use of org.fxyz.geometry.Point3D in project FXyzLib by Birdasaur.
the class PolyLine3DTest method start.
@Override
public void start(Stage primaryStage) throws Exception {
Group sceneRoot = new Group();
Scene scene = new Scene(sceneRoot, sceneWidth, sceneHeight, true, SceneAntialiasing.BALANCED);
scene.setFill(Color.BLACK);
camera = new PerspectiveCamera(true);
camera.setNearClip(0.1);
camera.setFarClip(10000.0);
camera.setTranslateZ(-1000);
scene.setCamera(camera);
ArrayList<Point3D> points = new ArrayList<>();
for (int i = -250; i < 250; i++) {
points.add(new Point3D((float) i, (float) Math.sin(i) * 50 + i, (float) Math.cos(i) * 50 + i));
}
polyLine3D = new PolyLine3D(points, 3, Color.STEELBLUE);
sceneRoot.getChildren().addAll(polyLine3D);
scene.setOnKeyPressed(event -> {
double change = 10.0;
// Add shift modifier to simulate "Running Speed"
if (event.isShiftDown()) {
change = 50.0;
}
// What key did the user press?
KeyCode keycode = event.getCode();
// Step 2c: Add Zoom controls
if (keycode == KeyCode.W) {
camera.setTranslateZ(camera.getTranslateZ() + change);
}
if (keycode == KeyCode.S) {
camera.setTranslateZ(camera.getTranslateZ() - change);
}
// Step 2d: Add Strafe controls
if (keycode == KeyCode.A) {
camera.setTranslateX(camera.getTranslateX() - change);
}
if (keycode == KeyCode.D) {
camera.setTranslateX(camera.getTranslateX() + change);
}
});
// Add a Mouse Handler for Rotations
Rotate xRotate = new Rotate(0, Rotate.X_AXIS);
Rotate yRotate = new Rotate(0, Rotate.Y_AXIS);
Rotate zRotate = new Rotate(0, Rotate.Z_AXIS);
polyLine3D.getTransforms().addAll(xRotate, yRotate);
// Use Binding so your rotation doesn't have to be recreated
xRotate.angleProperty().bind(angleX);
yRotate.angleProperty().bind(angleY);
zRotate.angleProperty().bind(angleZ);
// Start Tracking mouse movements only when a button is pressed
scene.setOnMousePressed(event -> {
scenex = event.getSceneX();
sceney = event.getSceneY();
fixedXAngle = angleX.get();
fixedYAngle = angleY.get();
if (event.isMiddleButtonDown()) {
scenez = event.getSceneX();
fixedZAngle = angleZ.get();
}
});
// Angle calculation will only change when the button has been pressed
scene.setOnMouseDragged(event -> {
if (event.isMiddleButtonDown())
angleZ.set(fixedZAngle - (scenez - event.getSceneY()));
else
angleX.set(fixedXAngle - (scenex - event.getSceneY()));
angleY.set(fixedYAngle + sceney - event.getSceneX());
});
primaryStage.setTitle("F(X)yz ScatterPlotTest");
primaryStage.setScene(scene);
primaryStage.show();
}
use of org.fxyz.geometry.Point3D 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();
}
use of org.fxyz.geometry.Point3D in project FXyzLib by Birdasaur.
the class FrustumMesh method getMiddle.
private int getMiddle(int v1, Point3D p1, int v2, Point3D p2) {
String key = "" + Math.min(v1, v2) + "_" + Math.max(v1, v2);
if (map.get(key) != null) {
return map.get(key);
}
Point3D p3 = p1.add(p2).multiply(0.5f);
if (getSectionType().equals(SectionType.CIRCLE)) {
if (inCircle(p1) && inCircle(p2)) {
Point3D p4 = unTransform(p3);
float fact = (float) (radius(p4.y) / Math.sqrt(p4.x * p4.x + p4.z * p4.z));
p3 = transform(fact * p4.x, p4.y, fact * p4.z);
if (!inCircle(p3)) {
System.out.println("p3: " + p3);
}
}
}
// f = h of local cylinder from 0 on top (ini) to 1 on bottom (end)
p3.f = (float) ((height.get() / 2d - unTransform(p3).y) / height.get());
listVertices.add(p3);
map.put(key, index.get());
return index.getAndIncrement();
}
use of org.fxyz.geometry.Point3D 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]);
// f = h of local cylinder from 0 on top (ini) to 1 on bottom (end)
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();
}
use of org.fxyz.geometry.Point3D in project FXyzLib by Birdasaur.
the class PrismMesh method getMiddle.
private int getMiddle(int v1, Point3D p1, int v2, Point3D p2) {
String key = "" + Math.min(v1, v2) + "_" + Math.max(v1, v2);
if (map.get(key) != null) {
return map.get(key);
}
Point3D p3 = p1.add(p2).multiply(0.5f);
if (getSectionType().equals(SectionType.CIRCLE)) {
if (inCircle(p1) && inCircle(p2)) {
Point3D p4 = unTransform(p3);
float fact = (float) (radius.get() / Math.sqrt(p4.x * p4.x + p4.z * p4.z));
p3 = transform(fact * p4.x, p4.y, fact * p4.z);
if (!inCircle(p3)) {
System.out.println("p3: " + p3);
}
}
}
// f = h of local cylinder from 0 on top (ini) to 1 on bottom (end)
p3.f = (float) ((height.get() / 2d - unTransform(p3).y) / height.get());
listVertices.add(p3);
map.put(key, index.get());
return index.getAndIncrement();
}
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