use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class TemporalMesh method clone.
@Override
public TemporalMesh clone() {
try {
TemporalMesh result = new TemporalMesh(meshStructure, blenderContext, false);
result.name = name;
for (Vector3f v : vertices) {
result.vertices.add(v.clone());
}
for (Vector3f n : normals) {
result.normals.add(n.clone());
}
for (Map<String, Float> group : vertexGroups) {
result.vertexGroups.add(new HashMap<String, Float>(group));
}
for (byte[] vertColor : verticesColors) {
result.verticesColors.add(vertColor.clone());
}
result.materials = materials;
result.properties = properties;
result.boneIndexes.putAll(boneIndexes);
result.postMeshCreationModifiers.addAll(postMeshCreationModifiers);
for (Face face : faces) {
result.faces.add(face.clone());
}
for (Edge edge : edges) {
result.edges.add(edge.clone());
}
for (Point point : points) {
result.points.add(point.clone());
}
result.rebuildIndexesMappings();
return result;
} catch (BlenderFileException e) {
LOGGER.log(Level.SEVERE, "Error while cloning the temporal mesh: {0}. Returning null.", e.getLocalizedMessage());
}
return null;
}
use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class MaskModifier method removeVertexAt.
/**
* Every face, edge and point that contains
* the vertex will be removed.
* @param index
* the index of a vertex to be removed
* @throws IndexOutOfBoundsException
* thrown when given index is negative or beyond the count of vertices
*/
private void removeVertexAt(final int index, TemporalMesh temporalMesh) {
if (index < 0 || index >= temporalMesh.getVertexCount()) {
throw new IndexOutOfBoundsException("The given index is out of bounds: " + index);
}
temporalMesh.getVertices().remove(index);
temporalMesh.getNormals().remove(index);
if (temporalMesh.getVertexGroups().size() > 0) {
temporalMesh.getVertexGroups().remove(index);
}
if (temporalMesh.getVerticesColors().size() > 0) {
temporalMesh.getVerticesColors().remove(index);
}
IndexPredicate shiftPredicate = new IndexPredicate() {
@Override
public boolean execute(Integer i) {
return i > index;
}
};
for (int i = temporalMesh.getFaces().size() - 1; i >= 0; --i) {
Face face = temporalMesh.getFaces().get(i);
if (face.getIndexes().indexOf(index) >= 0) {
temporalMesh.getFaces().remove(i);
} else {
face.getIndexes().shiftIndexes(-1, shiftPredicate);
}
}
for (int i = temporalMesh.getEdges().size() - 1; i >= 0; --i) {
Edge edge = temporalMesh.getEdges().get(i);
if (edge.getFirstIndex() == index || edge.getSecondIndex() == index) {
temporalMesh.getEdges().remove(i);
} else {
edge.shiftIndexes(-1, shiftPredicate);
}
}
for (int i = temporalMesh.getPoints().size() - 1; i >= 0; --i) {
Point point = temporalMesh.getPoints().get(i);
if (point.getIndex() == index) {
temporalMesh.getPoints().remove(i);
} else {
point.shiftIndexes(-1, shiftPredicate);
}
}
}
use of com.jme3.scene.plugins.blender.meshes.Point in project jmonkeyengine by jMonkeyEngine.
the class Face method contains.
/**
* The method verifies if the edge is contained within the face.
* It means it cannot cross any other edge and it must be inside the face and not outside of it.
