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Example 6 with Affine

use of javafx.scene.transform.Affine in project FXyzLib by Birdasaur.

the class FrustumMesh method createFrustum.

private TriangleMesh createFrustum(float majorRadius, float minorRadius, float height, int level) {
    TriangleMesh m0 = null;
    if (level > 0) {
        m0 = createFrustum(majorRadius, minorRadius, height, level - 1);
    }
    if (level == 0) {
        a = new Affine();
        int div = DEFAULT_DIVISIONS > 3 ? DEFAULT_DIVISIONS : 3;
        if (getSectionType() != TriangleMeshHelper.SectionType.CIRCLE) {
            div = getSectionType().getSides() * ((int) (div / getSectionType().getSides()) + 1);
        }
        if (getAxisOrigin() != null && getAxisEnd() != null) {
            Point3D dir = getAxisEnd().substract(getAxisOrigin()).crossProduct(new Point3D(0, -1, 0));
            double angle = Math.acos(getAxisEnd().substract(getAxisOrigin()).normalize().dotProduct(new Point3D(0, -1, 0)));
            a = a.createConcatenation(new Translate(getAxisOrigin().x, getAxisOrigin().y - height / 2d, getAxisOrigin().z)).createConcatenation(new Rotate(-Math.toDegrees(angle), 0d, height / 2d, 0d, new javafx.geometry.Point3D(dir.x, -dir.y, dir.z)));
        }
        int nPoints = 2 * div + 2;
        float rBase = majorRadius;
        float rTop = minorRadius;
        float h = height;
        final float[] baseVertices = new float[nPoints * 3];
        // base at y=h/2
        for (int i = 0; i < div; i++) {
            double ang = i * 2d * Math.PI / div;
            double pol = polygonalSection(ang);
            Point3D ta = transform(rBase * pol * Math.cos(ang), h / 2, rBase * pol * Math.sin(ang));
            baseVertices[3 * i] = ta.x;
            baseVertices[3 * i + 1] = ta.y;
            baseVertices[3 * i + 2] = ta.z;
        }
        // top at y=-h/2
        for (int i = div; i < 2 * div; i++) {
            double ang = i * 2d * Math.PI / div;
            double pol = polygonalSection(ang);
            Point3D ta = transform(rTop * pol * Math.cos(ang), -h / 2, rTop * pol * Math.sin(ang));
            baseVertices[3 * i] = ta.x;
            baseVertices[3 * i + 1] = ta.y;
            baseVertices[3 * i + 2] = ta.z;
        }
        Point3D ta = transform(0, h / 2, 0);
        baseVertices[6 * div] = ta.x;
        baseVertices[6 * div + 1] = ta.y;
        baseVertices[6 * div + 2] = ta.z;
        ta = transform(0, -h / 2, 0);
        baseVertices[6 * div + 3] = ta.x;
        baseVertices[6 * div + 4] = ta.y;
        baseVertices[6 * div + 5] = ta.z;
        int nTextCoords = div * 4 + 6;
        float rectBase = (float) polygonalSize(rBase);
        float rectTop = (float) polygonalSize(rTop);
        float L = (float) (rBase + 2d * Math.PI * rBase);
        float H = 2f * (rBase + rTop) + h;
        final float[] baseTexCoords = new float[nTextCoords * 2];
        // u right ,v up
        for (int i = 0; i <= div; i++) {
            baseTexCoords[2 * i] = (float) (rBase + i * rectBase / div) / L;
            baseTexCoords[2 * i + 1] = (float) (2f * rTop + h) / H;
        }
        for (int i = 0; i <= div; i++) {
            baseTexCoords[2 * div + 2 * i + 2] = (float) (rBase + i * rectTop / div) / L;
            baseTexCoords[2 * div + 2 * i + 3] = (float) (2f * rTop) / H;
        }
        for (int i = 0; i <= div; i++) {
            double ang = i * 2d * Math.PI / div;
            double pol = polygonalSection(ang);
            baseTexCoords[4 * div + 2 * i + 4] = (float) (rBase + rBase * pol * Math.sin(ang)) / L;
            baseTexCoords[4 * div + 2 * i + 5] = (float) (2f * rTop + rBase + h - rBase * pol * Math.cos(ang)) / H;
        }
        for (int i = 0; i <= div; i++) {
            double ang = i * 2d * Math.PI / div;
            double pol = polygonalSection(ang);
            baseTexCoords[6 * div + 2 * i + 6] = (float) (rBase + rTop * pol * Math.sin(ang)) / L;
            baseTexCoords[6 * div + 2 * i + 7] = (float) (rTop + rTop * pol * Math.cos(ang)) / H;
