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+/*
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+ * Copyright (c) 2009-2012 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+// $Id: Cylinder.java 4131 2009-03-19 20:15:28Z blaine.dev $
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+package com.jme3.scene.debug.custom;
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+
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+import com.jme3.export.InputCapsule;
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+import com.jme3.export.JmeExporter;
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+import com.jme3.export.JmeImporter;
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+import com.jme3.export.OutputCapsule;
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+import com.jme3.math.FastMath;
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+import com.jme3.math.Vector3f;
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+import com.jme3.scene.Mesh;
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+import com.jme3.scene.VertexBuffer.Type;
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+import com.jme3.scene.mesh.IndexBuffer;
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+import com.jme3.util.BufferUtils;
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+
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+import static com.jme3.util.BufferUtils.*;
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+
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+import java.io.IOException;
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+import java.nio.FloatBuffer;
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+
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+/**
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+ * A simple cylinder, defined by it's height and radius.
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+ * (Ported to jME3)
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+ *
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+ * @author Mark Powell
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+ * @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
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+ */
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+public class BoneShape extends Mesh {
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+
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+ private int axisSamples;
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+
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+ private int radialSamples;
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+
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+ private float radius;
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+ private float radius2;
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+
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+ private float height;
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+ private boolean closed;
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+ private boolean inverted;
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+
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+ /**
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+ * Default constructor for serialization only. Do not use.
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+ */
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+ public BoneShape() {
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+ }
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+
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+ /**
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+ * Creates a new Cylinder. By default its center is the origin. Usually, a
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+ * higher sample number creates a better looking cylinder, but at the cost
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+ * of more vertex information.
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+ *
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+ * @param axisSamples Number of triangle samples along the axis.
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+ * @param radialSamples Number of triangle samples along the radial.
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+ * @param radius The radius of the cylinder.
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+ * @param height The cylinder's height.
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+ */
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+ public BoneShape(int axisSamples, int radialSamples,
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+ float radius, float height) {
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+ this(axisSamples, radialSamples, radius, height, false);
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+ }
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+
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+ /**
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+ * Creates a new Cylinder. By default its center is the origin. Usually, a
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+ * higher sample number creates a better looking cylinder, but at the cost
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+ * of more vertex information. <br>
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+ * If the cylinder is closed the texture is split into axisSamples parts:
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+ * top most and bottom most part is used for top and bottom of the cylinder,
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+ * rest of the texture for the cylinder wall. The middle of the top is
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+ * mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
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+ * a suited distorted texture.
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+ *
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+ * @param axisSamples Number of triangle samples along the axis.
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+ * @param radialSamples Number of triangle samples along the radial.
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+ * @param radius The radius of the cylinder.
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+ * @param height The cylinder's height.
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+ * @param closed true to create a cylinder with top and bottom surface
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+ */
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+ public BoneShape(int axisSamples, int radialSamples,
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+ float radius, float height, boolean closed) {
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+ this(axisSamples, radialSamples, radius, height, closed, false);
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+ }
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+
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+ /**
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+ * Creates a new Cylinder. By default its center is the origin. Usually, a
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+ * higher sample number creates a better looking cylinder, but at the cost
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+ * of more vertex information. <br>
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+ * If the cylinder is closed the texture is split into axisSamples parts:
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+ * top most and bottom most part is used for top and bottom of the cylinder,
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+ * rest of the texture for the cylinder wall. The middle of the top is
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+ * mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
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+ * a suited distorted texture.
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+ *
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+ * @param axisSamples Number of triangle samples along the axis.
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+ * @param radialSamples Number of triangle samples along the radial.
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+ * @param radius The radius of the cylinder.
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+ * @param height The cylinder's height.
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+ * @param closed true to create a cylinder with top and bottom surface
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+ * @param inverted true to create a cylinder that is meant to be viewed from the
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+ * interior.
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+ */
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+ public BoneShape(int axisSamples, int radialSamples,
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+ float radius, float height, boolean closed, boolean inverted) {
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+ this(axisSamples, radialSamples, radius, radius, height, closed, inverted);
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+ }
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+
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+ public BoneShape(int axisSamples, int radialSamples,
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+ float radius, float radius2, float height, boolean closed, boolean inverted) {
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+ super();
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+ updateGeometry(axisSamples, radialSamples, radius, radius2, height, closed, inverted);
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+ }
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+
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+ /**
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+ * @return the number of samples along the cylinder axis
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+ */
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+ public int getAxisSamples() {
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+ return axisSamples;
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+ }
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+
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+ /**
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+ * @return Returns the height.
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+ */
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+ public float getHeight() {
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+ return height;
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+ }
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+
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+ /**
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+ * @return number of samples around cylinder
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+ */
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+ public int getRadialSamples() {
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+ return radialSamples;
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+ }
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+
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+ /**
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+ * @return Returns the radius.
