?? rectangularnormaltessellator.java
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return p;
}
private static DoubleBuffer getTextureCoordinates(int density)
{
if (density < 1)
density = 1;
// Approximate 1 to avoid shearing off of right and top skirts in SurfaceTileRenderer.
// TODO: dig into this more: why are the skirts being sheared off?
final double one = 0.999999;
DoubleBuffer p = parameterizations.get(density);
if (p != null)
return p;
int coordCount = (density + 3) * (density + 3);
p = BufferUtil.newDoubleBuffer(2 * coordCount);
double delta = 1d / density;
int k = 2 * (density + 3);
for (int j = 0; j < density; j++)
{
double v = j * delta;
// skirt column; duplicate first column
p.put(k++, 0d);
p.put(k++, v);
// interior columns
for (int i = 0; i < density; i++)
{
p.put(k++, i * delta); // u
p.put(k++, v);
}
// last interior column; force u to 1.
p.put(k++, one);//1d);
p.put(k++, v);
// skirt column; duplicate previous column
p.put(k++, one);//1d);
p.put(k++, v);
}
// Last interior row
//noinspection UnnecessaryLocalVariable
double v = one;//1d;
p.put(k++, 0d); // skirt column
p.put(k++, v);
for (int i = 0; i < density; i++)
{
p.put(k++, i * delta); // u
p.put(k++, v);
}
p.put(k++, one);//1d); // last interior column
p.put(k++, v);
p.put(k++, one);//1d); // skirt column
p.put(k++, v);
// last skirt row
int kk = k - 2 * (density + 3);
for (int i = 0; i < density + 3; i++)
{
p.put(k++, p.get(kk++));
p.put(k++, p.get(kk++));
}
// first skirt row
k = 0;
kk = 2 * (density + 3);
for (int i = 0; i < density + 3; i++)
{
p.put(k++, p.get(kk++));
p.put(k++, p.get(kk++));
}
parameterizations.put(density, p);
return p;
}
protected static IntBuffer getIndices(int density)
{
if (density < 1)
density = 1;
// return a pre-computed buffer if possible.
java.nio.IntBuffer buffer = indexLists.get(density);
if (buffer != null)
return buffer;
int sideSize = density + 2;
int indexCount = 2 * sideSize * sideSize + 4 * sideSize - 2;
buffer = BufferUtil.newIntBuffer(indexCount);
int k = 0;
for (int i = 0; i < sideSize; i++)
{
buffer.put(k);
if (i > 0)
{
buffer.put(++k);
buffer.put(k);
}
if (i % 2 == 0) // even
{
buffer.put(++k);
for (int j = 0; j < sideSize; j++)
{
k += sideSize;
buffer.put(k);
buffer.put(++k);
}
}
else
// odd
{
buffer.put(--k);
for (int j = 0; j < sideSize; j++)
{
k -= sideSize;
buffer.put(k);
buffer.put(--k);
}
}
}
indexLists.put(density, buffer);
return buffer;
}
//calculates normals quickly, but uses 4 surrounding vertices
//instead of average of connected faces
protected static DoubleBuffer getNormalsQuick(int density,
DoubleBuffer vertices, Vec4 referenceCenter)
{
int side = density + 3;
int numVertices = side * side;
java.nio.DoubleBuffer normals = BufferUtil
.newDoubleBuffer(numVertices * 3);
Vec4 p0, p1, p2, p3, p4;
//don't calculate skirt normals yet
for (int j = 1; j < side - 1; j++)
{
for (int i = 1; i < side - 1; i++)
{
int index0 = j * side + i;
int index1 = j * side + (i - 1);
int index2 = j * side + (i + 1);
int index3 = (j - 1) * side + i;
int index4 = (j + 1) * side + i;
p0 = getVec4(index0, vertices, referenceCenter);
p1 = getVec4(index1, vertices, referenceCenter);
p2 = getVec4(index2, vertices, referenceCenter);
p3 = getVec4(index3, vertices, referenceCenter);
p4 = getVec4(index4, vertices, referenceCenter);
Vec4 n1 = p0.subtract3(p1).normalize3().cross3(