        }
        baseTexCoords[8 * div + 8] = rBase / L;
        baseTexCoords[8 * div + 9] = (2f * rTop + rBase + h) / H;
        baseTexCoords[8 * div + 10] = rBase / L;
        baseTexCoords[8 * div + 11] = rTop / H;
        int nFaces = div * 4;
        final int[] baseTexture = new int[nFaces * 3];
        final int[] baseFaces = new int[nFaces * 3];
        for (int i = 0; i < div; i++) {
            int p1 = i + 1;
            int p2 = i + div;
            int p3 = i + div + 1;
            baseFaces[6 * i] = i;
            baseFaces[6 * i + 1] = p1 == div ? 0 : p1;
            baseFaces[6 * i + 2] = p2;
            baseFaces[6 * i + 3] = p3 % div == 0 ? p3 - div : p3;
            baseFaces[6 * i + 4] = p2;
            baseFaces[6 * i + 5] = p1 == div ? 0 : p1;
            baseTexture[6 * i] = i;
            baseTexture[6 * i + 1] = p1;
            baseTexture[6 * i + 2] = p2 + 1;
            baseTexture[6 * i + 3] = p3 + 1;
            baseTexture[6 * i + 4] = p2 + 1;
            baseTexture[6 * i + 5] = p1;
        }
        for (int i = 0; i < div; i++) {
            int p1 = div * 2;
            int p2 = i + 1;
            baseFaces[6 * div + 3 * i] = i;
            baseFaces[6 * div + 3 * i + 1] = p1;
            baseFaces[6 * div + 3 * i + 2] = p2 == div ? 0 : p2;
            baseTexture[6 * div + 3 * i] = (div + 1) * 2 + i;
            baseTexture[6 * div + 3 * i + 1] = (div + 1) * 4;
            baseTexture[6 * div + 3 * i + 2] = (div + 1) * 2 + i + 1;
        }
        for (int i = 0; i < div; i++) {
            int p1 = div * 2 + 1;
            int p2 = i + 1 + div;
            baseFaces[9 * div + 3 * i] = i + div;
            baseFaces[9 * div + 3 * i + 1] = p2 % div == 0 ? p2 - div : p2;
            baseFaces[9 * div + 3 * i + 2] = p1;
            baseTexture[9 * div + 3 * i] = (div + 1) * 3 + i;
            baseTexture[9 * div + 3 * i + 1] = (div + 1) * 3 + i + 1;
            baseTexture[9 * div + 3 * i + 2] = (div + 1) * 4 + 1;
        }
        points0 = baseVertices;
        numVertices = baseVertices.length / 3;
        texCoord0 = baseTexCoords;
        numTexCoords = baseTexCoords.length / 2;
        faces0 = IntStream.range(0, baseFaces.length / 3).mapToObj(i -> IntStream.of(baseFaces[3 * i], baseTexture[3 * i], baseFaces[3 * i + 1], baseTexture[3 * i + 1], baseFaces[3 * i + 2], baseTexture[3 * i + 2])).flatMapToInt(i -> i).toArray();
        numFaces = baseFaces.length / 3;
    } else if (m0 != null) {
        points0 = new float[numVertices * m0.getPointElementSize()];
        m0.getPoints().toArray(points0);
    }
    final float h = height;
    List<Point3D> points1 = IntStream.range(0, numVertices).mapToObj(i -> {
        Point3D p = new Point3D(points0[3 * i], points0[3 * i + 1], points0[3 * i + 2]);
        p.f = (h / 2 - unTransform(p).y) / h;
        return p;
    }).collect(Collectors.toList());
    if (level > 0 && m0 != null) {
        texCoord0 = new float[numTexCoords * m0.getTexCoordElementSize()];
        m0.getTexCoords().toArray(texCoord0);
    }
    texCoord1 = IntStream.range(0, numTexCoords).mapToObj(i -> new Point2D(texCoord0[2 * i], texCoord0[2 * i + 1])).collect(Collectors.toList());
    if (level > 0 && m0 != null) {
        faces0 = new int[numFaces * m0.getFaceElementSize()];
        m0.getFaces().toArray(faces0);
    }
    List<Face3> faces1 = IntStream.range(0, numFaces).mapToObj(i -> new Face3(faces0[6 * i], faces0[6 * i + 2], faces0[6 * i + 4])).collect(Collectors.toList());
    index.set(points1.size());
    map.clear();
    listVertices.clear();
    listFaces.clear();
    listVertices.addAll(points1);
    faces1.forEach(face -> {
        int v1 = face.p0;
        int v2 = face.p1;
        int v3 = face.p2;
        if (level > 0) {
            int a = getMiddle(v1, points1.get(v1), v2, points1.get(v2));
            int b = getMiddle(v2, points1.get(v2), v3, points1.get(v3));
            int c = getMiddle(v3, points1.get(v3), v1, points1.get(v1));