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+ */
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+ public float getRadius() {
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+ return radius;
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+ }
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+
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+ public float getRadius2() {
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+ return radius2;
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+ }
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+
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+ /**
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+ * @return true if end caps are used.
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+ */
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+ public boolean isClosed() {
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+ return closed;
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+ }
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+
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+ /**
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+ * @return true if normals and uvs are created for interior use
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+ */
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+ public boolean isInverted() {
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+ return inverted;
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+ }
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+
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+ /**
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+ * Rebuilds the cylinder based on a new set of parameters.
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+ *
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+ * @param axisSamples the number of samples along the axis.
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+ * @param radialSamples the number of samples around the radial.
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+ * @param radius the radius of the bottom of the cylinder.
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+ * @param radius2 the radius of the top of the cylinder.
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+ * @param height the cylinder's height.
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+ * @param closed should the cylinder have top and bottom surfaces.
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+ * @param inverted is the cylinder is meant to be viewed from the inside.
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+ */
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+ public void updateGeometry(int axisSamples, int radialSamples,
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+ float radius, float radius2, float height, boolean closed, boolean inverted) {
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+ this.axisSamples = axisSamples + (closed ? 2 : 0);
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+ this.radialSamples = radialSamples;
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+ this.radius = radius;
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+ this.radius2 = radius2;
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+ this.height = height;
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+ this.closed = closed;
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+ this.inverted = inverted;
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+
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+// VertexBuffer pvb = getBuffer(Type.Position);
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+// VertexBuffer nvb = getBuffer(Type.Normal);
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+// VertexBuffer tvb = getBuffer(Type.TexCoord);
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+
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+ // Vertices
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+ int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0);
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+
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+ setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount));
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+
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+ // Normals
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+ setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount));
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+
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+ // Texture co-ordinates
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+ setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount));
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+
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+ int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples;
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+
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+ setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount));
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+
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+ //Color
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+ setBuffer(Type.Color, 4, createFloatBuffer(vertCount * 4));
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+
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+ // generate geometry
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+ float inverseRadial = 1.0f / radialSamples;
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+ float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1);
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+ float inverseAxisLessTexture = 1.0f / (axisSamples - 1);
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+ float halfHeight = 0.5f * height;
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+
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+ // Generate points on the unit circle to be used in computing the mesh
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+ // points on a cylinder slice.
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+ float[] sin = new float[radialSamples + 1];
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+ float[] cos = new float[radialSamples + 1];
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+
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+ for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
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+ float angle = FastMath.TWO_PI * inverseRadial * radialCount;
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+ cos[radialCount] = FastMath.cos(angle);
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+ sin[radialCount] = FastMath.sin(angle);
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+ }
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+ sin[radialSamples] = sin[0];
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+ cos[radialSamples] = cos[0];
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+
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+ // calculate normals
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+ Vector3f[] vNormals = null;
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+ Vector3f vNormal = Vector3f.UNIT_Z;
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+
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+ if ((height != 0.0f) && (radius != radius2)) {
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+ vNormals = new Vector3f[radialSamples];
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+ Vector3f vHeight = Vector3f.UNIT_Z.mult(height);
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+ Vector3f vRadial = new Vector3f();
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+
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+ for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
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+ vRadial.set(cos[radialCount], sin[radialCount], 0.0f);
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+ Vector3f vRadius = vRadial.mult(radius);
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+ Vector3f vRadius2 = vRadial.mult(radius2);
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+ Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius));
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+ Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z);
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+ vNormals[radialCount] = vMantle.cross(vTangent).normalize();
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+ }
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+ }
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+
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+ FloatBuffer nb = getFloatBuffer(Type.Normal);
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+ FloatBuffer pb = getFloatBuffer(Type.Position);
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+ FloatBuffer tb = getFloatBuffer(Type.TexCoord);
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+ FloatBuffer cb = getFloatBuffer(Type.Color);
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+
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+ cb.rewind();
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+ for (int i = 0; i < vertCount; i++) {
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+ cb.put(0.05f).put(0.05f).put(0.05f).put(1f);
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+ }
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+
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+ // generate the cylinder itself
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+ Vector3f tempNormal = new Vector3f();
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+ for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) {
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+ float axisFraction;
