/** * Returns a GeometryArray of a glyph in this Font3D. * * @param c character from which to generate a tessellated glyph. * @return a GeometryArray * @since Java 3D 1.4 */ public GeometryArray getGlyphGeometry(char c) { char code[] = {c}; GlyphVector gv = font.createGlyphVector(frc, code); // triangulate the glyph GeometryArrayRetained glyph_gar = triangulateGlyphs(gv, code[0]); // Assume that triangulateGlyphs returns a triangle array with only coords & normals // (and without by-ref, interleaved, etc.) assert glyph_gar instanceof TriangleArrayRetained : "Font3D: GeometryArray is not an instance of TrangleArray"; assert glyph_gar.getVertexFormat() == (GeometryArray.COORDINATES | GeometryArray.NORMALS) : "Font3D: Illegal GeometryArray format -- only coordinates and normals expected"; // create a correctly sized TriangleArray TriangleArray ga = new TriangleArray(glyph_gar.getVertexCount(), glyph_gar.getVertexFormat()); // temp storage for coords, normals float tmp[] = new float[3]; int vertexCount = ga.getVertexCount(); for (int i = 0; i < vertexCount; i++) { // copy the glyph geometry to the TriangleArray glyph_gar.getCoordinate(i, tmp); ga.setCoordinate(i, tmp); glyph_gar.getNormal(i, tmp); ga.setNormal(i, tmp); } return ga; }
public Tetrahedron() { int i; TriangleArray tetra = new TriangleArray( 12, TriangleArray.COORDINATES | TriangleArray.NORMALS | TriangleArray.TEXTURE_COORDINATE_2); tetra.setCoordinates(0, verts); for (i = 0; i < 12; i++) { tetra.setTextureCoordinate(i, texCoord[i % 3]); } int face; Vector3f normal = new Vector3f(); Vector3f v1 = new Vector3f(); Vector3f v2 = new Vector3f(); Point3f[] pts = new Point3f[3]; for (i = 0; i < 3; i++) pts[i] = new Point3f(); for (face = 0; face < 4; face++) { tetra.getCoordinates(face * 3, pts); v1.sub(pts[1], pts[0]); v2.sub(pts[2], pts[0]); normal.cross(v1, v2); normal.normalize(); for (i = 0; i < 3; i++) { tetra.setNormal((face * 3 + i), normal); } } this.setGeometry(tetra); this.setAppearance(new Appearance()); }
/** Setup the basic scene which consists of a quad and a viewpoint */ private void setupSceneGraph() { // View group Viewpoint vp = new Viewpoint(); Vector3f trans = new Vector3f(0, 0, 1); Matrix4f mat = new Matrix4f(); mat.setIdentity(); mat.setTranslation(trans); TransformGroup tx = new TransformGroup(); tx.addChild(vp); tx.setTransform(mat); Group scene_root = new Group(); scene_root.addChild(tx); // Flat panel that has the viewable object as the demo float[] coord = {0, 0, -1, 0.25f, 0, -1, 0, 0.25f, -1}; float[] normal = {0, 0, 1, 0, 0, 1, 0, 0, 1}; TriangleArray geom = new TriangleArray(); geom.setValidVertexCount(3); geom.setVertices(TriangleArray.COORDINATE_3, coord); geom.setNormals(normal); Material material = new Material(); material.setDiffuseColor(new float[] {0, 0, 1}); material.setEmissiveColor(new float[] {0, 0, 1}); material.setSpecularColor(new float[] {1, 1, 1}); material.setTransparency(0.5f); Appearance app = new Appearance(); app.setMaterial(material); Shape3D shape = new Shape3D(); shape.setGeometry(geom); shape.setAppearance(app); TransformGroup tg = new TransformGroup(); Matrix4f transform = new Matrix4f(); transform.setIdentity(); transform.setTranslation(new Vector3f(0.15f, 0, -1)); tg.setTransform(transform); Shape3D backShape = new Shape3D(); Material material2 = new Material(); material2.setDiffuseColor(new float[] {1, 0, 0}); material2.setEmissiveColor(new float[] {1, 0, 0}); material2.setSpecularColor(new float[] {1, 1, 