* @param edge
* the edge to be checked
* @return <b>true</b> if the given edge is contained within the face and <b>false</b> otherwise
*/
private boolean contains(Edge edge) {
int index1 = edge.getFirstIndex();
int index2 = edge.getSecondIndex();
// check if the line between the vertices is not a border edge of the face
if (!indexes.areNeighbours(index1, index2)) {
for (int i = 0; i < indexes.size(); ++i) {
int i1 = this.getIndex(i - 1);
int i2 = this.getIndex(i);
// check if the edges have no common verts (because if they do, they cannot cross)
if (i1 != index1 && i1 != index2 && i2 != index1 && i2 != index2) {
if (edge.cross(new Edge(i1, i2, 0, false, temporalMesh))) {
return false;
}
}
}
// computing the edge's middle point
Vector3f edgeMiddlePoint = edge.computeCentroid();
// computing the edge that is perpendicular to the given edge and has a length of 1 (length actually does not matter)
Vector3f edgeVector = edge.getSecondVertex().subtract(edge.getFirstVertex());
Vector3f edgeNormal = temporalMesh.getNormals().get(index1).cross(edgeVector).normalizeLocal();
Edge e = new Edge(edgeMiddlePoint, edgeNormal.add(edgeMiddlePoint));
// compute the vectors from the middle point to the crossing between the extended edge 'e' and other edges of the face
List<Vector3f> crossingVectors = new ArrayList<Vector3f>();
for (int i = 0; i < indexes.size(); ++i) {
int i1 = this.getIndex(i);
int i2 = this.getIndex(i + 1);
Vector3f crossPoint = e.getCrossPoint(new Edge(i1, i2, 0, false, temporalMesh), true, false);
if (crossPoint != null) {
crossingVectors.add(crossPoint.subtractLocal(edgeMiddlePoint));
}
}
if (crossingVectors.size() == 0) {
// edges do not cross
return false;
}
// use only distinct vertices (doubles may appear if the crossing point is a vertex)
List<Vector3f> distinctCrossingVectors = new ArrayList<Vector3f>();
for (Vector3f cv : crossingVectors) {
double minDistance = Double.MAX_VALUE;
for (Vector3f dcv : distinctCrossingVectors) {
minDistance = Math.min(minDistance, dcv.distance(cv));
}
if (minDistance > FastMath.FLT_EPSILON) {
distinctCrossingVectors.add(cv);
}
}
if (distinctCrossingVectors.size() == 0) {
throw new IllegalStateException("There MUST be at least 2 crossing vertices!");
}
// checking if all crossing vectors point to the same direction (if yes then the edge is outside the face)
// if at least one vector has different direction that this - it means that the edge is inside the face
float direction = Math.signum(distinctCrossingVectors.get(0).dot(edgeNormal));
for (int i = 1; i < distinctCrossingVectors.size(); ++i) {
if (direction != Math.signum(distinctCrossingVectors.get(i).dot(edgeNormal))) {
return true;
}
}
return false;
}
return true;
}
use of com.jme3.scene.plugins.blender.meshes.Point 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.Point in project jmonkeyengine by jMonkeyEngine.
the class BasicShadowRenderer method postQueue.
public void postQueue(RenderQueue rq) {
for (Spatial scene : viewPort.getScenes()) {
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
}
// update frustum points based on current camera
Camera viewCam = viewPort.getCamera();
ShadowUtil.updateFrustumPoints(viewCam, viewCam.getFrustumNear(), viewCam.getFrustumFar(), 1.0f, points);
Vector3f frustaCenter = new Vector3f();
for (Vector3f point : points) {
frustaCenter.addLocal(point);
}
frustaCenter.multLocal(1f / 8f);
// update light direction
shadowCam.setProjectionMatrix(null);
shadowCam.setParallelProjection(true);
// shadowCam.setFrustumPerspective(45, 1, 1, 20);
shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
shadowCam.update();
shadowCam.setLocation(frustaCenter);
shadowCam.update();
shadowCam.updateViewProjection();
// render shadow casters to shadow map
ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
if (shadowOccluders.size() == 0) {
noOccluders = true;
return;
} else {
noOccluders = false;
}
Renderer r = renderManager.getRenderer();
renderManager.setCamera(shadowCam, false);
renderManager.setForcedMaterial(preshadowMat);
r.setFrameBuffer(shadowFB);
r.clearBuffers(true, true, true);
viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true);
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setCamera(viewCam, false);
}
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