projectedgrid.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 640 行 · 第 1/2 页
JAVA
640 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.effects.water;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import com.jme.math.FastMath;
import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.math.Vector2f;
import com.jme.math.Vector3f;
import com.jme.renderer.AbstractCamera;
import com.jme.renderer.Camera;
import com.jme.renderer.Renderer;
import com.jme.scene.TexCoords;
import com.jme.scene.TriMesh;
import com.jme.util.Timer;
import com.jme.util.geom.BufferUtils;
import com.jmex.effects.ProjectedTextureUtil;
/**
* <code>ProjectedGrid</code>
* Projected grid mesh
*
* @author Rikard Herlitz (MrCoder)
*/
public class ProjectedGrid extends TriMesh {
private static final long serialVersionUID = 1L;
private int sizeX;
private int sizeY;
//x/z step
private static Vector3f calcVec1 = new Vector3f();
private static Vector3f calcVec2 = new Vector3f();
private static Vector3f calcVec3 = new Vector3f();
private FloatBuffer vertBuf;
private FloatBuffer normBuf;
private FloatBuffer texs;
private IntBuffer indexBuffer;
private float viewPortWidth = 0;
private float viewPortHeight = 0;
private float viewPortLeft = 0;
private float viewPortBottom = 0;
private Quaternion origin = new Quaternion();
private Quaternion direction = new Quaternion();
private Vector2f source = new Vector2f();
private Matrix4f modelViewMatrix = new Matrix4f();
private Matrix4f projectionMatrix = new Matrix4f();
private Matrix4f modelViewProjectionInverse = new Matrix4f();
private Quaternion intersectBottomLeft = new Quaternion();
private Quaternion intersectTopLeft = new Quaternion();
private Quaternion intersectTopRight = new Quaternion();
private Quaternion intersectBottomRight = new Quaternion();
private Matrix4f modelViewMatrix1 = new Matrix4f();
private Matrix4f projectionMatrix1 = new Matrix4f();
private Matrix4f modelViewProjection1 = new Matrix4f();
private Matrix4f modelViewProjectionInverse1 = new Matrix4f();
private Quaternion intersectBottomLeft1 = new Quaternion();
private Quaternion intersectTopLeft1 = new Quaternion();
private Quaternion intersectTopRight1 = new Quaternion();
private Quaternion intersectBottomRight1 = new Quaternion();
private Vector3f camloc = new Vector3f();
private Vector3f camdir = new Vector3f();
private Quaternion pointFinal = new Quaternion();
private Quaternion pointTop = new Quaternion();
private Quaternion pointBottom = new Quaternion();
private Vector3f realPoint = new Vector3f();
public boolean freezeProjector = false;
public boolean useReal = false;
private Vector3f projectorLoc = new Vector3f();
private Timer timer;
private Camera cam;
private float fovY = 45.0f;
private HeightGenerator heightGenerator;
private float textureScale;
private float[] vertBufArray;
private float[] normBufArray;
private float[] texBufArray;
public ProjectedGrid( String name, Camera cam, int sizeX, int sizeY, float texureScale, HeightGenerator heightGenerator ) {
super( name );
this.sizeX = sizeX;
this.sizeY = sizeY;
this.textureScale = texureScale;
this.heightGenerator = heightGenerator;
this.cam = cam;
if (cam.getFrustumNear() > 0.0f) {
fovY = FastMath.atan(cam.getFrustumTop() / cam.getFrustumNear())
* 2.0f / FastMath.DEG_TO_RAD;
}
timer = Timer.getTimer();
setVertexCount( sizeX * sizeY );
vertBufArray = new float[getVertexCount()*3];
normBufArray = new float[getVertexCount()*3];
texBufArray = new float[getVertexCount()*2];
buildVertices();
buildTextureCoordinates();
buildNormals();
}
public void switchFreeze() {
freezeProjector = !freezeProjector;
}
public void draw( Renderer r ) {
update();
super.draw( r );
}
public void update() {
if( freezeProjector ) return;
float time = timer.getTimeInSeconds();
camloc.set( cam.getLocation() );
camdir.set( cam.getDirection() );
AbstractCamera camera = (AbstractCamera) cam;
viewPortWidth = camera.getWidth();
viewPortHeight = camera.getHeight();
viewPortLeft = camera.getViewPortLeft();
viewPortBottom = camera.getViewPortBottom();
modelViewMatrix.set( camera.getModelViewMatrix() );
projectionMatrix.set( camera.getProjectionMatrix() );
modelViewProjectionInverse.set( modelViewMatrix ).multLocal( projectionMatrix );
modelViewProjectionInverse.invertLocal();
source.set( 0.5f, 0.5f );
getWorldIntersection( source, modelViewProjectionInverse, pointFinal );
pointFinal.multLocal( 1.0f / pointFinal.w );
realPoint.set( pointFinal.x, pointFinal.y, pointFinal.z );
projectorLoc.set( cam.getLocation() );
realPoint.set( projectorLoc ).addLocal( cam.getDirection() );
Matrix4f rangeMatrix = null;
if( useReal ) {
Vector3f fakeLoc = new Vector3f( projectorLoc );