            listFaces.add(new Face3(v1, a, c));
            listFaces.add(new Face3(v2, b, a));
            listFaces.add(new Face3(v3, c, b));
            listFaces.add(new Face3(a, b, c));
        } else {
            listFaces.add(new Face3(v1, v2, v3));
        }
    });
    map.clear();
    numVertices = listVertices.size();
    numFaces = listFaces.size();
    List<Face3> textures1;
    if (level == 0) {
        textures1 = IntStream.range(0, faces0.length / 6).mapToObj(i -> new Face3(faces0[6 * i + 1], faces0[6 * i + 3], faces0[6 * i + 5])).collect(Collectors.toList());
    } else {
        textures1 = listTextures.stream().map(t -> t).collect(Collectors.toList());
    }
    index.set(texCoord1.size());
    listTextures.clear();
    AtomicInteger kk = new AtomicInteger();
    textures1.forEach(face -> {
        int v1 = face.p0;
        int v2 = face.p1;
        int v3 = face.p2;
        if (level > 0) {
            int a = getMiddle(v1, texCoord1.get(v1), v2, texCoord1.get(v2));
            int b = getMiddle(v2, texCoord1.get(v2), v3, texCoord1.get(v3));
            int c = getMiddle(v3, texCoord1.get(v3), v1, texCoord1.get(v1));
            listTextures.add(new Face3(v1, a, c));
            listTextures.add(new Face3(v2, b, a));
            listTextures.add(new Face3(v3, c, b));
            listTextures.add(new Face3(a, b, c));
        } else {
            listTextures.add(new Face3(v1, v2, v3));
        }
    });
    map.clear();
    texCoord0 = texCoord1.stream().flatMapToDouble(p -> DoubleStream.of(p.getX(), p.getY())).collect(() -> new FloatCollector(texCoord1.size() * 2), FloatCollector::add, FloatCollector::join).toArray();
    numTexCoords = texCoord0.length / 2;
    textureCoords = texCoord0;
    if (level == getLevel()) {
        areaMesh.setWidth(majorRadius + 2f * Math.PI * majorRadius);
        areaMesh.setHeight(height + 2f * (minorRadius + majorRadius));
        smoothingGroups = IntStream.range(0, listFaces.size()).map(i -> {
            if (getSectionType() != TriangleMeshHelper.SectionType.CIRCLE) {
                return 0;
            }
            if (i < listFaces.size() / 2) {
                return 1;
            } else if (i < 3 * listFaces.size() / 4) {
                return 2;
            }
            return 4;
        }).toArray();
    }
    return createMesh();
}
Also used : IntStream(java.util.stream.IntStream) Affine(javafx.scene.transform.Affine) Rotate(javafx.scene.transform.Rotate) HashMap(java.util.HashMap) DoubleProperty(javafx.beans.property.DoubleProperty) IntegerProperty(javafx.beans.property.IntegerProperty) CullFace(javafx.scene.shape.CullFace) TriangleMesh(javafx.scene.shape.TriangleMesh) NonInvertibleTransformException(javafx.scene.transform.NonInvertibleTransformException) SectionType(org.fxyz.shapes.primitives.helper.TriangleMeshHelper.SectionType) AtomicInteger(java.util.concurrent.atomic.AtomicInteger) SimpleIntegerProperty(javafx.beans.property.SimpleIntegerProperty) Point2D(javafx.geometry.Point2D) Transform(javafx.scene.transform.Transform) TriangleMeshHelper(org.fxyz.shapes.primitives.helper.TriangleMeshHelper) ObjectProperty(javafx.beans.property.ObjectProperty) FloatCollector(org.fxyz.utils.FloatCollector) Translate(javafx.scene.transform.Translate) DrawMode(javafx.scene.shape.DrawMode) Collectors(java.util.stream.Collectors) DoubleStream(java.util.stream.DoubleStream) List(java.util.List) SimpleObjectProperty(javafx.beans.property.SimpleObjectProperty) DepthTest(javafx.scene.DepthTest) Face3(org.fxyz.geometry.Face3) SimpleDoubleProperty(javafx.beans.property.SimpleDoubleProperty) Point3D(org.fxyz.geometry.Point3D) TriangleMesh(javafx.scene.shape.TriangleMesh) Rotate(javafx.scene.transform.Rotate) FloatCollector(org.fxyz.utils.FloatCollector) Affine(javafx.scene.transform.Affine) Point2D(javafx.geometry.Point2D) AtomicInteger(java.util.concurrent.atomic.AtomicInteger) Point3D(org.fxyz.geometry.Point3D) Translate(javafx.scene.transform.Translate) Face3(org.fxyz.geometry.Face3)