p0.subtract3(p3).normalize3());
Vec4 n2 = p0.subtract3(p2).normalize3().cross3(
p0.subtract3(p4).normalize3());
Vec4 normal = n1.add3(n2).normalize3();
normals.put(index0 * 3, normal.x).put(index0 * 3 + 1, normal.y)
.put(index0 * 3 + 2, normal.z);
}
}
//copy skirt normals from neighbours
for (int i = 1; i < side - 1; i++)
{
int di = i;
int si = side + i;
copyNormalInBuffer(si, di, normals);
di = side * (side - 1) + i;
si = side * (side - 2) + i;
copyNormalInBuffer(si, di, normals);
}
for (int i = 0; i < side; i++)
{
int di = i * side;
int si = i * side + 1;
copyNormalInBuffer(si, di, normals);
di = i * side + (side - 1);
si = i * side + (side - 2);
copyNormalInBuffer(si, di, normals);
}
return normals;
}
private static Vec4 getVec4(int index, DoubleBuffer vertices,
Vec4 referenceCenter)
{
return new Vec4(vertices.get(index * 3) + referenceCenter.x, vertices
.get(index * 3 + 1)
+ referenceCenter.y, vertices.get(index * 3 + 2)
+ referenceCenter.z);
}
private static void copyNormalInBuffer(int srcIndex, int dstIndex,
DoubleBuffer normals)
normals.put(dstIndex * 3, normals.get(srcIndex * 3));
normals.put(dstIndex * 3 + 1, normals.get(srcIndex * 3 + 1));
normals.put(dstIndex * 3 + 2, normals.get(srcIndex * 3 + 2));
}
//computes normals for the triangle strip
protected static java.nio.DoubleBuffer getNormals(int density,
DoubleBuffer vertices, java.nio.IntBuffer indices,
Vec4 referenceCenter)
{
int side = density + 3;
int numVertices = side * side;
int numFaces = indices.limit() - 2;
double centerX = referenceCenter.x;
double centerY = referenceCenter.y;
// Create normal buffer
java.nio.DoubleBuffer normals = BufferUtil
.newDoubleBuffer(numVertices * 3);
int[] counts = new int[numVertices];
Vec4[] norms = new Vec4[numVertices];
for (int i = 0; i < numVertices; i++)
norms[i] = new Vec4(0d);
for (int i = 0; i < numFaces; i++)
{
//get vertex indices
int index0 = indices.get(i);
int index1 = indices.get(i + 1);
int index2 = indices.get(i + 2);
//get verts involved in current face
Vec4 v0 = new Vec4(vertices.get(index0 * 3) + centerX, vertices
.get(index0 * 3 + 1)
+ centerY, vertices.get(index0 * 3 + 2) + centerZ);
Vec4 v1 = new Vec4(vertices.get(index1 * 3) + centerX, vertices
.get(index1 * 3 + 1)
+ centerY, vertices.get(index1 * 3 + 2) + centerZ);
Vec4 v2 = new Vec4(vertices.get(index2 * 3) + centerX, vertices
.get(index2 * 3 + 1)
+ centerY, vertices.get(index2 * 3 + 2) + centerZ);
// get triangle edge vectors and plane normal
Vec4 e1 = v1.subtract3(v0), e2;
if (i % 2 == 0)
e2 = v2.subtract3(v0);
else
e2 = v0.subtract3(v2);
Vec4 N = e1.cross3(e2).normalize3(); // if N is 0, the triangle is degenerate
if (N.getLength3() > 0)
{
// Store the face's normal for each of the vertices that make up the face.
norms[index0] = norms[index0].add3(N);
norms[index1] = norms[index1].add3(N);
norms[index2] = norms[index2].add3(N);
//increment vertex normal counts
counts[index0]++;
counts[index1]++;
counts[index2]++;
}
}
// Now loop through each vertex, and average out all the normals stored.
for (int i = 0; i < numVertices; i++)
{
if (counts[i] > 0)
norms[i] = norms[i].divide3(counts[i]).normalize3();
int index = i * 3;
normals.put(index++, norms[i].x).put(index++, norms[i].y).put(
index, norms[i].z);
}
return normals;
}
// TODO: The following method was brought over from BasicRectangularTessellator and is unchecked.
