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Example 6 with Triangle

use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.

the class BoundingBox method collideWith.

@Override
public int collideWith(Collidable other, CollisionResults results) {
    if (other instanceof Ray) {
        Ray ray = (Ray) other;
        return collideWithRay(ray, results);
    } else if (other instanceof Triangle) {
        Triangle t = (Triangle) other;
        if (intersects(t.get1(), t.get2(), t.get3())) {
            CollisionResult r = new CollisionResult();
            results.addCollision(r);
            return 1;
        }
        return 0;
    } else if (other instanceof BoundingVolume) {
        if (intersects((BoundingVolume) other)) {
            CollisionResult r = new CollisionResult();
            results.addCollision(r);
            return 1;
        }
        return 0;
    } else if (other instanceof Spatial) {
        return ((Spatial) other).collideWith(this, results);
    } else {
        throw new UnsupportedCollisionException("With: " + other.getClass().getSimpleName());
    }
}
Also used : CollisionResult(com.jme3.collision.CollisionResult) Spatial(com.jme3.scene.Spatial) UnsupportedCollisionException(com.jme3.collision.UnsupportedCollisionException)

Example 7 with Triangle

use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.

the class LodGenerator method makeLod.

private VertexBuffer makeLod(Mesh mesh) {
    VertexBuffer indexBuffer = mesh.getBuffer(VertexBuffer.Type.Index);
    boolean isShortBuffer = indexBuffer.getFormat() == VertexBuffer.Format.UnsignedShort;
    // Create buffers.	
    VertexBuffer lodBuffer = new VertexBuffer(VertexBuffer.Type.Index);
    int bufsize = indexCount == 0 ? 3 : indexCount;
    if (isShortBuffer) {
        lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedShort, BufferUtils.createShortBuffer(bufsize));
    } else {
        lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedInt, BufferUtils.createIntBuffer(bufsize));
    }
    lodBuffer.getData().rewind();
    //Check if we should fill it with a "dummy" triangle.
    if (indexCount == 0) {
        if (isShortBuffer) {
            for (int m = 0; m < 3; m++) {
                ((ShortBuffer) lodBuffer.getData()).put((short) 0);
            }
        } else {
            for (int m = 0; m < 3; m++) {
                ((IntBuffer) lodBuffer.getData()).put(0);
            }
        }
    }
    // Fill buffers.       
    Buffer buf = lodBuffer.getData();
    buf.rewind();
    for (Triangle triangle : triangleList) {
        if (!triangle.isRemoved) {
            //    assert (indexCount != 0);
            if (isShortBuffer) {
                for (int m = 0; m < 3; m++) {
                    ((ShortBuffer) buf).put((short) triangle.vertexId[m]);
                }
            } else {
                for (int m = 0; m < 3; m++) {
                    ((IntBuffer) buf).put(triangle.vertexId[m]);
                }
            }
        }
    }
    buf.clear();
    lodBuffer.updateData(buf);
    return lodBuffer;
}
Also used : VertexBuffer(com.jme3.scene.VertexBuffer) FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) IntBuffer(java.nio.IntBuffer) Buffer(java.nio.Buffer) VertexBuffer(com.jme3.scene.VertexBuffer) IntBuffer(java.nio.IntBuffer) ShortBuffer(java.nio.ShortBuffer)

Example 8 with Triangle

use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.

the class ObjectHelper method flipMeshIfRequired.

