use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class EnvMapUtils method getSphericalHarmonicsCoefficents.
/**
* Returns the Spherical Harmonics coefficients for this cube map.
*
* The method used is the one from this article :
* http://graphics.stanford.edu/papers/envmap/envmap.pdf
*
* Also good resources on spherical harmonics
* http://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/
*
* @param cubeMap the environment cube map to compute SH for
* @param fixSeamsMethod method to fix seams when computing the SH
* coefficients
* @return an array of 9 vector3f representing thos coefficients for each
* r,g,b channnel
*/
public static Vector3f[] getSphericalHarmonicsCoefficents(TextureCubeMap cubeMap, FixSeamsMethod fixSeamsMethod) {
Vector3f[] shCoef = new Vector3f[NUM_SH_COEFFICIENT];
float[] shDir = new float[9];
float weightAccum = 0.0f;
float weight;
if (cubeMap.getImage().getData(0) == null) {
throw new IllegalStateException("The cube map must contain Efficient data, if you rendered the cube map on the GPU plase use renderer.readFrameBuffer, to create a CPU image");
}
int width = cubeMap.getImage().getWidth();
int height = cubeMap.getImage().getHeight();
Vector3f texelVect = new Vector3f();
ColorRGBA color = new ColorRGBA();
CubeMapWrapper envMapReader = new CubeMapWrapper(cubeMap);
for (int face = 0; face < 6; face++) {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
weight = getSolidAngleAndVector(x, y, width, face, texelVect, fixSeamsMethod);
evalShBasis(texelVect, shDir);
envMapReader.getPixel(x, y, face, color);
for (int i = 0; i < NUM_SH_COEFFICIENT; i++) {
if (shCoef[i] == null) {
shCoef[i] = new Vector3f();
}
shCoef[i].setX(shCoef[i].x + color.r * shDir[i] * weight);
shCoef[i].setY(shCoef[i].y + color.g * shDir[i] * weight);
shCoef[i].setZ(shCoef[i].z + color.b * shDir[i] * weight);
}
weightAccum += weight;
}
}
}
/* Normalization - The sum of solid angle should be equal to the solid angle of the sphere (4 PI), so
* normalize in order our weightAccum exactly match 4 PI. */
for (int i = 0; i < NUM_SH_COEFFICIENT; ++i) {
shCoef[i].multLocal(4.0f * PI / weightAccum);
}
return shCoef;
}
use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class BIHTree method collideWithBoundingVolume.
private int collideWithBoundingVolume(BoundingVolume bv, Matrix4f worldMatrix, CollisionResults results) {
BoundingBox bbox;
if (bv instanceof BoundingSphere) {
BoundingSphere sphere = (BoundingSphere) bv;
bbox = new BoundingBox(bv.getCenter().clone(), sphere.getRadius(), sphere.getRadius(), sphere.getRadius());
} else if (bv instanceof BoundingBox) {
bbox = new BoundingBox((BoundingBox) bv);
} else {
throw new UnsupportedCollisionException("BoundingVolume:" + bv);
}
bbox.transform(worldMatrix.invert(), bbox);
return root.intersectWhere(bv, bbox, worldMatrix, this, results);
}
use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class BoundingCollisionTest method testSphereTriangleCollision.
@Test
public void testSphereTriangleCollision() {
BoundingSphere sphere = new BoundingSphere(1, Vector3f.ZERO);
Geometry geom = new Geometry("geom", new Quad(1, 1));
checkCollision(sphere, geom, 2);
// The box touches the edges of the triangles.
sphere.setCenter(new Vector3f(-1f + FastMath.ZERO_TOLERANCE, 0, 0));
checkCollision(sphere, geom, 2);
// Move it slightly farther..
sphere.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0));
checkCollision(sphere, geom, 0);
// Parallel triangle / box side, touching
sphere.setCenter(new Vector3f(0, 0, -1f));
checkCollision(sphere, geom, 2);
// Not touching
sphere.setCenter(new Vector3f(0, 0, -1f - FastMath.ZERO_TOLERANCE));
checkCollision(sphere, geom, 0);
// Test collisions only against one of the triangles
sphere.setCenter(new Vector3f(-0.9f, 1.2f, 0f));
checkCollision(sphere, geom, 1);
sphere.setCenter(new Vector3f(1.2f, -0.9f, 0f));
checkCollision(sphere, geom, 1);
}
use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class LightFilterTest method testAmbientFiltering.
@Test
public void testAmbientFiltering() {
geom.addLight(new AmbientLight());
// Ambient lights must never be filtered
checkFilteredLights(1);
// Test for bounding Sphere
geom.setModelBound(new BoundingSphere(0.5f, Vector3f.ZERO));
// Ambient lights must never be filtered
checkFilteredLights(1);
}
use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class LightFilterTest method testPointFiltering.
@Test
public void testPointFiltering() {
PointLight pl = new PointLight(Vector3f.ZERO);
geom.addLight(pl);
// Infinite point lights must never be filtered
checkFilteredLights(1);
// Light at origin does not intersect geom which is at Z=10
pl.setRadius(1);
checkFilteredLights(0);
// Put it closer to geom, the very edge of the sphere touches the box.
// Still not considered an intersection though.
pl.setPosition(new Vector3f(0, 0, 8f));
checkFilteredLights(0);
// And more close - now its an intersection.
pl.setPosition(new Vector3f(0, 0, 8f + FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
// Move the geometry away
geom.move(0, 0, FastMath.ZERO_TOLERANCE);
checkFilteredLights(0);
// Test if the algorithm converts the sphere
// to a box before testing the collision (incorrect)
float sqrt3 = FastMath.sqrt(3);
pl.setPosition(new Vector3f(2, 2, 8));
pl.setRadius(sqrt3);
checkFilteredLights(0);
// Make it a wee bit larger.
pl.setRadius(sqrt3 + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// Rotate the camera so it is up, light is outside frustum.
cam.lookAtDirection(Vector3f.UNIT_Y, Vector3f.UNIT_Y);
checkFilteredLights(0);
// ==================================
// Tests for bounding Sphere
geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
geom.setLocalTranslation(0, 0, 2);
pl.setPosition(new Vector3f(0, 0, 2f));
// Infinite point lights must never be filtered
pl.setRadius(0);
checkFilteredLights(1);
pl.setRadius(1f);
// Put the light at the very close to the geom,
// the very edge of the sphere touches the other bounding sphere
// Still not considered an intersection though.
pl.setPosition(new Vector3f(0, 0, 0));
checkFilteredLights(0);
// And more close - now its an intersection.
pl.setPosition(new Vector3f(0, 0, 0f + FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
geom.setLocalTranslation(0, 0, 0);
// In this case its an intersection for pointLight v. box
// But not for pointLight v. sphere
// Vector3f(0, 0.5f, 0.5f).normalize().mult(2) ~ >= (0.0, 1.4142135, 1.4142135)
//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 + FastMath.ZERO_TOLERANCE));
pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1 + FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
// Make the distance a wee bit closer, now its an intersection
//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 - FastMath.ZERO_TOLERANCE));
pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1 - FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
// it's a point light, also test for the other corner
pl.setPosition(new Vector3f(0f, -1.4142135f, -1.4142135f).multLocal(1 - FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
}
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