Example 7 with Affine

use of javafx.scene.transform.Affine in project FXyzLib by Birdasaur.

the class SegmentedSphereMesh method createSegmentedSphere.

private TriangleMesh createSegmentedSphere(int subDivY, int cropX, int cropY, float radius, float tubeStartAngle, float xOffset, float yOffset, float zOffset) {
    listVertices.clear();
    listTextures.clear();
    listFaces.clear();
    int subDivX = subDivY;
    int numDivX = subDivX + 1 - 2 * cropX;
    float pointX, pointY, pointZ;
    areaMesh.setWidth((1 - 2 * cropX / subDivX) * 2d * Math.PI * radius);
    areaMesh.setHeight((1 - 2 * cropY / subDivY) * 2d * Math.PI * radius);
    a = new Affine();
    if (center.get() != null) {
        a = a.createConcatenation(new Translate(center.get().x, center.get().y, center.get().z));
    }
    // Create points
    for (int y = cropY; y <= subDivY - cropY; y++) {
        float dy = (float) y / subDivY;
        for (int x = cropX; x <= subDivX - cropX; x++) {
            float dx = (float) x / subDivX;
            if (cropX > 0 || (cropX == 0 && x < subDivX)) {
                pointX = (float) ((radius * Math.sin((-1d + dy) * Math.PI)) * (Math.cos((-1d + 2d * dx) * Math.PI) + xOffset));
                pointZ = (float) ((radius * Math.sin((-1d + dy) * Math.PI)) * (Math.sin((-1d + 2d * dx) * Math.PI) + yOffset));
                pointY = (float) (radius * Math.cos((-1d + dy) * Math.PI) * zOffset);
                Point3D ta = transform(pointX, pointY, pointZ);
                listVertices.add(ta);
            }
        }
    }
    // Create texture coordinates
    //        if(exterior.get()){
    createTexCoords(subDivX - 2 * cropX, subDivY - 2 * cropY);
    // Create textures indices
    for (int y = cropY; y < subDivY - cropY; y++) {
        for (int x = cropX; x < subDivX - cropX; x++) {
            int p00 = (y - cropY) * numDivX + (x - cropX);
            int p01 = p00 + 1;
            int p10 = p00 + numDivX;
            int p11 = p10 + 1;
            if (y < subDivY - 1) {
                listTextures.add(new Face3(p00, p10, p11));
            }
            if (y > 0) {
                listTextures.add(new Face3(p11, p01, p00));
            }
        }
    }
    // Create faces indices
    for (int y = cropY; y < subDivY - cropY; y++) {
        for (int x = cropX; x < subDivX - cropX; x++) {
            int p00 = (y - cropY) * ((cropX > 0) ? numDivX : numDivX - 1) + (x - cropX);
            int p01 = p00 + 1;
            if (cropX == 0 && x == subDivX - 1) {
                p01 -= subDivX;
            }
            int p10 = p00 + ((cropX > 0) ? numDivX : numDivX - 1);
            //                if(cropY==0 && y==subDivY-1){
            //                    p10-=subDivY*((cropX>0)?numDivX:numDivX-1);
            //                }
            int p11 = p10 + 1;
            if (cropX == 0 && x == subDivX - 1) {
                p11 -= subDivX;
            }
            if (y < subDivY - 1) {
                listFaces.add(new Face3(p00, p10, p11));
            }
            if (y > 0) {
                listFaces.add(new Face3(p11, p01, p00));
            }
        }
    }
    return createMesh();
}
Also used : Point3D(org.fxyz.geometry.Point3D) Affine(javafx.scene.transform.Affine) Translate(javafx.scene.transform.Translate) Face3(org.fxyz.geometry.Face3)

