use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class CurvesHelper method transformBevel.
/**
* The method transforms the bevel along the curve.
*
* @param bevel
* the bevel to be transformed
* @param prevPos
* previous curve point
* @param currPos
* current curve point (here the center of the new bevel will be
* set)
* @param nextPos
* next curve point
* @return points of transformed bevel
*/
protected Vector3f[] transformBevel(Vector3f[] bevel, Vector3f prevPos, Vector3f currPos, Vector3f nextPos) {
bevel = bevel.clone();
// currPos and directionVector define the line in 3D space
Vector3f directionVector = prevPos != null ? currPos.subtract(prevPos) : nextPos.subtract(currPos);
directionVector.normalizeLocal();
// plane is described by equation: Ax + By + Cz + D = 0 where planeNormal = [A, B, C] and D = -(Ax + By + Cz)
Vector3f planeNormal = null;
if (prevPos != null) {
planeNormal = currPos.subtract(prevPos).normalizeLocal();
if (nextPos != null) {
planeNormal.addLocal(nextPos.subtract(currPos).normalizeLocal()).normalizeLocal();
}
} else {
planeNormal = nextPos.subtract(currPos).normalizeLocal();
}
// D = -(Ax + By + Cz)
float D = -planeNormal.dot(currPos);
// now we need to compute paralell cast of each bevel point on the plane, the leading line is already known
// parametric equation of a line: x = px + vx * t; y = py + vy * t; z = pz + vz * t
// where p = currPos and v = directionVector
// using x, y and z in plane equation we get value of 't' that will allow us to compute the point where plane and line cross
float temp = planeNormal.dot(directionVector);
for (int i = 0; i < bevel.length; ++i) {
float t = -(planeNormal.dot(bevel[i]) + D) / temp;
if (fixUpAxis) {
bevel[i] = new Vector3f(bevel[i].x + directionVector.x * t, bevel[i].y + directionVector.y * t, bevel[i].z + directionVector.z * t);
} else {
bevel[i] = new Vector3f(bevel[i].x + directionVector.x * t, -bevel[i].z + directionVector.z * t, bevel[i].y + directionVector.y * t);
}
}
return bevel;
}
use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class BoundingBox method computeFromTris.
/**
* <code>computeFromTris</code> creates a new Bounding Box from a given
* set of triangles. It is used in OBBTree calculations.
*
* @param tris
* @param start
* @param end
*/
public void computeFromTris(Triangle[] tris, int start, int end) {
if (end - start <= 0) {
return;
}
TempVars vars = TempVars.get();
Vector3f min = vars.vect1.set(new Vector3f(Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY));
Vector3f max = vars.vect2.set(new Vector3f(Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY));
Vector3f point;
for (int i = start; i < end; i++) {
point = tris[i].get(0);
checkMinMax(min, max, point);
point = tris[i].get(1);
checkMinMax(min, max, point);
point = tris[i].get(2);
checkMinMax(min, max, point);
}
center.set(min.addLocal(max));
center.multLocal(0.5f);
xExtent = max.x - center.x;
yExtent = max.y - center.y;
zExtent = max.z - center.z;
vars.release();
}
use of com.jme3.scene.plugins.blender.meshes.Point 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;
}
use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class SinglePassLightingLogic 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) {
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");
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
} else {
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList, true, ambientLightColor));
}
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();
//Color
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);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
// tmpVec.divideLocal(tmpVec.w);
// tmpVec.normalizeLocal();
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);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
//tmpVec.divideLocal(tmpVec.w);
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);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
// tmpVec.divideLocal(tmpVec.w);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
//We transform the spot direction in view space here to save 5 varying later in the lighting shader
//one vec4 less and a vec4 that becomes a vec3
//the downside is that spotAngleCos decoding happens now in the frag shader.
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpVec.normalizeLocal();
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
case Probe:
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;
}
use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class Line method distanceSquared.
public float distanceSquared(Vector3f point) {
TempVars vars = TempVars.get();
Vector3f compVec1 = vars.vect1;
Vector3f compVec2 = vars.vect2;
point.subtract(origin, compVec1);
float lineParameter = direction.dot(compVec1);
origin.add(direction.mult(lineParameter, compVec2), compVec2);
compVec2.subtract(point, compVec1);
float len = compVec1.lengthSquared();
vars.release();
return len;
}
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