/**
     * The method flips the mesh if the scale is mirroring it. Mirroring scale has either 1 or all 3 factors negative.
     * If two factors are negative then there is no mirroring because a rotation and translation can be found that will
     * lead to the same transform when all scales are positive.
     * 
     * @param geometry
     *            the geometry that is being flipped if necessary
     * @param scale
     *            the scale vector of the given geometry
     */
private void flipMeshIfRequired(Geometry geometry, Vector3f scale) {
    float s = scale.x * scale.y * scale.z;
    if (s < 0 && geometry.getMesh() != null) {
        // negative s means that the scale is mirroring the object
        FloatBuffer normals = geometry.getMesh().getFloatBuffer(Type.Normal);
        if (normals != null) {
            for (int i = 0; i < normals.limit(); i += 3) {
                if (scale.x < 0) {
                    normals.put(i, -normals.get(i));
                }
                if (scale.y < 0) {
                    normals.put(i + 1, -normals.get(i + 1));
                }
                if (scale.z < 0) {
                    normals.put(i + 2, -normals.get(i + 2));
                }
            }
        }
        if (geometry.getMesh().getMode() == Mode.Triangles) {
            // there is no need to flip the indexes for lines and points
            LOGGER.finer("Flipping index order in triangle mesh.");
            Buffer indexBuffer = geometry.getMesh().getBuffer(Type.Index).getData();
            for (int i = 0; i < indexBuffer.limit(); i += 3) {
                if (indexBuffer instanceof ShortBuffer) {
                    short index = ((ShortBuffer) indexBuffer).get(i + 1);
                    ((ShortBuffer) indexBuffer).put(i + 1, ((ShortBuffer) indexBuffer).get(i + 2));
                    ((ShortBuffer) indexBuffer).put(i + 2, index);
                } else {
                    int index = ((IntBuffer) indexBuffer).get(i + 1);
                    ((IntBuffer) indexBuffer).put(i + 1, ((IntBuffer) indexBuffer).get(i + 2));
                    ((IntBuffer) indexBuffer).put(i + 2, index);
                }
            }
        }
    }
}
Also used : FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) IntBuffer(java.nio.IntBuffer) Buffer(java.nio.Buffer) IntBuffer(java.nio.IntBuffer) FloatBuffer(java.nio.FloatBuffer) ShortBuffer(java.nio.ShortBuffer) CullHint(com.jme3.scene.Spatial.CullHint)

Example 9 with Triangle

use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.

the class MeshHelper method loadUVCoordinates.

/**
     * The method loads the UV coordinates. The result is a map where the key is the user's UV set name and the values are UV coordinates.
     * But depending on the mesh type (triangle/quads or bmesh) the lists in the map have different meaning.
     * For bmesh they are enlisted just like they are stored in the blend file (in loops).
     * For traditional faces every 4 UV's should be assigned for a single face.
     * @param meshStructure
     *            the mesh structure
     * @return a map that sorts UV coordinates between different UV sets
     * @throws BlenderFileException
     *             an exception is thrown when problems with blend file occur
     */
@SuppressWarnings("unchecked")
public LinkedHashMap<String, List<Vector2f>> loadUVCoordinates(Structure meshStructure) throws BlenderFileException {
    LOGGER.log(Level.FINE, "Loading UV coordinates from mesh: {0}.", meshStructure.getName());
    LinkedHashMap<String, List<Vector2f>> result = new LinkedHashMap<String, List<Vector2f>>();
    if (this.isBMeshCompatible(meshStructure)) {
        // in this case the UV's are assigned to vertices (an array is the same length as the vertex array)
        Structure loopData = (Structure) meshStructure.getFieldValue("ldata");
        Pointer pLoopDataLayers = (Pointer) loopData.getFieldValue("layers");
        List<Structure> loopDataLayers = pLoopDataLayers.fetchData();
        for (Structure structure : loopDataLayers) {
            Pointer p = (Pointer) structure.getFieldValue("data");
            if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_BMESH) {
                String uvSetName = structure.getFieldValue("name").toString();
                List<Structure> uvsStructures = p.fetchData();
                List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size());
                for (Structure uvStructure : uvsStructures) {
                    DynamicArray<Number> loopUVS = (DynamicArray<Number>) uvStructure.getFieldValue("uv");
                    uvs.add(new Vector2f(loopUVS.get(0).floatValue(), loopUVS.get(1).floatValue()));
                }
                result.put(uvSetName, uvs);
            }
        }
    } else {
        // in this case UV's are assigned to faces (the array has the same legnth as the faces count)
        Structure facesData = (Structure) meshStructure.getFieldValue("fdata");
        Pointer pFacesDataLayers = (Pointer) facesData.getFieldValue("layers");
        if (pFacesDataLayers.isNotNull()) {
            List<Structure> facesDataLayers = pFacesDataLayers.fetchData();
            for (Structure structure : facesDataLayers) {
                Pointer p = (Pointer) structure.getFieldValue("data");
                if (p.isNotNull() && ((Number) structure.getFieldValue("type")).intValue() == MeshHelper.UV_DATA_LAYER_TYPE_FMESH) {
                    String uvSetName = structure.getFieldValue("name").toString();
                    List<Structure> uvsStructures = p.fetchData();
                    List<Vector2f> uvs = new ArrayList<Vector2f>(uvsStructures.size());
                    for (Structure uvStructure : uvsStructures) {
                        DynamicArray<Number> mFaceUVs = (DynamicArray<Number>) uvStructure.getFieldValue("uv");
                        uvs.add(new Vector2f(mFaceUVs.get(0).floatValue(), mFaceUVs.get(1).floatValue()));
                        uvs.add(new Vector2f(mFaceUVs.get(2).floatValue(), mFaceUVs.get(3).floatValue()));
                        uvs.add(new Vector2f(mFaceUVs.get(4).floatValue(), mFaceUVs.get(5).floatValue()));
                        uvs.add(new Vector2f(mFaceUVs.get(6).floatValue(), mFaceUVs.get(7).floatValue()));
                    }
                    result.put(uvSetName, uvs);
                }
            }
        }
    }
    return result;
}
Also used : ArrayList(java.util.ArrayList) Pointer(com.jme3.scene.plugins.blender.file.Pointer) LinkedHashMap(java.util.LinkedHashMap) Vector2f(com.jme3.math.Vector2f) DynamicArray(com.jme3.scene.plugins.blender.file.DynamicArray) ArrayList(java.util.ArrayList) List(java.util.List) Structure(com.jme3.scene.plugins.blender.file.Structure)