1}); Appearance app2 = new Appearance(); app2.setMaterial(material2); backShape.setGeometry(geom); backShape.setAppearance(app2); tg.addChild(backShape); scene_root.addChild(tg); scene_root.addChild(shape); SimpleScene scene = new SimpleScene(); scene.setRenderedGeometry(scene_root); scene.setActiveView(vp); // Then the basic layer and viewport at the top: SimpleViewport view = new SimpleViewport(); view.setDimensions(0, 0, 500, 500); view.setScene(scene); SimpleLayer layer = new SimpleLayer(); layer.setViewport(view); Layer[] layers = {layer}; displayManager.setLayers(layers, 1); }
// Triangulate glyph with 'unicode' if not already done. GeometryArrayRetained triangulateGlyphs(GlyphVector gv, char c) { Character ch = new Character(c); GeometryArrayRetained geo = geomHash.get(ch); if (geo == null) { // Font Y-axis is downwards, so send affine transform to flip it. Rectangle2D bnd = gv.getVisualBounds(); AffineTransform aTran = new AffineTransform(); double tx = bnd.getX() + 0.5 * bnd.getWidth(); double ty = bnd.getY() + 0.5 * bnd.getHeight(); aTran.setToTranslation(-tx, -ty); aTran.scale(1.0, -1.0); aTran.translate(tx, -ty); Shape shape = gv.getOutline(); PathIterator pIt = shape.getPathIterator(aTran, tessellationTolerance); int flag = -1, numContours = 0, numPoints = 0, i, j, k, num = 0, vertCnt; UnorderList coords = new UnorderList(100, Point3f.class); float tmpCoords[] = new float[6]; float lastX = .0f, lastY = .0f; float firstPntx = Float.MAX_VALUE, firstPnty = Float.MAX_VALUE; GeometryInfo gi = null; NormalGenerator ng = new NormalGenerator(); FastVector contours = new FastVector(10); float maxY = -Float.MAX_VALUE; int maxYIndex = 0, beginIdx = 0, endIdx = 0, start = 0; boolean setMaxY = false; while (!pIt.isDone()) { Point3f vertex = new Point3f(); flag = pIt.currentSegment(tmpCoords); if (flag == PathIterator.SEG_CLOSE) { if (num > 0) { if (setMaxY) { // Get Previous point beginIdx = start; endIdx = numPoints - 1; } contours.addElement(num); num = 0; numContours++; } } else if (flag == PathIterator.SEG_MOVETO) { vertex.x = tmpCoords[0]; vertex.y = tmpCoords[1]; lastX = vertex.x; lastY = vertex.y; if ((lastX == firstPntx) && (lastY == firstPnty)) { pIt.next(); continue; } setMaxY = false; coords.add(vertex); firstPntx = lastX; firstPnty = lastY; if (num > 0) { contours.addElement(num); num = 0; numContours++; } num++; numPoints++; // skip checking of first point, // since the last point will repeat this. start = numPoints; } else if (flag == PathIterator.SEG_LINETO) { vertex.x = tmpCoords[0]; vertex.y = tmpCoords[1]; // Check here for duplicate points. Code // later in this function can not handle // duplicate points. if ((vertex.x == lastX) && (vertex.y == lastY)) { pIt.next(); continue; } if (vertex.y > maxY) { maxY = vertex.y; maxYIndex = numPoints; setMaxY = true; } lastX = vertex.x; lastY = vertex.y; coords.add(vertex); num++; numPoints++; } pIt.next(); } // No data(e.g space, control characters) // Two point can't form a valid contour if (numPoints == 0) { return null; } // Determine font winding order use for side triangles Point3f p1 = new Point3f(), p2 = new Point3f(), p3 = new Point3f(); boolean flip_side_orient = true; Point3f vertices[] = (Point3f[]) coords.toArray(false); if (endIdx - beginIdx > 0) { // must be true unless it is a single line // define as "MoveTo p1 LineTo p2 Close" which is // not a valid font definition. if (maxYIndex == beginIdx) { p1.set(vertices[endIdx]); } else { p1.set(vertices[maxYIndex - 1]); } p2.set(vertices[maxYIndex]); if (maxYIndex == endIdx) { p3.set(vertices[beginIdx]); } else { p3.set(vertices[maxYIndex + 1]); } if (p3.x != p2.x) { if (p1.x != p2.x) { // Use the one with smallest slope if (Math.abs((p2.y - p1.y) / (p2.x - p1.x)) > Math.abs((p3.y - p2.y) / (p3.x - p2.x))) { flip_side_orient = (p3.x > p2.x); } else { flip_side_orient = (p2.x > p1.x); } } else { flip_side_orient = (p3.x > p2.x); } } else { // p1.x != p2.x, otherwise all three // point form a straight vertical line with // the middle point the highest. This is not a // valid font definition. flip_side_orient = (p2.x > p1.x); } } // Build a Tree of Islands int startIdx = 0; IslandsNode islandsTree = new IslandsNode(-1, -1); int contourCounts[] = contours.getData(); for (i = 0; i < contours.getSize(); i++) { endIdx = startIdx + contourCounts[i]; islandsTree.insert(new IslandsNode(startIdx, endIdx), vertices); startIdx = endIdx; } coords = null; // Free memory contours = null; contourCounts = null; // Compute islandCounts[][] and outVerts[][] UnorderList islandsList = new UnorderList(10, IslandsNode.class); islandsTree.collectOddLevelNode(islandsList, 0); IslandsNode nodes[] = (IslandsNode[]) islandsList.toArray(false); int islandCounts[][] = new int[islandsList.arraySize()][]; Point3f outVerts[][] = new Point3f[islandCounts.length][]; int nchild, sum; IslandsNode node; for (i = 0; i < islandCounts.length; i++) { node = nodes[i]; nchild = node.numChild(); islandCounts[i] = new int[nchild + 1]; islandCounts[i][0] = node.numVertices(); sum = 0; sum += islandCounts[i][0]; for (j = 0; j < nchild; j++) { islandCounts[i][j + 1] = node.getChild(j).numVertices(); sum += islandCounts[i][j + 1]; } outVerts[i] = new Point3f[sum]; startIdx = 0; for (k = node.startIdx; k < node.endIdx; k++) { outVerts[i][startIdx++] = vertices[k]; } for (j = 0; j < nchild; j++) { endIdx = node.getChild(j).endIdx; for (k = node.getChild(j).startIdx; k < endIdx; k++) { outVerts[i][startIdx++] = vertices[k]; } } } islandsTree = null; // Free memory islandsList = null; vertices = null; contourCounts = new int[1]; int currCoordIndex = 0, vertOffset = 0; ArrayList<GeometryArray> triangData = new ArrayList<GeometryArray>(); Point3f q1 = new Point3f(), q2 = new Point3f(), q3 = new Point3f(); Vector3f n1 = new Vector3f(), n2 = new Vector3f(); numPoints = 0; // Now loop thru each island, calling triangulator once per island. // Combine triangle data for all islands together in one object. for (i = 0; i < islandCounts.length; i++) { contourCounts[0] = islandCounts[i].length; numPoints += outVerts[i].length; gi = new GeometryInfo(GeometryInfo.POLYGON_ARRAY); gi.setCoordinates(outVerts[i]); gi.setStripCounts(islandCounts[i]); gi.setContourCounts(contourCounts); ng.generateNormals(gi); GeometryArray ga = gi.getGeometryArray(false, false, false); vertOffset += ga.getVertexCount(); triangData.add(ga); } // Multiply by 2 since we create 2 faces of the font // Second term is for side-faces along depth of the font if (fontExtrusion == null) vertCnt = vertOffset; else { if (fontExtrusion.shape == null) vertCnt = vertOffset * 2 + numPoints * 6; else { vertCnt = vertOffset * 2 + numPoints * 6 * (fontExtrusion.pnts.length - 1); } } // XXXX: Should use IndexedTriangleArray to avoid // duplication of vertices. To create triangles for // side faces, every vertex is duplicated currently. TriangleArray triAry = new TriangleArray(vertCnt, GeometryArray.COORDINATES | GeometryArray.NORMALS); boolean