Example 8 with Affine

use of javafx.scene.transform.Affine in project FXyzLib by Birdasaur.

the class CuboidMesh method createCube.

private TriangleMesh createCube(float width, float height, float depth, int level) {
    TriangleMesh m0 = null;
    if (level > 0) {
        m0 = createCube(width, height, depth, level - 1);
    }
    if (level == 0) {
        a = new Affine();
        float L = 2f * width + 2f * depth;
        float H = height + 2f * depth;
        float hw = width / 2f, hh = height / 2f, hd = depth / 2f;
        if (center.get() != null) {
            a = a.createConcatenation(new Translate(center.get().x, center.get().y, center.get().z));
        //                hw+=center.get().x;
        //                hh+=center.get().y;
        //                hd+=center.get().z;
        }
        final float[] baseVertices = new float[] { hw, hh, hd, hw, hh, -hd, hw, -hh, hd, hw, -hh, -hd, -hw, hh, hd, -hw, hh, -hd, -hw, -hh, hd, -hw, -hh, -hd };
        final float[] baseTexCoords = new float[] { depth / L, 0f, (depth + width) / L, 0f, 0f, depth / H, depth / L, depth / H, (depth + width) / L, depth / H, (2f * depth + width) / L, depth / H, 1f, depth / H, 0f, (depth + height) / H, depth / L, (depth + height) / H, (depth + width) / L, (depth + height) / H, (2f * depth + width) / L, (depth + height) / H, 1f, (depth + height) / H, depth / L, 1f, (depth + width) / L, 1f };
        final int[] baseTexture = new int[] { 8, 3, 7, 3, 2, 7, 9, 10, 4, 4, 10, 5, 8, 12, 9, 9, 12, 13, 3, 4, 0, 0, 4, 1, 8, 9, 3, 3, 9, 4, 11, 6, 10, 10, 6, 5 };
        final List<Integer> baseFaces = Arrays.asList(0, 2, 1, 2, 3, 1, 4, 5, 6, 6, 5, 7, 0, 1, 4, 4, 1, 5, 2, 6, 3, 3, 6, 7, 0, 4, 2, 2, 4, 6, 1, 3, 5, 5, 3, 7);
        for (int i = 0; i < baseVertices.length / 3; i++) {
            Point3D ta = transform(baseVertices[3 * i], baseVertices[3 * i + 1], baseVertices[3 * i + 2]);
            baseVertices[3 * i] = ta.x;
            baseVertices[3 * i + 1] = ta.y;
            baseVertices[3 * i + 2] = ta.z;
        }
        points0 = baseVertices;
        numVertices = baseVertices.length / 3;
        texCoord0 = baseTexCoords;
        numTexCoords = baseTexCoords.length / 2;
        faces0 = IntStream.range(0, baseFaces.size() / 3).mapToObj(i -> IntStream.of(baseFaces.get(3 * i), baseTexture[3 * i], baseFaces.get(3 * i + 1), baseTexture[3 * i + 1], baseFaces.get(3 * i + 2), baseTexture[3 * i + 2])).flatMapToInt(i -> i).toArray();
        numFaces = baseFaces.size() / 3;
    } else if (m0 != null) {
        points0 = new float[numVertices * m0.getPointElementSize()];
        m0.getPoints().toArray(points0);
    }
    List<Point3D> points1 = IntStream.range(0, numVertices).mapToObj(i -> new Point3D(points0[3 * i], points0[3 * i + 1], points0[3 * i + 2])).collect(Collectors.toList());
    if (level > 0 && m0 != null) {
        texCoord0 = new float[numTexCoords * m0.getTexCoordElementSize()];
        m0.getTexCoords().toArray(texCoord0);
    }
    texCoord1 = IntStream.range(0, numTexCoords).mapToObj(i -> new Point2D(texCoord0[2 * i], texCoord0[2 * i + 1])).collect(Collectors.toList());
