capsule.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 379 行 · 第 1/2 页
JAVA
379 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.
*/
// $Id: Capsule.java 4091 2009-01-21 19:01:20Z joshua.j.ellen $
package com.jme.scene.shape;
import java.io.IOException;
import java.nio.FloatBuffer;
import com.jme.math.FastMath;
import com.jme.math.Matrix3f;
import com.jme.math.Vector3f;
import com.jme.scene.TexCoords;
import com.jme.scene.TriMesh;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.geom.BufferUtils;
/**
* A capsule is a cylindrical section capped with a dome at either end.
* <p>
* Capsules are defined by their height and radius, and the sampling granularity.
*
* @author Joshua Slack
* @version $Revision: 4091 $, $Date: 2009-01-22 03:01:20 +0800 (星期四, 22 一月 2009) $
*/
public class Capsule extends TriMesh {
private static final long serialVersionUID = 1L;
private int axisSamples, radialSamples, sphereSamples;
private float radius, height;
public Capsule() {
}
/**
* Creates a new capsule.
* <p>
* By default its center is the origin. Usually, a
* higher sample number creates a better looking cylinder, but at the cost
* of more vertex information.
* <p>
* If the cylinder is closed the texture is split into axisSamples parts:
* top most and bottom most part is used for top and bottom of the cylinder,
* rest of the texture for the cylinder wall. The middle of the top is
* mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
* a suited distorted texture.
*
* @param name the name of this capsule.
* @param axisSamples the number of samples along the axis.
* @param radialSamples the number of samples sround the radial.
* @param radius the radius of the cylinder.
* @param height the cylinder’s height.
*/
public Capsule(String name, int axisSamples, int radialSamples,
int sphereSamples, float radius, float height) {
super(name);
updateGeometry(axisSamples, radialSamples, sphereSamples, radius, height);
}
private void doUpdateGeometry() {
FloatBuffer verts = getVertexBuffer();
FloatBuffer norms = getNormalBuffer();
FloatBuffer texs = getTextureCoords(0).coords;
verts.rewind();
norms.rewind();
texs.rewind();
// generate geometry
float inverseRadial = 1.0f / radialSamples;
float inverseSphere = 1.0f / sphereSamples;
float halfHeight = 0.5f * height;
// Generate points on the unit circle to be used in computing the mesh
// points on a cylinder slice.
float[] sin = new float[radialSamples + 1];
float[] cos = new float[radialSamples + 1];
for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
float angle = FastMath.TWO_PI * inverseRadial * radialCount;
cos[radialCount] = FastMath.cos(angle);
sin[radialCount] = FastMath.sin(angle);
}
sin[radialSamples] = sin[0];
cos[radialSamples] = cos[0];
Vector3f tempA = new Vector3f();
// top point.
verts.put(0).put(radius + halfHeight).put(0);
norms.put(0).put(1).put(0);
texs.put(1).put(1);
// generating the top dome.
for (int i = 0; i < sphereSamples; i++) {
float center = radius * (1 - (i + 1) * (inverseSphere));
float lengthFraction = (center + height + radius) / (height + 2 * radius);
// compute radius of slice
float fSliceRadius = FastMath.sqrt(FastMath.abs(radius * radius - center * center));
for (int j = 0; j <= radialSamples; j++) {
Vector3f kRadial = tempA.set(cos[j], 0, sin[j]);
kRadial.multLocal(fSliceRadius);
verts.put(kRadial.x).put(center + halfHeight).put(kRadial.z);
kRadial.y = center;
kRadial.normalizeLocal();
norms.put(kRadial.x).put(kRadial.y).put(kRadial.z);
float radialFraction = 1 - (j * inverseRadial); // in [0,1)
texs.put(radialFraction).put(lengthFraction);
}
}
// generate cylinder... but no need to add points for first and last
// samples as they are already part of domes.
for (int i = 1; i < axisSamples; i++) {
float center = halfHeight - (i * height / axisSamples);
float lengthFraction = (center + halfHeight + radius)
/ (height + 2 * radius);
for (int j = 0; j <= radialSamples; j++) {
Vector3f kRadial = tempA.set(cos[j], 0, sin[j]);
kRadial.multLocal(radius);
verts.put(kRadial.x).put(center).put(kRadial.z);
kRadial.normalizeLocal();
norms.put(kRadial.x).put(kRadial.y).put(kRadial.z);
float radialFraction = 1 - (j * inverseRadial); // in [0,1)
texs.put(radialFraction).put(lengthFraction);
}
}
// generating the bottom dome.
for (int i = 0; i < sphereSamples; i++) {
float center = i * (radius / sphereSamples);
float lengthFraction = (radius - center) / (height + 2 * radius);
// compute radius of slice
float fSliceRadius = FastMath.sqrt(FastMath.abs(radius * radius
- center * center));
for (int j = 0; j <= radialSamples; j++) {
Vector3f kRadial = tempA.set(cos[j], 0, sin[j]);
kRadial.multLocal(fSliceRadius);
verts.put(kRadial.x).put(-center - halfHeight).put(kRadial.z);
kRadial.y = -center;
kRadial.normalizeLocal();
norms.put(kRadial.x).put(kRadial.y).put(kRadial.z);
float radialFraction = 1 - (j * inverseRadial); // in [0,1)
texs.put(radialFraction).put(lengthFraction);
}
}
// bottom point.
verts.put(0).put(-radius - halfHeight).put(0);
norms.put(0).put(-1).put(0);
texs.put(0).put(0);
}
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