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+ float axisFractionTexture;
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+ int topBottom = 0;
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+ if (!closed) {
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+ axisFraction = axisCount * inverseAxisLess; // in [0,1]
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+ axisFractionTexture = axisFraction;
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+ } else {
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+ if (axisCount == 0) {
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+ topBottom = -1; // bottom
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+ axisFraction = 0;
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+ axisFractionTexture = inverseAxisLessTexture;
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+ } else if (axisCount == axisSamples - 1) {
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+ topBottom = 1; // top
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+ axisFraction = 1;
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+ axisFractionTexture = 1 - inverseAxisLessTexture;
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+ } else {
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+ axisFraction = (axisCount - 1) * inverseAxisLess;
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+ axisFractionTexture = axisCount * inverseAxisLessTexture;
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+ }
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+ }
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+
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+ // compute center of slice
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+ float z = height * axisFraction;
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+ Vector3f sliceCenter = new Vector3f(0, 0, z);
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+
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+ // compute slice vertices with duplication at end point
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+ int save = i;
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+ for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) {
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+ float radialFraction = radialCount * inverseRadial; // in [0,1)
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+ tempNormal.set(cos[radialCount], sin[radialCount], 0.0f);
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+
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+ if (vNormals != null) {
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+ vNormal = vNormals[radialCount];
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+ } else if (radius == radius2) {
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+ vNormal = tempNormal;
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+ }
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+
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+ if (topBottom == 0) {
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+ if (!inverted)
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+ nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
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+ else
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+ nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
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+ } else {
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+ nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
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+ }
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+
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+ tempNormal.multLocal((radius - radius2) * axisFraction + radius2)
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+ .addLocal(sliceCenter);
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+ pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z);
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+
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+ tb.put((inverted ? 1 - radialFraction : radialFraction))
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+ .put(axisFractionTexture);
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+ }
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+
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+ BufferUtils.copyInternalVector3(pb, save, i);
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+ BufferUtils.copyInternalVector3(nb, save, i);
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+
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+ tb.put((inverted ? 0.0f : 1.0f))
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+ .put(axisFractionTexture);
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+ }
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+
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+ if (closed) {
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+ pb.put(0).put(0).put(-halfHeight); // bottom center
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+ nb.put(0).put(0).put(-1 * (inverted ? -1 : 1));
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+ tb.put(0.5f).put(0);
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+ pb.put(0).put(0).put(halfHeight); // top center
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+ nb.put(0).put(0).put(1 * (inverted ? -1 : 1));
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+ tb.put(0.5f).put(1);
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+ }
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+
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+ IndexBuffer ib = getIndexBuffer();
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+ int index = 0;
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+ // Connectivity
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+ for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) {
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+ int i0 = axisStart;
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+ int i1 = i0 + 1;
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+ axisStart += radialSamples + 1;
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+ int i2 = axisStart;
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+ int i3 = i2 + 1;
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+ for (int i = 0; i < radialSamples; i++) {
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+ if (closed && axisCount == 0) {
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+ if (!inverted) {
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+ ib.put(index++, i0++);
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+ ib.put(index++, vertCount - 2);
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+ ib.put(index++, i1++);
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+ } else {
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+ ib.put(index++, i0++);
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+ ib.put(index++, i1++);
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+ ib.put(index++, vertCount - 2);
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+ }
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+ } else if (closed && axisCount == axisSamples - 2) {
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+ ib.put(index++, i2++);
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+ ib.put(index++, inverted ? vertCount - 1 : i3++);
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+ ib.put(index++, inverted ? i3++ : vertCount - 1);
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+ } else {
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+ ib.put(index++, i0++);
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+ ib.put(index++, inverted ? i2 : i1);
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+ ib.put(index++, inverted ? i1 : i2);
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+ ib.put(index++, i1++);
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+ ib.put(index++, inverted ? i2++ : i3++);
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+ ib.put(index++, inverted ? i3++ : i2++);
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+ }
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+ }
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+ }
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+
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+ updateBound();
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+ }
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+
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+ @Override
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+ public void read(JmeImporter e) throws IOException {
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+ super.read(e);
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+ InputCapsule capsule = e.getCapsule(this);
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+ axisSamples = capsule.readInt("axisSamples", 0);
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+ radialSamples = capsule.readInt("radialSamples", 0);
|
|
|
+ radius = capsule.readFloat("radius", 0);
|
|
|
+ radius2 = capsule.readFloat("radius2", 0);
|
|
|
+ height = capsule.readFloat("height", 0);
|
|
|
+ closed = capsule.readBoolean("closed", false);
|
|
|
+ inverted = capsule.readBoolean("inverted", false);
|
|
|
+ }
|
|
|
+
|
|
|
+ @Override
|
|
|
+ public void write(JmeExporter e) throws IOException {
|
|
|
+ super.write(e);
|
|
|
+ OutputCapsule capsule = e.getCapsule(this);
|
|
|
+ capsule.write(axisSamples, "axisSamples", 0);
|
|
|
+ capsule.write(radialSamples, "radialSamples", 0);
|
|
|
+ capsule.write(radius, "radius", 0);
|
|
|
+ capsule.write(radius2, "radius2", 0);
|
|
|
+ capsule.write(height, "height", 0);
|
|
|
+ capsule.write(closed, "closed", false);
|
|
|
+ capsule.write(inverted, "inverted", false);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+}
|