Java Code Examples for com.jme3.bounding.BoundingBox#getMin()
The following examples show how to use
com.jme3.bounding.BoundingBox#getMin() .
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Example 1
Source File: BIHTree.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
private void setMinMax(BoundingBox bbox, boolean doMin, int axis, float value) { Vector3f min = bbox.getMin(null); Vector3f max = bbox.getMax(null); if (doMin) { min.set(axis, value); } else { max.set(axis, value); } bbox.setMinMax(min, max); }
Example 2
Source File: ParticleEmitter.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Instantly emits available particles, up to num. */ public void emitParticles(int num) { // Force world transform to update this.getWorldTransform(); TempVars vars = TempVars.get(); BoundingBox bbox = (BoundingBox) this.getMesh().getBound(); Vector3f min = vars.vect1; Vector3f max = vars.vect2; bbox.getMin(min); bbox.getMax(max); if (!Vector3f.isValidVector(min)) { min.set(Vector3f.POSITIVE_INFINITY); } if (!Vector3f.isValidVector(max)) { max.set(Vector3f.NEGATIVE_INFINITY); } for(int i=0;i<num;i++) { if( emitParticle(min, max) == null ) break; } bbox.setMinMax(min, max); this.setBoundRefresh(); vars.release(); }
Example 3
Source File: MyParticleEmitter.java From OpenRTS with MIT License | 5 votes |
/** * Instantly emits all the particles possible to be emitted. Any particles * which are currently inactive will be spawned immediately. */ @Override public void emitAllParticles() { // Force world transform to update this.getWorldTransform(); TempVars vars = TempVars.get(); BoundingBox bbox = (BoundingBox) this.getMesh().getBound(); Vector3f min = vars.vect1; Vector3f max = vars.vect2; bbox.getMin(min); bbox.getMax(max); if (!Vector3f.isValidVector(min)) { min.set(Vector3f.POSITIVE_INFINITY); } if (!Vector3f.isValidVector(max)) { max.set(Vector3f.NEGATIVE_INFINITY); } while (emitParticle(min, max) != null); bbox.setMinMax(min, max); this.setBoundRefresh(); vars.release(); }
Example 4
Source File: Octnode.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private void expandBoxToContainTri(BoundingBox bbox, OCTTriangle t){ Vector3f min = bbox.getMin(null); Vector3f max = bbox.getMax(null); BoundingBox.checkMinMax(min, max, t.get1()); BoundingBox.checkMinMax(min, max, t.get2()); BoundingBox.checkMinMax(min, max, t.get3()); bbox.setMinMax(min, max); }
Example 5
Source File: UVProjectionGenerator.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Flat projection for 2D textures. * * @param mesh * mesh that is to be projected * @param bb * the bounding box for projecting * @return UV coordinates after the projection */ public static float[] flatProjection(float[] positions, BoundingBox bb) { Vector3f min = bb.getMin(null); float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getZExtent() * 2.0f }; float[] uvCoordinates = new float[positions.length / 3 * 2]; for (int i = 0, j = 0; i < positions.length; i += 3, j += 2) { uvCoordinates[j] = (positions[i] - min.x) / ext[0]; // skip the Y-coordinate uvCoordinates[j + 1] = (positions[i + 2] - min.z) / ext[1]; } return uvCoordinates; }
Example 6
Source File: BIHTree.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private void setMinMax(BoundingBox bbox, boolean doMin, int axis, float value) { Vector3f min = bbox.getMin(null); Vector3f max = bbox.getMax(null); if (doMin) { min.set(axis, value); } else { max.set(axis, value); } bbox.setMinMax(min, max); }
Example 7
Source File: ParticleEmitter.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Instantly emits all the particles possible to be emitted. Any particles * which are currently inactive will be spawned immediately. */ public void emitAllParticles() { // Force world transform to update this.getWorldTransform(); TempVars vars = TempVars.get(); BoundingBox bbox = (BoundingBox) this.getMesh().getBound(); Vector3f min = vars.vect1; Vector3f max = vars.vect2; bbox.getMin(min); bbox.getMax(max); if (!Vector3f.isValidVector(min)) { min.set(Vector3f.POSITIVE_INFINITY); } if (!Vector3f.isValidVector(max)) { max.set(Vector3f.NEGATIVE_INFINITY); } while (emitParticle(min, max) != null); bbox.setMinMax(min, max); this.setBoundRefresh(); vars.release(); }
Example 8