flip_orient[] = new boolean[islandCounts.length]; boolean findOrient; // last known non-degenerate normal Vector3f goodNormal = new Vector3f(); for (j = 0; j < islandCounts.length; j++) { GeometryArray ga = triangData.get(j); vertOffset = ga.getVertexCount(); findOrient = false; // Create the triangle array for (i = 0; i < vertOffset; i += 3, currCoordIndex += 3) { // Get 3 points. Since triangle is known to be flat, normal // must be same for all 3 points. ga.getCoordinate(i, p1); ga.getNormal(i, n1); ga.getCoordinate(i + 1, p2); ga.getCoordinate(i + 2, p3); if (!findOrient) { // Check here if triangles are wound incorrectly and need // to be flipped. if (!getNormal(p1, p2, p3, n2)) { continue; } if (n2.z >= EPS) { flip_orient[j] = false; } else if (n2.z <= -EPS) { flip_orient[j] = true; } else { continue; } findOrient = true; } if (flip_orient[j]) { // New Triangulator preserves contour orientation. If contour // input is wound incorrectly, swap 2nd and 3rd points to // sure all triangles are wound correctly for j3d. q1.x = p2.x; q1.y = p2.y; q1.z = p2.z; p2.x = p3.x; p2.y = p3.y; p2.z = p3.z; p3.x = q1.x; p3.y = q1.y; p3.z = q1.z; n1.x = -n1.x; n1.y = -n1.y; n1.z = -n1.z; } if (fontExtrusion != null) { n2.x = -n1.x; n2.y = -n1.y; n2.z = -n1.z; triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, n2); triAry.setCoordinate(currCoordIndex + 1, p3); triAry.setNormal(currCoordIndex + 1, n2); triAry.setCoordinate(currCoordIndex + 2, p2); triAry.setNormal(currCoordIndex + 2, n2); q1.x = p1.x; q1.y = p1.y; q1.z = p1.z + fontExtrusion.length; q2.x = p2.x; q2.y = p2.y; q2.z = p2.z + fontExtrusion.length; q3.x = p3.x; q3.y = p3.y; q3.z = p3.z + fontExtrusion.length; triAry.setCoordinate(currCoordIndex + vertOffset, q1); triAry.setNormal(currCoordIndex + vertOffset, n1); triAry.setCoordinate(currCoordIndex + 1 + vertOffset, q2); triAry.setNormal(currCoordIndex + 1 + vertOffset, n1); triAry.setCoordinate(currCoordIndex + 2 + vertOffset, q3); triAry.setNormal(currCoordIndex + 2 + vertOffset, n1); } else { triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, n1); triAry.setCoordinate(currCoordIndex + 1, p2); triAry.setNormal(currCoordIndex + 1, n1); triAry.setCoordinate(currCoordIndex + 2, p3); triAry.setNormal(currCoordIndex + 2, n1); } } if (fontExtrusion != null) { currCoordIndex += vertOffset; } } // Now add side triangles in both cases. // Since we duplicated triangles with different Z, make sure // currCoordIndex points to correct location. if (fontExtrusion != null) { if (fontExtrusion.shape == null) { boolean smooth; // we'll put a crease if the angle between the normals is // greater than 44 degrees float threshold = (float) Math.cos(44.0 * Math.PI / 180.0); float cosine; // need the previous normals to check for smoothing Vector3f pn1 = null, pn2 = null; // need the next normals to check for smoothing Vector3f n3 = new Vector3f(), n4 = new Vector3f(); // store the normals for each point because they are // the same for both triangles Vector3f p1Normal = new Vector3f(); Vector3f p2Normal = new Vector3f(); Vector3f p3Normal = new Vector3f(); Vector3f q1Normal = new Vector3f(); Vector3f q2Normal = new Vector3f(); Vector3f q3Normal = new Vector3f(); for (i = 0; i < islandCounts.length; i++) { for (j = 0, k = 0, num = 0; j < islandCounts[i].length; j++) { num += islandCounts[i][j]; p1.x = outVerts[i][num - 1].x; p1.y = outVerts[i][num - 1].y; p1.z = 0.0f; q1.x = p1.x; q1.y = p1.y; q1.z = p1.z + fontExtrusion.length; p2.z = 0.0f; q2.z = p2.z + fontExtrusion.length; for (int m = 0; m < num; m++) { p2.x = outVerts[i][m].x; p2.y = outVerts[i][m].y; q2.x = p2.x; q2.y = p2.y; if (getNormal(p1, q1, p2, n1)) { if (!flip_side_orient) { n1.negate(); } goodNormal.set(n1); break; } } for (; k < num; k++) { p2.x = outVerts[i][k].x; p2.y = outVerts[i][k].y; p2.z = 0.0f; q2.x = p2.x; q2.y = p2.y; q2.z = p2.z + fontExtrusion.length; if (!getNormal(p1, q1, p2, n1)) { n1.set(goodNormal); } else { if (!flip_side_orient) { n1.negate(); } goodNormal.set(n1); } if (!getNormal(p2, q1, q2, n2)) { n2.set(goodNormal); } else { if (!flip_side_orient) { n2.negate(); } goodNormal.set(n2); } // if there is a previous normal, see if we need to smooth // this normal or make a crease if (pn1 != null) { cosine = n1.dot(pn2); smooth = cosine > threshold; if (smooth) { p1Normal.x = (pn1.x + pn2.x + n1.x); p1Normal.y = (pn1.y + pn2.y + n1.y); p1Normal.z = (pn1.z + pn2.z + n1.z); normalize(p1Normal); q1Normal.x = (pn2.x + n1.x + n2.x); q1Normal.y = (pn2.y + n1.y + n2.y); q1Normal.z = (pn2.z + n1.z + n2.z); normalize(q1Normal); } // if smooth else { p1Normal.x = n1.x; p1Normal.y = n1.y; p1Normal.z = n1.z; q1Normal.x = n1.x + n2.x; q1Normal.y = n1.y + n2.y; q1Normal.z = n1.z + n2.z; normalize(q1Normal); } // else } // if pn1 != null else { pn1 = new Vector3f(); pn2 = new Vector3f(); p1Normal.x = n1.x; p1Normal.y = n1.y; p1Normal.z = n1.z; q1Normal.x = (n1.x + n2.x); q1Normal.y = (n1.y + n2.y); q1Normal.z = (n1.z + n2.z); normalize(q1Normal); } // else // if there is a next, check if we should smooth normal if (k + 1 < num) { p3.x = outVerts[i][k + 1].x; p3.y = outVerts[i][k + 1].y; p3.z = 0.0f; q3.x = p3.x; q3.y = p3.y; q3.z = p3.z + fontExtrusion.length; if (!getNormal(p2, q2, p3, n3)) { n3.set(goodNormal); } else { if (!flip_side_orient) { n3.negate(); } goodNormal.set(n3); } if (!getNormal(p3, q2, q3, n4)) { n4.set(goodNormal); } else { if (!flip_side_orient) { n4.negate(); } goodNormal.set(n4); } cosine = n2.dot(n3); smooth = cosine > threshold; if (smooth) { p2Normal.x = (n1.x + n2.x + n3.x); p2Normal.y = (n1.y + n2.y + n3.y); p2Normal.z = (n1.z + n2.z + n3.z); normalize(p2Normal); q2Normal.x = (n2.x + n3.x + n4.x); q2Normal.y = (n2.y + n3.y + n4.y); q2Normal.z = (n2.z + n3.z + n4.z); normalize(q2Normal); } else { // if smooth p2Normal.x = n1.x + n2.x; p2Normal.y = n1.y + n2.y; p2Normal.z = n1.z + n2.z; normalize(p2Normal); q2Normal.x = n2.x; q2Normal.y = n2.y; q2Normal.z = n2.z; } // else } else { // if k+1 < num p2Normal.x = (n1.x + n2.x); p2Normal.y = (n1.y + n2.y); p2Normal.z = (n1.z + n2.z); normalize(p2Normal); q2Normal.x = n2.x; q2Normal.y = n2.y; q2Normal.z = n2.z; } // else // add pts for the 2 tris // p1, q1, p2 and p2, q1, q2 if (flip_side_orient) { triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, p1Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, q1Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, p2Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, p2Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, q1Normal); currCoordIndex++; } else { triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, q1Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, p1Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, p2Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, q1Normal); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, p2Normal); currCoordIndex++; } triAry.setCoordinate(currCoordIndex, q2); triAry.setNormal(currCoordIndex, q2Normal); currCoordIndex++; pn1.x = n1.x; pn1.y = n1.y; pn1.z = n1.z; pn2.x = n2.x; pn2.y = n2.y; pn2.z = n2.z; p1.x = p2.x; p1.y = p2.y; p1.z = p2.z; q1.x = q2.x; q1.y = q2.y; q1.z = q2.z; } // for k // set the previous normals to null when we are done pn1 = null; pn2 = null; } // for j } // for i } else { // if shape int m, offset = 0; Point3f P2 = new Point3f(), Q2 = new Point3f(), P1 = new Point3f(); Vector3f nn = new Vector3f(), nn1 = new Vector3f(), nn2 = new Vector3f(), nn3 = new Vector3f(); Vector3f nna = new Vector3f(), nnb = new Vector3f(); float length; boolean validNormal = false; // fontExtrusion.shape is specified, and is NOT straight line for (i = 0; i < islandCounts.length; i++) { for (j = 0, k = 0, offset = num = 0; j < islandCounts[i].length; j++) { num += islandCounts[i][j]; p1.x = outVerts[i][num - 1].x; p1.y = outVerts[i][num - 1].y; p1.z = 0.0f; q1.x = p1.x; q1.y = p1.y; q1.z = p1.z + fontExtrusion.length; p3.z = 0.0f; for (m = num - 2; m >= 0; m--) { p3.x = outVerts[i][m].x; p3.y = outVerts[i][m].y; if (getNormal(p3, q1, p1, nn1)) { if (!flip_side_orient) { nn1.negate(); } goodNormal.set(nn1); break; } } for (; k < num; k++) { p2.x = outVerts[i][k].x; p2.y = outVerts[i][k].y; p2.z = 0.0f; q2.x = p2.x; q2.y = p2.y; q2.z = p2.z + fontExtrusion.length; getNormal(p1, q1, p2, nn2); p3.x = outVerts[i][(k + 1) == num ? offset : (k + 1)].x; p3.y = outVerts[i][(k + 1) == num ? offset : (k + 1)].y; p3.z = 0.0f; if (!getNormal(p3, p2, q2, nn3)) { nn3.set(goodNormal); } else { if (!flip_side_orient) { nn3.negate(); } goodNormal.set(nn3); } // Calculate normals at the point by averaging normals // of two faces on each side of the point. nna.x = (nn1.x + nn2.x); nna.y = (nn1.y + nn2.y); nna.z = (nn1.z + nn2.z); normalize(nna); nnb.x = (nn3.x + nn2.x); nnb.y = (nn3.y + nn2.y); nnb.z = (nn3.z + nn2.z); normalize(nnb); P1.x = p1.x; P1.y = p1.y; P1.z = p1.z; P2.x = p2.x; P2.y = p2.y; P2.z = p2.z; Q2.x = q2.x; Q2.y = q2.y; Q2.z = q2.z; for (m = 1; m < fontExtrusion.pnts.length; m++) { q1.z = q2.z = fontExtrusion.pnts[m].x; q1.x = P1.x + nna.x * fontExtrusion.pnts[m].y; q1.y = P1.y + nna.y * fontExtrusion.pnts[m].y; q2.x = P2.x + nnb.x * fontExtrusion.pnts[m].y; q2.y = P2.y + nnb.y * fontExtrusion.pnts[m].y; if (!getNormal(p1, q1, p2, n1)) { n1.set(goodNormal); } else { if (!flip_side_orient) { n1.negate(); } goodNormal.set(n1); } if (flip_side_orient) { triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; } else { triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; } triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; if (!getNormal(p2, q1, q2, n1)) { n1.set(goodNormal); } else { if (!flip_side_orient) { n1.negate(); } goodNormal.set(n1); } if (flip_side_orient) { triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; } else { triAry.setCoordinate(currCoordIndex, q1); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; triAry.setCoordinate(currCoordIndex, p2); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; } triAry.setCoordinate(currCoordIndex, q2); triAry.setNormal(currCoordIndex, n1); currCoordIndex++; p1.x = q1.x; p1.y = q1.y; p1.z = q1.z; p2.x = q2.x; p2.y = q2.y; p2.z = q2.z; } // for m p1.x = P2.x; p1.y = P2.y; p1.z = P2.z; q1.x = Q2.x; q1.y = Q2.y; q1.z = Q2.z; nn1.x = nn2.x; nn1.y = nn2.y; nn1.z = nn2.z; } // for k offset = num; } // for j } // for i } // if shape } // if fontExtrusion geo = (GeometryArrayRetained) triAry.retained; geomHash.put(ch, geo); } return geo; }