use of com.jme3.scene.Geometry in project jmonkeyengine by jMonkeyEngine.
the class TextureAtlas method createAtlas.
/**
* Create a texture atlas for the given root node, containing DiffuseMap, NormalMap and SpecularMap.
* @param root The rootNode to create the atlas for.
* @param atlasSize The size of the atlas (width and height).
* @return Null if the atlas cannot be created because not all textures fit.
*/
public static TextureAtlas createAtlas(Spatial root, int atlasSize) {
List<Geometry> geometries = new ArrayList<Geometry>();
GeometryBatchFactory.gatherGeoms(root, geometries);
TextureAtlas atlas = new TextureAtlas(atlasSize, atlasSize);
for (Geometry geometry : geometries) {
if (!atlas.addGeometry(geometry)) {
logger.log(Level.WARNING, "Texture atlas size too small, cannot add all textures");
return null;
}
}
return atlas;
}
use of com.jme3.scene.Geometry in project jmonkeyengine by jMonkeyEngine.
the class LightFilterTest method testSpotFiltering.
@Test
public void testSpotFiltering() {
SpotLight sl = new SpotLight(Vector3f.ZERO, Vector3f.UNIT_Z);
sl.setSpotRange(0);
geom.addLight(sl);
// Infinite spot lights are only filtered
checkFilteredLights(1);
// if the geometry is outside the infinite cone.
TempVars vars = TempVars.get();
try {
// The spot is not touching the near plane of the camera yet,
// should still be culled.
sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
assert !sl.intersectsFrustum(cam, vars);
// should be culled from the geometry's PoV
checkFilteredLights(0);
// Now it touches the near plane.
sl.setSpotRange(1f);
// still culled from the geometry's PoV
checkFilteredLights(0);
assert sl.intersectsFrustum(cam, vars);
} finally {
vars.release();
}
// make it barely reach the geometry
sl.setSpotRange(9f);
checkFilteredLights(0);
// make it reach the geometry (touching its bound)
sl.setSpotRange(9f + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// rotate the cone a bit so it no longer faces the geom
sl.setDirection(new Vector3f(0.316f, 0, 0.948f).normalizeLocal());
checkFilteredLights(0);
// extent the range much farther
sl.setSpotRange(20);
checkFilteredLights(0);
// Create box of size X=10 (double the extent)
// now, the spot will touch the box.
geom.setMesh(new Box(5, 1, 1));
checkFilteredLights(1);
// ==================================
// Tests for bounding sphere, with a radius of 1f (in the box geom)
sl.setPosition(Vector3f.ZERO);
sl.setDirection(Vector3f.UNIT_Z);
geom.setLocalTranslation(Vector3f.ZERO);
geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
// Infinit spot lights are only filtered
// if the geometry is outside the infinite cone.
sl.setSpotRange(0);
checkFilteredLights(1);
//the geommetry is outside the infinit cone (cone direction going away from the geom)
sl.setPosition(Vector3f.UNIT_Z.mult(1 + FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
//place the spote ligth in the corner of the box geom, (in order to test bounding sphere)
sl.setDirection(new Vector3f(1, 1, 0).normalizeLocal());
geom.setLocalTranslation(0, 0, 10);
sl.setPosition(sl.getDirection().mult(-2f).add(geom.getLocalTranslation()));
// make it barely reach the sphere, incorect with a box
sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
checkFilteredLights(0);
// make it reach the sphere
sl.setSpotRange(1f + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// extent the range
sl.setPosition(Vector3f.ZERO);
sl.setDirection(Vector3f.UNIT_Z);
sl.setSpotRange(20);
checkFilteredLights(1);
// rotate the cone a bit so it no longer faces the geom
sl.setDirection(new Vector3f(0, 0.3f, 0.7f).normalizeLocal());
checkFilteredLights(0);
// Create sphere of size X=10 (double the radius)
// now, the spot will touch the sphere.
geom.setModelBound(new BoundingSphere(5f, Vector3f.ZERO));
checkFilteredLights(1);
}
use of com.jme3.scene.Geometry in project jmonkeyengine by jMonkeyEngine.
the class LightSortTest method testSceneGraphSort.
@Test
public void testSceneGraphSort() {
Node n = new Node("node");
Geometry g = new Geometry("geom", new Mesh());
SpotLight spot = new SpotLight(Vector3f.ZERO, Vector3f.UNIT_X);
PointLight point = new PointLight(Vector3f.UNIT_X);
DirectionalLight directional = new DirectionalLight(Vector3f.UNIT_X);
AmbientLight ambient = new AmbientLight();
// Some lights are on the node
n.addLight(spot);
n.addLight(point);
// .. and some on the geometry.
g.addLight(directional);
g.addLight(ambient);
n.attachChild(g);
n.updateGeometricState();
LightList list = g.getWorldLightList();
// check the sorting (when geom is at 0,0,0)
assert list.get(0) instanceof AmbientLight;
assert list.get(1) instanceof DirectionalLight;
assert list.get(2) instanceof SpotLight;
assert list.get(3) instanceof PointLight;
// move the geometry closer to the point light
g.setLocalTranslation(Vector3f.UNIT_X);
n.updateGeometricState();
assert list.get(0) instanceof AmbientLight;
assert list.get(1) instanceof DirectionalLight;
assert list.get(2) instanceof PointLight;
assert list.get(3) instanceof SpotLight;
// now move the point light away from the geometry
// and the spot light closer
// XXX: doesn't work! jME can't detect that the light moved!
// point.setPosition(Vector3f.ZERO);
// spot.setPosition(Vector3f.UNIT_X);
// n.updateGeometricState();
//
// assert list.get(0) instanceof AmbientLight;
// assert list.get(1) instanceof DirectionalLight;
// assert list.get(2) instanceof SpotLight;
// assert list.get(3) instanceof PointLight;
}
use of com.jme3.scene.Geometry in project jmonkeyengine by jMonkeyEngine.
the class SceneLoader method loadObjects.
private void loadObjects(FbxElement element) throws IOException {
FbxObject obj = null;
for (FbxElement e : element.children) {
switch(e.id) {
case "Geometry":
FbxMesh mesh = new FbxMesh(this, e);
obj = mesh;
if (mesh.geometries != null)
geomMap.put(mesh.id, mesh);
break;
case "Material":
obj = new FbxMaterial(this, e);
break;
case "Model":
FbxNode node = new FbxNode(this, e);
obj = node;
modelMap.put(node.id, node);
if (node.isLimb())
limbMap.put(node.id, node);
break;
case "Pose":
FbxBindPose pose = new FbxBindPose(this, e);
obj = pose;
bindMap.put(pose.id, pose);
break;
case "Texture":
obj = new FbxTexture(this, e);
break;
case "Video":
obj = new FbxImage(this, e);
break;
case "Deformer":
obj = loadDeformer(e);
break;
case "AnimationLayer":
FbxObject layer = new FbxObject(this, e);
obj = layer;
alayerMap.put(layer.id, layer);
break;
case "AnimationCurve":
obj = new FbxAnimCurve(this, e);
break;
case "AnimationCurveNode":
obj = new FbxAnimNode(this, e);
break;
default:
obj = null;
}
if (obj != null)
allObjects.put(obj.id, obj);
}
}
use of com.jme3.scene.Geometry 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);
}
}
}
}
}
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