Vector3f fakePoint = new Vector3f( realPoint );
fakeLoc.addLocal( 0, 1000, 0 );
rangeMatrix = getMinMax( fakeLoc, fakePoint, cam );
}
ProjectedTextureUtil.matrixLookAt( projectorLoc, realPoint, Vector3f.UNIT_Y, modelViewMatrix );
ProjectedTextureUtil.matrixProjection( fovY + 10.0f, viewPortWidth / viewPortHeight, cam.getFrustumNear(), cam.getFrustumFar(), projectionMatrix );
modelViewProjectionInverse.set( modelViewMatrix ).multLocal( projectionMatrix );
modelViewProjectionInverse.invertLocal();
if( useReal && rangeMatrix != null ) {
rangeMatrix.multLocal( modelViewProjectionInverse );
modelViewProjectionInverse.set( rangeMatrix );
}
source.set( 0, 0 );
getWorldIntersection( source, modelViewProjectionInverse, intersectBottomLeft );
source.set( 0, 1 );
getWorldIntersection( source, modelViewProjectionInverse, intersectTopLeft );
source.set( 1, 1 );
getWorldIntersection( source, modelViewProjectionInverse, intersectTopRight );
source.set( 1, 0 );
getWorldIntersection( source, modelViewProjectionInverse, intersectBottomRight );
vertBuf.rewind();
float du = 1.0f / (float) (sizeX - 1);
float dv = 1.0f / (float) (sizeY - 1);
float u = 0, v = 0;
int index = 0;
for( int y = 0; y < sizeY; y++ ) {
for( int x = 0; x < sizeX; x++ ) {
interpolate( intersectTopLeft, intersectTopRight, u, pointTop );
interpolate( intersectBottomLeft, intersectBottomRight, u, pointBottom );
interpolate( pointTop, pointBottom, v, pointFinal );
pointFinal.x /= pointFinal.w;
pointFinal.z /= pointFinal.w;
realPoint.set( pointFinal.x,
heightGenerator.getHeight( pointFinal.x, pointFinal.z, time ),
pointFinal.z );
vertBufArray[index++] = realPoint.x;
vertBufArray[index++] = realPoint.y;
vertBufArray[index++] = realPoint.z;
u += du;
}
v += dv;
u = 0;
}
vertBuf.put( vertBufArray );
texs.rewind();
for( int i = 0; i < getVertexCount(); i++ ) {
texBufArray[i*2] = vertBufArray[i*3] * textureScale;
texBufArray[i*2+1] = vertBufArray[i*3+2] * textureScale;
}
texs.put( texBufArray );
normBuf.rewind();
oppositePoint.set( 0, 0, 0 );
adjacentPoint.set( 0, 0, 0 );
rootPoint.set( 0, 0, 0 );
tempNorm.set( 0, 0, 0 );
int adj = 0, opp = 0, normalIndex = 0;
for( int row = 0; row < sizeY; row++ ) {
for( int col = 0; col < sizeX; col++ ) {
if( row == sizeY - 1 ) {
if( col == sizeX - 1 ) { // last row, last col
// up cross left
adj = normalIndex - sizeX;
opp = normalIndex - 1;
}
else { // last row, except for last col
// right cross up
adj = normalIndex + 1;
opp = normalIndex - sizeX;
}
}
else {
if( col == sizeX - 1 ) { // last column except for last row
// left cross down
adj = normalIndex - 1;
opp = normalIndex + sizeX;
}
else { // most cases
// down cross right
adj = normalIndex + sizeX;
opp = normalIndex + 1;
}
}
rootPoint.set(vertBufArray[normalIndex*3],vertBufArray[normalIndex*3+1],vertBufArray[normalIndex*3+2]);
adjacentPoint.set(vertBufArray[adj*3],vertBufArray[adj*3+1],vertBufArray[adj*3+2]);
oppositePoint.set(vertBufArray[opp*3],vertBufArray[opp*3+1],vertBufArray[opp*3+2]);
tempNorm.set( adjacentPoint ).subtractLocal( rootPoint )
.crossLocal( oppositePoint.subtractLocal( rootPoint ) )
.normalizeLocal();
normBufArray[normalIndex*3] = tempNorm.x;
normBufArray[normalIndex*3+1] = tempNorm.y;
normBufArray[normalIndex*3+2] = tempNorm.z;
normalIndex++;
}
}
normBuf.put( normBufArray );
}
private Matrix4f getMinMax( Vector3f fakeLoc, Vector3f fakePoint, Camera cam ) {
Matrix4f rangeMatrix;
ProjectedTextureUtil.matrixLookAt( fakeLoc, fakePoint, Vector3f.UNIT_Y, modelViewMatrix1 );
ProjectedTextureUtil.matrixProjection( fovY, viewPortWidth / viewPortHeight, cam.getFrustumNear(), cam.getFrustumFar(), projectionMatrix1 );
modelViewProjection1.set( modelViewMatrix1 ).multLocal( projectionMatrix1 );
modelViewProjectionInverse1.set( modelViewProjection1 ).invertLocal();
source.set( 0, 0 );
getWorldIntersection( source, modelViewProjectionInverse, intersectBottomLeft1 );
source.set( 0, 1 );
getWorldIntersection( source, modelViewProjectionInverse, intersectTopLeft1 );
source.set( 1, 1 );
getWorldIntersection( source, modelViewProjectionInverse, intersectTopRight1 );
source.set( 1, 0 );
getWorldIntersection( source, modelViewProjectionInverse, intersectBottomRight1 );
Vector3f tmp = new Vector3f();
tmp.set( intersectBottomLeft.x, intersectBottomLeft.y, intersectBottomLeft.z );
modelViewProjection1.mult( tmp, tmp );
intersectBottomLeft.x = tmp.x;
intersectBottomLeft.y = tmp.y;
intersectBottomLeft.z = tmp.z;
tmp.set( intersectTopLeft1.x, intersectTopLeft1.y, intersectTopLeft1.z );
modelViewProjection1.mult( tmp, tmp );
intersectTopLeft1.x = tmp.x;
intersectTopLeft1.y = tmp.y;
intersectTopLeft1.z = tmp.z;
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