    if (level > 0 && m0 != null) {
        faces0 = new int[numFaces * m0.getFaceElementSize()];
        m0.getFaces().toArray(faces0);
    }
    List<Face3> faces1 = IntStream.range(0, numFaces).mapToObj(i -> new Face3(faces0[6 * i], faces0[6 * i + 2], faces0[6 * i + 4])).collect(Collectors.toList());
    index.set(points1.size());
    map.clear();
    listVertices.clear();
    listFaces.clear();
    listVertices.addAll(points1);
    faces1.forEach(face -> {
        int v1 = face.p0;
        int v2 = face.p1;
        int v3 = face.p2;
        if (level > 0) {
            int a = getMiddle(v1, points1.get(v1), v2, points1.get(v2));
            int b = getMiddle(v2, points1.get(v2), v3, points1.get(v3));
            int c = getMiddle(v3, points1.get(v3), v1, points1.get(v1));
            listFaces.add(new Face3(v1, a, c));
            listFaces.add(new Face3(v2, b, a));
            listFaces.add(new Face3(v3, c, b));
            listFaces.add(new Face3(a, b, c));
        } else {
            listFaces.add(new Face3(v1, v2, v3));
        }
    });
    map.clear();
    numVertices = listVertices.size();
    numFaces = listFaces.size();
    List<Face3> textures1;
    if (level == 0) {
        textures1 = IntStream.range(0, faces0.length / 6).mapToObj(i -> new Face3(faces0[6 * i + 1], faces0[6 * i + 3], faces0[6 * i + 5])).collect(Collectors.toList());
    } else {
        textures1 = listTextures.stream().map(t -> t).collect(Collectors.toList());
    }
    index.set(texCoord1.size());
    listTextures.clear();
    textures1.forEach(face -> {
        int v1 = face.p0;
        int v2 = face.p1;
        int v3 = face.p2;
        if (level > 0) {
            int a = getMiddle(v1, texCoord1.get(v1), v2, texCoord1.get(v2));
            int b = getMiddle(v2, texCoord1.get(v2), v3, texCoord1.get(v3));
            int c = getMiddle(v3, texCoord1.get(v3), v1, texCoord1.get(v1));
            listTextures.add(new Face3(v1, a, c));
            listTextures.add(new Face3(v2, b, a));
            listTextures.add(new Face3(v3, c, b));
            listTextures.add(new Face3(a, b, c));
        } else {
            listTextures.add(new Face3(v1, v2, v3));
        }
    });
    map.clear();
    texCoord0 = texCoord1.stream().flatMapToDouble(p -> DoubleStream.of(p.getX(), p.getY())).collect(() -> new FloatCollector(texCoord1.size() * 2), FloatCollector::add, FloatCollector::join).toArray();
    numTexCoords = texCoord0.length / 2;
    textureCoords = texCoord0;
    if (level == getLevel()) {
        areaMesh.setWidth(2f * width + 2f * depth);
        areaMesh.setHeight(height + 2f * depth);
        // 1<<j -> bitset, 00100. Otherwise: 000111 will mean they are shared
        smoothingGroups = IntStream.range(0, listFaces.size()).map(i -> 1 << (i / (listFaces.size() / 6))).toArray();
    // smoothing groups based on 3DViewer -> same result
    //            float[] normals=new float[]{1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1};
    //            int[] newFaces = IntStream.range(0, listFaces.size())
