = circleSamples;