Example 10 with Triangle

use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.

the class UVProjectionGenerator method cubeProjection.

/**
     * Cube projection for 2D textures.
     * 
     * @param positions
     *            points to be projected
     * @param bb
     *            the bounding box for projecting
     * @return UV coordinates after the projection
     */
public static float[] cubeProjection(float[] positions, BoundingBox bb) {
    Triangle triangle = new Triangle();
    Vector3f x = new Vector3f(1, 0, 0);
    Vector3f y = new Vector3f(0, 1, 0);
    Vector3f z = new Vector3f(0, 0, 1);
    Vector3f min = bb.getMin(null);
    float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f, bb.getZExtent() * 2.0f };
    float[] uvCoordinates = new float[positions.length / 3 * 2];
    float borderAngle = (float) Math.sqrt(2.0f) / 2.0f;
    for (int i = 0, pointIndex = 0; i < positions.length; i += 9) {
        triangle.set(0, positions[i], positions[i + 1], positions[i + 2]);
        triangle.set(1, positions[i + 3], positions[i + 4], positions[i + 5]);
        triangle.set(2, positions[i + 6], positions[i + 7], positions[i + 8]);
        Vector3f n = triangle.getNormal();
        float dotNX = Math.abs(n.dot(x));
        float dorNY = Math.abs(n.dot(y));
        float dotNZ = Math.abs(n.dot(z));
        if (dotNX > borderAngle) {
            if (dotNZ < borderAngle) {
                // discard X-coordinate
                uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
                uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
                uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
            } else {
                // discard Z-coordinate
                uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
            }
        } else {
            if (dorNY > borderAngle) {
                // discard Y-coordinate
                uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2];
                uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2];
                uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2];
            } else {
                // discard Z-coordinate
                uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1];
                uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0];
                uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1];
            }
        }
        // clear the previous normal vector
        triangle.setNormal(null);
    }
    return uvCoordinates;
}
Also used : Vector3f(com.jme3.math.Vector3f) Triangle(com.jme3.math.Triangle)

Aggregations

Vector3f (com.jme3.math.Vector3f)19 Triangle (com.jme3.math.Triangle)9 FloatBuffer (java.nio.FloatBuffer)7 TempVars (com.jme3.util.TempVars)6 CollisionResult (com.jme3.collision.CollisionResult)5 Vector2f (com.jme3.math.Vector2f)5 ShortBuffer (java.nio.ShortBuffer)5 VertexBuffer (com.jme3.scene.VertexBuffer)4 Buffer (java.nio.Buffer)4 IntBuffer (java.nio.IntBuffer)4 ArrayList (java.util.ArrayList)4 Geometry (com.jme3.scene.Geometry)3 BoundingBox (com.jme3.bounding.BoundingBox)2 UnsupportedCollisionException (com.jme3.collision.UnsupportedCollisionException)2 Mesh (com.jme3.scene.Mesh)2 Spatial (com.jme3.scene.Spatial)2 Quad (com.jme3.scene.shape.Quad)2 ByteBuffer (java.nio.ByteBuffer)2 List (java.util.List)2 Test (org.junit.Test)2