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