Source File: ShadowUtil.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Updates the shadow camera to properly contain the given points (which * contain the eye camera frustum corners) * * @param shadowCam * @param points */ public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); Matrix4f projMatrix = shadowCam.getProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); TempVars vars = TempVars.get(); Vector3f splitMin = splitBB.getMin(vars.vect1); Vector3f splitMax = splitBB.getMax(vars.vect2); // splitMin.z = 0; // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = 2.0f / (splitMax.x - splitMin.x); scaleY = 2.0f / (splitMax.y - splitMin.y); offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX; offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY; scaleZ = 1.0f / (splitMax.z - splitMin.z); offsetZ = -splitMin.z * scaleZ; Matrix4f cropMatrix = vars.tempMat4; cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); vars.release(); shadowCam.setProjectionMatrix(result); }
Example 9
Source File: ShadowUtil.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Updates the shadow camera to properly contain the given * points (which contain the eye camera frustum corners) * * @param occluders * @param lightCam * @param points */ public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); Matrix4f projMatrix = shadowCam.getProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); Vector3f splitMin = splitBB.getMin(null); Vector3f splitMax = splitBB.getMax(null); // splitMin.z = 0; // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = 2.0f / (splitMax.x - splitMin.x); scaleY = 2.0f / (splitMax.y - splitMin.y); offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX; offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY; scaleZ = 1.0f / (splitMax.z - splitMin.z); offsetZ = -splitMin.z * scaleZ; Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); shadowCam.setProjectionMatrix(result); }
Example 10
Source File: UVProjectionGenerator.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Cube projection for 2D textures. * * @param positions * points to be projected * @param bb * the bounding box for projecting * @return UV coordinates after the projection */ public static float[] cubeProjection(float[] positions, BoundingBox bb) { Triangle triangle = new Triangle(); Vector3f x = new Vector3f(1, 0, 0); Vector3f y = new Vector3f(0, 1, 0); Vector3f z = new Vector3f(0, 0, 1); Vector3f min = bb.getMin(null); float[] ext = new float[] { bb.getXExtent() * 2.0f, bb.getYExtent() * 2.0f, bb.getZExtent() * 2.0f }; float[] uvCoordinates = new float[positions.length / 3 * 2]; float borderAngle = (float) Math.sqrt(2.0f) / 2.0f; for (int i = 0, pointIndex = 0; i < positions.length; i += 9) { triangle.set(0, positions[i], positions[i + 1], positions[i + 2]); triangle.set(1, positions[i + 3], positions[i + 4], positions[i + 5]); triangle.set(2, positions[i + 6], positions[i + 7], positions[i + 8]); Vector3f n = triangle.getNormal(); float dotNX = Math.abs(n.dot(x)); float dorNY = Math.abs(n.dot(y)); float dotNZ = Math.abs(n.dot(z)); if (dotNX > borderAngle) { if (dotNZ < borderAngle) {// discard X-coordinate uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2]; uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2]; uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2]; } else {// discard Z-coordinate uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1]; } } else { if (dorNY > borderAngle) {// discard Y-coordinate uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get1().z - min.z) / ext[2]; uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get2().z - min.z) / ext[2]; uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get3().z - min.z) / ext[2]; } else {// discard Z-coordinate uvCoordinates[pointIndex++] = (triangle.get1().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get1().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get2().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get2().y - min.y) / ext[1]; uvCoordinates[pointIndex++] = (triangle.get3().x - min.x) / ext[0]; uvCoordinates[pointIndex++] = (triangle.get3().y - min.y) / ext[1]; } } triangle.setNormal(null);// clear the previous normal vector } return uvCoordinates; }
Example 11
Source File: UVCoordinatesGenerator.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Generates a UV coordinates for 3D texture. * * @param mesh * the mesh we generate UV's for * @param texco * UV coordinates type * @param coordinatesSwappingIndexes * coordinates swapping indexes * @param geometries * the geometris the given mesh belongs to (required to compute * bounding box) * @return UV coordinates for the given mesh */ public static List<Vector3f> generateUVCoordinatesFor3DTexture(Mesh mesh, UVCoordinatesType texco, int[] coordinatesSwappingIndexes, List<Geometry> geometries) { List<Vector3f> result = new ArrayList<Vector3f>(); BoundingBox bb = UVCoordinatesGenerator.getBoundingBox(geometries); float[] inputData = null;// positions, normals, reflection vectors, etc. switch (texco) { case TEXCO_ORCO: inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Position)); break; case TEXCO_UV: Vector2f[] data = new Vector2f[] { new Vector2f(0, 1), new Vector2f(0, 0), new Vector2f(1, 0) }; for (int i = 0; i < mesh.getVertexCount(); ++i) { Vector2f uv = data[i % 3]; result.add(new Vector3f(uv.x, uv.y, 0)); } break; case TEXCO_NORM: inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Normal)); break; case TEXCO_REFL: case TEXCO_GLOB: case TEXCO_TANGENT: case TEXCO_STRESS: case TEXCO_LAVECTOR: case TEXCO_OBJECT: case TEXCO_OSA: case TEXCO_PARTICLE_OR_STRAND: case TEXCO_SPEED: case TEXCO_STICKY: case TEXCO_VIEW: case TEXCO_WINDOW: LOGGER.warning("Texture coordinates type not currently supported: " + texco); break; default: throw new IllegalStateException("Unknown texture coordinates value: " + texco); } if (inputData != null) {// make calculations Vector3f min = bb.getMin(null); float[] uvCoordsResults = new float[4];// used for coordinates swapping float[] ext = new float[] { bb.getXExtent() * 2, bb.getYExtent() * 2, bb.getZExtent() * 2 }; for (int i = 0; i < ext.length; ++i) { if (ext[i] == 0) { ext[i] = 1; } } // now transform the coordinates so that they are in the range of // <0; 1> for (int i = 0; i < inputData.length; i += 3) { uvCoordsResults[1] = (inputData[i] - min.x) / ext[0]; uvCoordsResults[2] = (inputData[i + 1] - min.y) / ext[1]; uvCoordsResults[3] = (inputData[i + 2] - min.z) / ext[2]; result.add(new Vector3f(uvCoordsResults[coordinatesSwappingIndexes[0]], uvCoordsResults[coordinatesSwappingIndexes[1]], uvCoordsResults[coordinatesSwappingIndexes[2]])); } } return result; }
Example 12
Source File: TriangulatedTexture.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Constructor that creates an image element from the 3D texture * (generated texture). It computes a flat smallest rectangle that can * hold a (3D) triangle defined by the given UV coordinates. Then it * defines the image pixels for points in 3D space that define the * calculated rectangle. * * @param faceIndex * the face index this image refers to * @param boundingBox * the bounding box of the mesh * @param texture * the texture that allows to compute a pixel value in 3D * space * @param uv * the UV coordinates of the mesh * @param blenderContext * the blender context */ public TriangleTextureElement(int faceIndex, BoundingBox boundingBox, GeneratedTexture texture, Vector3f[] uv, int[] uvIndices, BlenderContext blenderContext) { this.faceIndex = faceIndex; // compute the face vertices from the UV coordinates float width = boundingBox.getXExtent() * 2; float height = boundingBox.getYExtent() * 2; float depth = boundingBox.getZExtent() * 2; Vector3f min = boundingBox.getMin(null); Vector3f v1 = min.add(uv[uvIndices[0]].x * width, uv[uvIndices[0]].y * height, uv[uvIndices[0]].z * depth); Vector3f v2 = min.add(uv[uvIndices[1]].x * width, uv[uvIndices[1]].y * height, uv[uvIndices[1]].z * depth); Vector3f v3 = min.add(uv[uvIndices[2]].x * width, uv[uvIndices[2]].y * height, uv[uvIndices[2]].z * depth); // get the rectangle envelope for the triangle RectangleEnvelope envelope = this.getTriangleEnvelope(v1, v2, v3); // create the result image Format imageFormat = texture.getImage().getFormat(); int imageWidth = (int) (envelope.width * blenderContext.getBlenderKey().getGeneratedTexturePPU()); if (imageWidth == 0) { imageWidth = 1; } int imageHeight = (int) (envelope.height * blenderContext.getBlenderKey().getGeneratedTexturePPU()); if (imageHeight == 0) { imageHeight = 1; } ByteBuffer data = BufferUtils.createByteBuffer(imageWidth * imageHeight * (imageFormat.getBitsPerPixel() >> 3)); image = new Image(texture.getImage().getFormat(), imageWidth, imageHeight, data); // computing the pixels PixelInputOutput pixelWriter = PixelIOFactory.getPixelIO(imageFormat); TexturePixel pixel = new TexturePixel(); float[] uvs = new float[3]; Vector3f point = new Vector3f(envelope.min); Vector3f vecY = new Vector3f(); Vector3f wDelta = new Vector3f(envelope.w).multLocal(1.0f / imageWidth); Vector3f hDelta = new Vector3f(envelope.h).multLocal(1.0f / imageHeight); for (int x = 0; x < imageWidth; ++x) { for (int y = 0; y < imageHeight; ++y) { this.toTextureUV(boundingBox, point, uvs); texture.getPixel(pixel, uvs[0], uvs[1], uvs[2]); pixelWriter.write(image, 0, pixel, x, y); point.addLocal(hDelta); } vecY.addLocal(wDelta); point.set(envelope.min).addLocal(vecY); } // preparing UV coordinates for the flatted texture this.uv = new Vector2f[3]; this.uv[0] = new Vector2f(FastMath.clamp(v1.subtract(envelope.min).length(), 0, Float.MAX_VALUE) / envelope.height, 0); Vector3f heightDropPoint = v2.subtract(envelope.w);// w is directed from the base to v2 this.uv[1] = new Vector2f(1, heightDropPoint.subtractLocal(envelope.min).length() / envelope.height); this.uv[2] = new Vector2f(0, 1); }