use of com.jme3.scene.plugins.blender.meshes.Face in project jmonkeyengine by jMonkeyEngine.
the class Face method findClosestVertex.
/**
* The method finds the closest vertex to the one specified by <b>index</b>.
* If the vertexToIgnore is positive than it will be ignored in the result.
* The closest vertex must be able to create an edge that is fully contained
* within the face and does not cross any other edges. Also if the
* vertexToIgnore is not negative then the condition that the edge between
* the found index and the one to ignore is inside the face must also be
* met.
*
* @param index
* the index of the vertex that needs to have found the nearest
* neighbour
* @param indexToIgnore
* the index to ignore in the result (pass -1 if none is to be
* ignored)
* @return the index of the closest vertex to the given one
*/
private int findClosestVertex(int index, int indexToIgnore) {
int result = -1;
List<Vector3f> vertices = temporalMesh.getVertices();
Vector3f v1 = vertices.get(index);
float distance = Float.MAX_VALUE;
for (int i : indexes) {
if (i != index && i != indexToIgnore) {
Vector3f v2 = vertices.get(i);
float d = v2.distance(v1);
if (d < distance && this.contains(new Edge(index, i, 0, true, temporalMesh)) && (indexToIgnore < 0 || this.contains(new Edge(indexToIgnore, i, 0, true, temporalMesh)))) {
result = i;
distance = d;
}
}
}
return result;
}
use of com.jme3.scene.plugins.blender.meshes.Face in project jmonkeyengine by jMonkeyEngine.
the class Face method computeCentroid.
/**
* @return the centroid of the face
*/
public Vector3f computeCentroid() {
Vector3f result = new Vector3f();
List<Vector3f> vertices = temporalMesh.getVertices();
for (Integer index : indexes) {
result.addLocal(vertices.get(index));
}
return result.divideLocal(indexes.size());
}
use of com.jme3.scene.plugins.blender.meshes.Face in project jmonkeyengine by jMonkeyEngine.
the class IndexesLoop method findPath.
/**
* The method finds the path between the given indexes.
* @param start
* the start index
* @param end
* the end index
* @param result
* a list containing indexes on the path from start to end (inclusive)
* @throws IllegalStateException
* an exception is thrown when the loop is not normalized (at least one
* index has more than 2 neighbours)
* @throws BlenderFileException
* an exception is thrown if the vertices of a face create more than one loop; this is thrown
* to prevent lack of memory errors during triangulation
*/
public void findPath(Integer start, Integer end, List<Integer> result) throws BlenderFileException {
result.clear();
Integer node = start;
while (!node.equals(end)) {
if (result.contains(node)) {
throw new BlenderFileException("Indexes of face have infinite loops!");
}
result.add(node);
List<Integer> nextSteps = edges.get(node);
if (nextSteps == null || nextSteps.size() == 0) {
// no directed path from start to end
result.clear();
return;
} else if (nextSteps.size() == 1) {
node = nextSteps.get(0);
} else {
throw new BlenderFileException("Triangulation failed. Face has ambiguous indexes loop. Please triangulate your model in Blender as a workaround.");
}
}
result.add(end);
}
use of com.jme3.scene.plugins.blender.meshes.Face in project jmonkeyengine by jMonkeyEngine.
the class SubdivisionSurfaceModifier method computeFaceUVs.
/**
* The method computes the UV coordinates of the face middle point.
* @param face
* the face of the mesh
* @return a map whose key is the name of the UV set and value is the UV coordinate of the face's middle point
*/
private Map<String, Vector2f> computeFaceUVs(Face face) {
Map<String, Vector2f> result = null;
Map<String, List<Vector2f>> uvSets = face.getUvSets();
if (uvSets != null && uvSets.size() > 0) {
result = new HashMap<String, Vector2f>(uvSets.size());
for (Entry<String, List<Vector2f>> entry : uvSets.entrySet()) {
Vector2f faceUV = new Vector2f();
for (Vector2f uv : entry.getValue()) {
faceUV.addLocal(uv);
}
faceUV.divideLocal(entry.getValue().size());
result.put(entry.getKey(), faceUV);
}
}
return result;
}
use of com.jme3.scene.plugins.blender.meshes.Face in project jmonkeyengine by jMonkeyEngine.
the class Edge method loadAll.
/**
* The method loads all edges from the given mesh structure that does not belong to any face.
* @param meshStructure
* the mesh structure
* @param temporalMesh
* the owner of the edges
* @return all edges without faces
* @throws BlenderFileException
* an exception is thrown when problems with file reading occur
*/
public static List<Edge> loadAll(Structure meshStructure, TemporalMesh temporalMesh) throws BlenderFileException {
LOGGER.log(Level.FINE, "Loading all edges that do not belong to any face from mesh: {0}", meshStructure.getName());
List<Edge> result = new ArrayList<Edge>();
Pointer pMEdge = (Pointer) meshStructure.getFieldValue("medge");
if (pMEdge.isNotNull()) {
List<Structure> edges = pMEdge.fetchData();
for (Structure edge : edges) {
int flag = ((Number) edge.getFieldValue("flag")).intValue();
int v1 = ((Number) edge.getFieldValue("v1")).intValue();
int v2 = ((Number) edge.getFieldValue("v2")).intValue();
// I do not know why, but blender stores (possibly only sometimes) crease as negative values and shows positive in the editor
float crease = Math.abs(((Number) edge.getFieldValue("crease")).floatValue());
boolean edgeInFace = (flag & Edge.FLAG_EDGE_NOT_IN_FACE) == 0;
result.add(new Edge(v1, v2, crease, edgeInFace, temporalMesh));
}
}
LOGGER.log(Level.FINE, "Loaded {0} edges.", result.size());
return result;
}
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