Beispiel #1
0
  /**
   * Adds a series of polygons by rotating the points list (ps) steps times, and colouring them as
   * defined by the color array (stripes!).
   */
  public void lathePolygons(float[][] ps, Color[] color, int steps) {
    float _ps[][] = new float[ps.length][3];
    float stepAngle = (float) Math.PI * 2 / steps; // the angle of each step in radians
    int currColor = 0;
    float m[][];

    for (int step = 0; step < steps; step++) {
      // translate each point to it next step round
      m = Tools3d.rotateAboutZ(stepAngle);
      for (int i = 0; i < ps.length; i++) {
        Tools3d.applyTo(m, ps[i], _ps[i]);
      }

      // build the polygons
      for (int point = 0; point < ps.length - 1; point++) {
        this.addPolygon(
            new float[][] {_ps[point], ps[point], ps[point + 1], _ps[point + 1]}, color[currColor]);
      }

      // copy the translated array to the starting array read for the next iteration
      for (int i = 0; i < ps.length; i++) {
        ps[i][0] = _ps[i][0];
        ps[i][1] = _ps[i][1];
        ps[i][2] = _ps[i][2];
      }

      currColor++;
      if (currColor == color.length) {
        currColor = 0;
      }
    }
  }
Beispiel #2
0
  /**
   * Uses the camera to map all points from model space, (x, y, z) to screen space (x_, y_, z_).
   * Remember that x_ represents the depth of the point and (y_, z_) maps to the screen (x, y)
   * co-ords of the point.
   *
   * @see CameraMan
   */
  public void transform() {
    final float[] f = modelViewer.cameraMan.getFocus();
    final float[][] m = modelViewer.cameraMan.getMatrix();
    final float d = modelViewer.cameraMan.getDistance();
    float[] a = new float[3];

    visible = false; // set true if any points are visble to the camera
    for (int i = 0; i < npoints * 3; i += 3) {
      a[0] = ps[i] - f[0];
      a[1] = ps[i + 1] - f[1];
      a[2] = ps[i + 2] - f[2];
      Tools3d.applyTo(m, a, a);
      visibles[i / 3] = Tools3d.projectYZ(a, a, d);
      ps_[i] = a[0];

      if (visibles[i / 3]) {
        modelViewer.cameraMan.scaleToScreen(a);
        ps_[i + 1] = a[1];
        ps_[i + 2] = a[2];
        visible = true;
      }

      // depth bounding box
      if (i == 0) {
        x_min = x_max = ps_[i];
      } else {
        if (ps_[i] < x_min) x_min = ps_[i];
        if (ps_[i] > x_max) x_max = ps_[i];
      }
    }
  }