use of com.jme3.bounding.BoundingSphere in project jmonkeyengine by jMonkeyEngine.
the class LodGenerator method build.
private void build() {
BoundingSphere bs = new BoundingSphere();
bs.computeFromPoints(mesh.getFloatBuffer(VertexBuffer.Type.Position));
meshBoundingSphereRadius = bs.getRadius();
List<Vertex> vertexLookup = new ArrayList<Vertex>();
initialize();
gatherVertexData(mesh, vertexLookup);
gatherIndexData(mesh, vertexLookup);
computeCosts();
// assert (assertValidMesh());
}
use of com.jme3.bounding.BoundingSphere in project TeachingInSimulation by ScOrPiOzzy.
the class TestPBRLighting method simpleUpdate.
@Override
public void simpleUpdate(float tpf) {
frame++;
if (frame == 2) {
// modelNode.removeFromParent();
final LightProbe probe = LightProbeFactory.makeProbe(stateManager.getState(EnvironmentCamera.class), rootNode);
((BoundingSphere) probe.getBounds()).setRadius(100);
rootNode.addLight(probe);
// getStateManager().getState(EnvironmentManager.class).addEnvProbe(probe);
}
// if (frame > 10 && modelNode.getParent() == null) {
// rootNode.attachChild(modelNode);
// }
}
use of com.jme3.bounding.BoundingSphere in project jmonkeyengine by jMonkeyEngine.
the class BoundingSphere method merge.
// /**
// * Merges this sphere with the given OBB.
// *
// * @param volume
// * The OBB to merge.
// * @return This sphere, after merging.
// */
// private BoundingSphere mergeOBB(OrientedBoundingBox volume) {
// // compute edge points from the obb
// if (!volume.correctCorners)
// volume.computeCorners();
// _mergeBuf.rewind();
// for (int i = 0; i < 8; i++) {
// _mergeBuf.put(volume.vectorStore[i].x);
// _mergeBuf.put(volume.vectorStore[i].y);
// _mergeBuf.put(volume.vectorStore[i].z);
// }
//
// // remember old radius and center
// float oldRadius = radius;
// Vector3f oldCenter = _compVect2.set( center );
//
// // compute new radius and center from obb points
// computeFromPoints(_mergeBuf);
// Vector3f newCenter = _compVect3.set( center );
// float newRadius = radius;
//
// // restore old center and radius
// center.set( oldCenter );
// radius = oldRadius;
//
// //merge obb points result
// merge( newRadius, newCenter, this );
//
// return this;
// }
private BoundingVolume merge(float temp_radius, Vector3f temp_center, BoundingSphere rVal) {
TempVars vars = TempVars.get();
Vector3f diff = temp_center.subtract(center, vars.vect1);
float lengthSquared = diff.lengthSquared();
float radiusDiff = temp_radius - radius;
float fRDiffSqr = radiusDiff * radiusDiff;
if (fRDiffSqr >= lengthSquared) {
if (radiusDiff <= 0.0f) {
vars.release();
return this;
}
Vector3f rCenter = rVal.center;
if (rCenter == null) {
rVal.setCenter(rCenter = new Vector3f());
}
rCenter.set(temp_center);
rVal.setRadius(temp_radius);
vars.release();
return rVal;
}
float length = (float) Math.sqrt(lengthSquared);
Vector3f rCenter = rVal.center;
if (rCenter == null) {
rVal.setCenter(rCenter = new Vector3f());
}
if (length > RADIUS_EPSILON) {
float coeff = (length + radiusDiff) / (2.0f * length);
rCenter.set(center.addLocal(diff.multLocal(coeff)));
} else {
rCenter.set(center);
}
rVal.setRadius(0.5f * (length + radius + temp_radius));
vars.release();
return rVal;
}
use of com.jme3.bounding.BoundingSphere in project jmonkeyengine by jMonkeyEngine.
the class Intersection method intersect.
public static boolean intersect(BoundingSphere sphere, Vector3f center, float radius) {
assert Vector3f.isValidVector(center) && Vector3f.isValidVector(sphere.center);
TempVars vars = TempVars.get();
try {
Vector3f diff = center.subtract(sphere.center, vars.vect1);
float rsum = sphere.getRadius() + radius;
return (diff.dot(diff) <= rsum * rsum);
} finally {
vars.release();
}
}
use of com.jme3.bounding.BoundingSphere in project jmonkeyengine by jMonkeyEngine.
the class SinglePassAndImageBasedLightingLogic method updateLightListUniforms.
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/> *
* <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/> //
* g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
* g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
* 2 = Spot. <br/> <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
* g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/> //
* g_LightPosition.w is the inverse radius (1/r) of the light (for
* attenuation) <br/> </p>
*/
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex, int lastTexUnit) {
if (numLights == 0) {
// this shader does not do lighting, ignore.
return 0;
}
Uniform lightData = shader.getUniform("g_LightData");
//8 lights * max 3
lightData.setVector4Length(numLights * 3);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
Uniform lightProbeData = shader.getUniform("g_LightProbeData");
lightProbeData.setVector4Length(1);
Uniform lightProbeIrrMap = shader.getUniform("g_IrradianceMap");
Uniform lightProbePemMap = shader.getUniform("g_PrefEnvMap");
lightProbe = null;
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
} else {
lightProbe = extractIndirectLights(lightList, true);
ambientColor.setValue(VarType.Vector4, ambientLightColor);
}
//If there is a lightProbe in the list we force it's render on the first pass
if (lightProbe != null) {
BoundingSphere s = (BoundingSphere) lightProbe.getBounds();
lightProbeData.setVector4InArray(lightProbe.getPosition().x, lightProbe.getPosition().y, lightProbe.getPosition().z, 1f / s.getRadius(), 0);
//assigning new texture indexes
int irrUnit = lastTexUnit++;
int pemUnit = lastTexUnit++;
rm.getRenderer().setTexture(irrUnit, lightProbe.getIrradianceMap());
lightProbeIrrMap.setValue(VarType.Int, irrUnit);
rm.getRenderer().setTexture(pemUnit, lightProbe.getPrefilteredEnvMap());
lightProbePemMap.setValue(VarType.Int, pemUnit);
} else {
//Disable IBL for this pass
lightProbeData.setVector4InArray(0, 0, 0, -1, 0);
}
int lightDataIndex = 0;
TempVars vars = TempVars.get();
Vector4f tmpVec = vars.vect4f1;
int curIndex;
int endIndex = numLights + startIndex;
for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
Light l = lightList.get(curIndex);
if (l.getType() == Light.Type.Ambient) {
endIndex++;
continue;
}
ColorRGBA color = l.getColor();
if (l.getType() != Light.Type.Probe) {
lightData.setVector4InArray(color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), lightDataIndex);
lightDataIndex++;
}
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//Data directly sent in view space to avoid a matrix mult for each pixel
tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
vars.release();
//Padding of unsued buffer space
while (lightDataIndex < numLights * 3) {
lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
lightDataIndex++;
}
return curIndex;
}
Aggregations