use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.
the class TangentBinormalGenerator method processTriangle.
public static TriangleData processTriangle(int[] index, Vector3f[] v, Vector2f[] t) {
TempVars tmp = TempVars.get();
try {
Vector3f edge1 = tmp.vect1;
Vector3f edge2 = tmp.vect2;
Vector2f edge1uv = tmp.vect2d;
Vector2f edge2uv = tmp.vect2d2;
Vector3f tangent = tmp.vect3;
Vector3f binormal = tmp.vect4;
Vector3f normal = tmp.vect5;
t[1].subtract(t[0], edge1uv);
t[2].subtract(t[0], edge2uv);
float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
boolean normalize = false;
if (Math.abs(det) < ZERO_TOLERANCE) {
log.log(Level.WARNING, "Colinear uv coordinates for triangle " + "[{0}, {1}, {2}]; tex0 = [{3}, {4}], " + "tex1 = [{5}, {6}], tex2 = [{7}, {8}]", new Object[] { index[0], index[1], index[2], t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y });
det = 1;
normalize = true;
}
v[1].subtract(v[0], edge1);
v[2].subtract(v[0], edge2);
tangent.set(edge1);
tangent.normalizeLocal();
binormal.set(edge2);
binormal.normalizeLocal();
if (Math.abs(Math.abs(tangent.dot(binormal)) - 1) < ZERO_TOLERANCE) {
log.log(Level.WARNING, "Vertices are on the same line " + "for triangle [{0}, {1}, {2}].", new Object[] { index[0], index[1], index[2] });
}
float factor = 1 / det;
tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
if (normalize) {
tangent.normalizeLocal();
}
binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
if (normalize) {
binormal.normalizeLocal();
}
tangent.cross(binormal, normal);
normal.normalizeLocal();
return new TriangleData(tangent.clone(), binormal.clone(), normal.clone());
} finally {
tmp.release();
}
}
use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.
the class ParticleEmitter method read.
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
shape = (EmitterShape) ic.readSavable("shape", DEFAULT_SHAPE);
if (shape == DEFAULT_SHAPE) {
// Prevent reference to static
shape = shape.deepClone();
}
meshType = ic.readEnum("meshType", ParticleMesh.Type.class, ParticleMesh.Type.Triangle);
int numParticles = ic.readInt("numParticles", 0);
enabled = ic.readBoolean("enabled", true);
particlesPerSec = ic.readFloat("particlesPerSec", 0);
lowLife = ic.readFloat("lowLife", 0);
highLife = ic.readFloat("highLife", 0);
gravity = (Vector3f) ic.readSavable("gravity", null);
imagesX = ic.readInt("imagesX", 1);
imagesY = ic.readInt("imagesY", 1);
startColor = (ColorRGBA) ic.readSavable("startColor", null);
endColor = (ColorRGBA) ic.readSavable("endColor", null);
startSize = ic.readFloat("startSize", 0);
endSize = ic.readFloat("endSize", 0);
worldSpace = ic.readBoolean("worldSpace", false);
this.setIgnoreTransform(worldSpace);
facingVelocity = ic.readBoolean("facingVelocity", false);
faceNormal = (Vector3f) ic.readSavable("faceNormal", new Vector3f(Vector3f.NAN));
selectRandomImage = ic.readBoolean("selectRandomImage", false);
randomAngle = ic.readBoolean("randomAngle", false);
rotateSpeed = ic.readFloat("rotateSpeed", 0);
switch(meshType) {
case Point:
particleMesh = new ParticlePointMesh();
this.setMesh(particleMesh);
break;
case Triangle:
particleMesh = new ParticleTriMesh();
this.setMesh(particleMesh);
break;
default:
throw new IllegalStateException("Unrecognized particle type: " + meshType);
}
this.setNumParticles(numParticles);
// particleMesh.initParticleData(this, particles.length);
// particleMesh.setImagesXY(imagesX, imagesY);
particleInfluencer = (ParticleInfluencer) ic.readSavable("influencer", DEFAULT_INFLUENCER);
if (particleInfluencer == DEFAULT_INFLUENCER) {
particleInfluencer = particleInfluencer.clone();
}
if (im.getFormatVersion() == 0) {
// find it in the controls and take it out, then add the proper one in
for (int i = 0; i < controls.size(); i++) {
Object obj = controls.get(i);
if (obj instanceof ParticleEmitter) {
controls.remove(i);
// now add the proper one in
controls.add(new ParticleEmitterControl(this));
break;
}
}
// compatability before gravity was not a vector but a float
if (gravity == null) {
gravity = new Vector3f();
gravity.y = ic.readFloat("gravity", 0);
}
} else {
// since the parentEmitter is not loaded, it must be
// loaded separately
control = getControl(ParticleEmitterControl.class);
control.parentEmitter = this;
}
}
use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.
the class ParticleTriMesh method initParticleData.
