private static Map<Geometry, SceneGraphComponent> getGeometries_R( SceneGraphComponent root, SceneGraphPath p) { p.push(root); Map<Geometry, SceneGraphComponent> r = new HashMap<Geometry, SceneGraphComponent>(); if (root.getGeometry() != null) { Geometry g = root.getGeometry(); if (g instanceof PointSet) { // remove vertex normals if flat shading PointSet pSet = (PointSet) g; if (pSet.getVertexAttributes().containsAttribute(Attribute.NORMALS)) { EffectiveAppearance ea = EffectiveAppearance.create(p); DefaultGeometryShader dgs = ShaderUtility.createDefaultGeometryShader(ea); DefaultPolygonShader ps = (DefaultPolygonShader) dgs.getPolygonShader(); if (!ps.getSmoothShading()) { pSet.setVertexAttributes(Attribute.NORMALS, null); } } } r.put(root.getGeometry(), root); } for (int i = 0; i < root.getChildComponentCount(); i++) { Map<Geometry, SceneGraphComponent> subList = getGeometries_R(root.getChildComponent(i), p); if (subList.size() != 0) { r.putAll(subList); } } p.pop(); return r; }
@Override public void addMesh(double[][][] vertices, double[][][] normals, AppearanceState appearance) { if (vertices.length == 0) return; int l = vertices[0].length; for (int i = 0; i < vertices.length; ++i) if (vertices[i].length == 0 || vertices[i].length != l) return; SceneGraphComponent sgc = SceneGraphUtility.createFullSceneGraphComponent(); QuadMeshFactory qmf = new QuadMeshFactory(); qmf.setVLineCount(vertices.length); qmf.setULineCount(l); qmf.setClosedInUDirection(false); qmf.setClosedInVDirection(false); qmf.setVertexCoordinates(vertices); if (normals == null) { qmf.setGenerateFaceNormals(true); // qmf.setGenerateVertexNormals(true); } else { qmf.setVertexNormals(normals); } qmf.setGenerateTextureCoordinates(false); qmf.setGenerateEdgesFromFaces(true); qmf.setEdgeFromQuadMesh(true); Color[] colors = new Color[vertices.length * l]; for (int i = 0; i < vertices.length * l; ++i) { colors[i] = appearance.getColor(); } qmf.setVertexColors(colors); qmf.update(); sgc.setGeometry(qmf.getGeometry()); DefaultGeometryShader dgs = ShaderUtility.createDefaultGeometryShader(sgc.getAppearance(), true); dgs.setShowLines(true); dgs.setShowPoints(true); dgs.setShowFaces(true); dgs.createPointShader("my"); MyLineShader ls = (MyLineShader) dgs.createLineShader("my"); ls.setDiffuseColor(appearance.getColor()); ls.setLineType(0); DefaultPolygonShader dps = (DefaultPolygonShader) dgs.getPolygonShader(); dps.setTransparency(1 - appearance.getOpacity()); sceneMeshes.addChild(sgc); }
/** * ******************************************************************************* * initializeShaders * * <p>This helper method is used in the "initializeAppearance" methods below to set up the shaders * the appearance will use. Basically, this ensures the shaders are set up in a consistent way * (not doing this has created odd bugs in the past). * * <p>We set whether edges and vertices are drawn elsewhere (in View.java). In the past, we've * found that trying to use the "Appearance.setAttribute(CommonAttributes.*)" method of setting * attributes and setting this properties on a shader (Ex. dgs.setDrawLines(false);) leads to * problems. Thus, we don't specify whether edges/vertices should be drawn in the properties * below. ******************************************************************************* */ public static void initializeShaders(Appearance app, Color faceColor) { DefaultGeometryShader dgs = (DefaultGeometryShader) ShaderUtility.createDefaultGeometryShader(app, true); DefaultPolygonShader dps = (DefaultPolygonShader) dgs.createPolygonShader("default"); dps.setAmbientColor(faceColor); // dps.setAmbientColor(c); dps.setDiffuseColor(faceColor); // dps.setDiffuseColor(c); dps.setAmbientCoefficient(0.3); // These coefficients seem to help the // texture look "bright" dps.setDiffuseCoefficient(0.8); // when it gets mapped to the surface. dps.setSpecularCoefficient(0.0); // We don't need faces to look shiny by // default. DefaultLineShader dls = (DefaultLineShader) dgs.getLineShader(); dls.setDiffuseColor(Color.orange); dls.setTubeDraw(true); dls.setTubeRadius(0.05); }