// Compute normals for a strip
/*protected static java.nio.DoubleBuffer getNormals(int density,
DoubleBuffer vertices, java.nio.IntBuffer indices,
Vec4 referenceCenter)
{
int numVertices = (density + 3) * (density + 3);
int sideSize = density + 2;
int numFaces = indices.limit() - 2;
double centerX = referenceCenter.x;
double centerY = referenceCenter.y;
double centerZ = referenceCenter.z;
// Create normal buffer
java.nio.DoubleBuffer normals = BufferUtil
.newDoubleBuffer(numVertices * 3);
// Create per vertex normal lists
List<List<Vec4>> normalLists = new ArrayList<List<Vec4>>(numVertices);
for (int i = 0; i < numVertices; i++)
normalLists.add(i, new ArrayList<Vec4>());
// Go through all faces in the strip and store normals in lists
for (int i = 0; i < numFaces; i++)
{
int vIndex = 3 * indices.get(i);
Vec4 v0 = new Vec4((vertices.get(vIndex++) + centerX), (vertices
.get(vIndex++) + centerY), (vertices.get(vIndex) + centerZ));
vIndex = 3 * indices.get(i + 1);
Vec4 v1 = new Vec4((vertices.get(vIndex++) + centerX), (vertices
.get(vIndex++) + centerY), (vertices.get(vIndex) + centerZ));
vIndex = 3 * indices.get(i + 2);
Vec4 v2 = new Vec4((vertices.get(vIndex++) + centerX), (vertices
.get(vIndex++) + centerY), (vertices.get(vIndex) + centerZ));
// get triangle edge vectors and plane normal
Vec4 e1 = v1.subtract3(v0);
Vec4 e2 = v2.subtract3(v0);
Vec4 N = e1.cross3(e2).normalize3(); // if N is 0, the triangle is degenerate
// Store the face's normal for each of the vertices that make up the face.
// TODO: Clear up warnings here
normalLists.get(indices.get(i)).add(N);
normalLists.get(indices.get(i + 1)).add(N);
normalLists.get(indices.get(i + 2)).add(N);
//System.out.println("Normal: " + N);
}
// Now loop through each vertex, and average out all the normals stored.
int idx = 0;
for (int i = 0; i < numVertices; i++)
{
Vec4 normal = Vec4.ZERO;
// Sum
for (int j = 0; j < normalLists.get(i).size(); ++j)
normal = normal.add3(normalLists.get(i).get(j));
// Average
normal = normal.multiply3(1.0f / normalLists.get(i).size())
.normalize3();
// Fill normal buffer
normals.put(idx++, normal.x);
normals.put(idx++, normal.y);
normals.put(idx++, normal.z);
//System.out.println("Normal: " + normal + " - " + normalLists[i].size());
//System.out.println("Normal buffer: " + normals.get(idx - 3) + ", " + normals.get(idx - 2) + ", " + normals.get(idx - 1));
}
return normals;
}*/
private SectorGeometry.ExtractedShapeDescription getIntersectingTessellationPieces(RectTile tile, Plane[] planes)
{
tile.ri.vertices.rewind();
tile.ri.indices.rewind();
Vec4 offset = tile.ri.referenceCenter;
if (offset == null)
offset = new Vec4(0.0);
int trianglesNum = tile.ri.indices.capacity() - 2;
int[] indices = new int[3];
double[] coords = new double[3];
SectorGeometry.ExtractedShapeDescription clippedTriangleList = null;
for (int i = 0; i < trianglesNum; i++)
{
tile.ri.indices.position(i);
tile.ri.indices.get(indices);
if ((indices[0] == indices[1]) || (indices[0] == indices[2]) ||
(indices[1] == indices[2]))
// degenerate triangle
continue;
Vec4[] triVerts = new Vec4[3];
for (int j=0 ; j<3 ; j++)
{
tile.ri.vertices.position(3 * indices[j]);
tile.ri.vertices.get(c
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