// private Particle[] particlesCopy;
@Override
public void initParticleData(ParticleEmitter emitter, int numParticles) {
setMode(Mode.Triangles);
this.emitter = emitter;
// particlesCopy = new Particle[numParticles];
// set positions
FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles * 4);
// if the buffer is already set only update the data
VertexBuffer buf = getBuffer(VertexBuffer.Type.Position);
if (buf != null) {
buf.updateData(pb);
} else {
VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position);
pvb.setupData(Usage.Stream, 3, Format.Float, pb);
setBuffer(pvb);
}
// set colors
ByteBuffer cb = BufferUtils.createByteBuffer(numParticles * 4 * 4);
buf = getBuffer(VertexBuffer.Type.Color);
if (buf != null) {
buf.updateData(cb);
} else {
VertexBuffer cvb = new VertexBuffer(VertexBuffer.Type.Color);
cvb.setupData(Usage.Stream, 4, Format.UnsignedByte, cb);
cvb.setNormalized(true);
setBuffer(cvb);
}
// set texcoords
FloatBuffer tb = BufferUtils.createVector2Buffer(numParticles * 4);
uniqueTexCoords = false;
for (int i = 0; i < numParticles; i++) {
tb.put(0f).put(1f);
tb.put(1f).put(1f);
tb.put(0f).put(0f);
tb.put(1f).put(0f);
}
tb.flip();
buf = getBuffer(VertexBuffer.Type.TexCoord);
if (buf != null) {
buf.updateData(tb);
} else {
VertexBuffer tvb = new VertexBuffer(VertexBuffer.Type.TexCoord);
tvb.setupData(Usage.Static, 2, Format.Float, tb);
setBuffer(tvb);
}
// set indices
ShortBuffer ib = BufferUtils.createShortBuffer(numParticles * 6);
for (int i = 0; i < numParticles; i++) {
int startIdx = (i * 4);
// triangle 1
ib.put((short) (startIdx + 1)).put((short) (startIdx + 0)).put((short) (startIdx + 2));
// triangle 2
ib.put((short) (startIdx + 1)).put((short) (startIdx + 2)).put((short) (startIdx + 3));
}
ib.flip();
buf = getBuffer(VertexBuffer.Type.Index);
if (buf != null) {
buf.updateData(ib);
} else {
VertexBuffer ivb = new VertexBuffer(VertexBuffer.Type.Index);
ivb.setupData(Usage.Static, 3, Format.UnsignedShort, ib);
setBuffer(ivb);
}
updateCounts();
}
use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.
the class TriangulatedTexture method castToUVS.
/**
* This method alters the images to fit them into UV coordinates of the
* given target texture.
*
* @param targetTexture
* the texture to whose UV coordinates we fit current images
* @param blenderContext
* the blender context
*/
public void castToUVS(TriangulatedTexture targetTexture, BlenderContext blenderContext) {
int[] sourceSize = new int[2], targetSize = new int[2];
ImageLoader imageLoader = new ImageLoader();
TextureHelper textureHelper = blenderContext.getHelper(TextureHelper.class);
for (TriangleTextureElement entry : faceTextures) {
TriangleTextureElement targetFaceTextureElement = targetTexture.getFaceTextureElement(entry.faceIndex);
Vector2f[] dest = targetFaceTextureElement.uv;
// get the sizes of the source and target images
sourceSize[0] = entry.image.getWidth();
sourceSize[1] = entry.image.getHeight();
targetSize[0] = targetFaceTextureElement.image.getWidth();
targetSize[1] = targetFaceTextureElement.image.getHeight();
// create triangle transformation
AffineTransform affineTransform = textureHelper.createAffineTransform(entry.uv, dest, sourceSize, targetSize);
// compute the result texture
BufferedImage sourceImage = ImageToAwt.convert(entry.image, false, true, 0);
BufferedImage targetImage = new BufferedImage(targetSize[0], targetSize[1], sourceImage.getType());
Graphics2D g = targetImage.createGraphics();
g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g.drawImage(sourceImage, affineTransform, null);
g.dispose();
Image output = imageLoader.load(targetImage, false);
entry.image = output;
entry.uv[0].set(dest[0]);
entry.uv[1].set(dest[1]);
entry.uv[2].set(dest[2]);
}
}
use of com.jme3.math.Triangle in project jmonkeyengine by jMonkeyEngine.
the class UVProjectionGenerator method tubeProjection.
/**
* Tube projection for 2D textures.
*
* @param positions
* points to be projected
* @param bt
* the bounding tube for projecting
* @return UV coordinates after the projection
*/
public static float[] tubeProjection(float[] positions, BoundingTube bt) {
float[] uvCoordinates = new float[positions.length / 3 * 2];
Vector3f v = new Vector3f();
float cx = bt.getCenter().x, cz = bt.getCenter().z;
Vector3f uBase = new Vector3f(0, 0, -1);
float vBase = bt.getCenter().y - bt.getHeight() * 0.5f;
for (int i = 0, j = 0; i < positions.length; i += 3, j += 2) {
// calculating U
v.set(positions[i] - cx, 0, positions[i + 2] - cz);
v.normalizeLocal();
// result between [0; PI]
float angle = v.angleBetween(uBase);
if (v.x < 0) {
// the angle should be greater than PI, we're on the other part of the image then
angle = FastMath.TWO_PI - angle;
}
uvCoordinates[j] = angle / FastMath.TWO_PI;
// calculating V
float y = positions[i + 1];
uvCoordinates[j + 1] = (y - vBase) / bt.getHeight();
}
// looking for splitted triangles
Triangle triangle = new Triangle();
for (int i = 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]);
float sgn1 = Math.signum(triangle.get1().x - cx);
float sgn2 = Math.signum(triangle.get2().x - cx);
float sgn3 = Math.signum(triangle.get3().x - cx);
float xSideFactor = sgn1 + sgn2 + sgn3;
float ySideFactor = Math.signum(triangle.get1().z - cz) + Math.signum(triangle.get2().z - cz) + Math.signum(triangle.get3().z - cz);
if ((xSideFactor > -3 || xSideFactor < 3) && ySideFactor < 0) {
// the triangle is on the splitting plane
if (sgn1 == 1.0f) {
uvCoordinates[i / 3 * 2] += 1.0f;
}
if (sgn2 == 1.0f) {
uvCoordinates[(i / 3 + 1) * 2] += 1.0f;
}
if (sgn3 == 1.0f) {
uvCoordinates[(i / 3 + 2) * 2] += 1.0f;
}
}
}
return uvCoordinates;
}
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