    //                        .mapToObj(i->IntStream.of((int)listFaces.get(i).x, (int)listFaces.get(i).x, 
    //                                (int)listFaces.get(i).y, (int)listFaces.get(i).y, 
    //                                (int)listFaces.get(i).z, (int)listFaces.get(i).z))
    //                        .flatMapToInt(i->i).toArray();
    //            int[] newFaceNormals = IntStream.range(0,listFaces.size()).mapToObj(i->{
    //                int j=(i/(listFaces.size()/6));
    //                return IntStream.of(j,j,j);
    //            }).flatMapToInt(i->i).toArray();
    //            smoothingGroups=SmoothingGroups.calcSmoothGroups(new TriangleMesh(), newFaces, newFaceNormals, normals);
    }
    return createMesh();
}
Also used : IntStream(java.util.stream.IntStream) Arrays(java.util.Arrays) Affine(javafx.scene.transform.Affine) HashMap(java.util.HashMap) DoubleProperty(javafx.beans.property.DoubleProperty) IntegerProperty(javafx.beans.property.IntegerProperty) CullFace(javafx.scene.shape.CullFace) TriangleMesh(javafx.scene.shape.TriangleMesh) NonInvertibleTransformException(javafx.scene.transform.NonInvertibleTransformException) AtomicInteger(java.util.concurrent.atomic.AtomicInteger) SimpleIntegerProperty(javafx.beans.property.SimpleIntegerProperty) Point2D(javafx.geometry.Point2D) Transform(javafx.scene.transform.Transform) ObjectProperty(javafx.beans.property.ObjectProperty) FloatCollector(org.fxyz.utils.FloatCollector) Translate(javafx.scene.transform.Translate) DrawMode(javafx.scene.shape.DrawMode) Collectors(java.util.stream.Collectors) DoubleStream(java.util.stream.DoubleStream) List(java.util.List) SimpleObjectProperty(javafx.beans.property.SimpleObjectProperty) DepthTest(javafx.scene.DepthTest) Face3(org.fxyz.geometry.Face3) SimpleDoubleProperty(javafx.beans.property.SimpleDoubleProperty) Point3D(org.fxyz.geometry.Point3D) TriangleMesh(javafx.scene.shape.TriangleMesh) FloatCollector(org.fxyz.utils.FloatCollector) Affine(javafx.scene.transform.Affine) AtomicInteger(java.util.concurrent.atomic.AtomicInteger) Point2D(javafx.geometry.Point2D) Point3D(org.fxyz.geometry.Point3D) Translate(javafx.scene.transform.Translate) Face3(org.fxyz.geometry.Face3)

Aggregations

Affine (javafx.scene.transform.Affine)8 Translate (javafx.scene.transform.Translate)4 Face3 (org.fxyz.geometry.Face3)4 Point3D (org.fxyz.geometry.Point3D)4 HashMap (java.util.HashMap)3 List (java.util.List)3 AtomicInteger (java.util.concurrent.atomic.AtomicInteger)3 Collectors (java.util.stream.Collectors)3 DoubleStream (java.util.stream.DoubleStream)3 IntStream (java.util.stream.IntStream)3 DoubleProperty (javafx.beans.property.DoubleProperty)3 IntegerProperty (javafx.beans.property.IntegerProperty)3 ObjectProperty (javafx.beans.property.ObjectProperty)3 SimpleDoubleProperty (javafx.beans.property.SimpleDoubleProperty)3 SimpleIntegerProperty (javafx.beans.property.SimpleIntegerProperty)3 SimpleObjectProperty (javafx.beans.property.SimpleObjectProperty)3 Point2D (javafx.geometry.Point2D)3 DepthTest (javafx.scene.DepthTest)3 CullFace (javafx.scene.shape.CullFace)3 DrawMode (javafx.scene.shape.DrawMode)3