Esempio n. 1
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  /** Returns the function's value at the given point. */
  public static float getValueAt(Vector3f p, ArrayList<Primitive> primitives) {
    float bestValue = Float.MAX_VALUE;

    // Find the primitive which surface is the closest to the isosurface.
    for (Primitive primitive : primitives) {
      bestValue = Math.min(primitive.getPointValue(p), bestValue);
    }

    return bestValue;
  }
Esempio n. 2
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  /** Returns the function's normal at the given point. */
  public static Vector3f getNormalAt(Vector3f p, ArrayList<Primitive> primitives) {
    float bestValue = Float.MAX_VALUE;
    Primitive bestPrimitive = null;

    // Find the primitive which surface is the closest to the isosurface.
    for (Primitive primitive : primitives) {
      float newValue = Math.abs(primitive.getPointValue(p));
      if (newValue < bestValue) {
        bestValue = newValue;
        bestPrimitive = primitive;
      }
    }

    // Get the normal from that primitive.
    Vector3f result = bestPrimitive.getPointNormal(p);

    return result;
  }
Esempio n. 3
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  public void generateMesh() {
    if (!primitives.isEmpty()) {
      // Save local rotation
      Quaternion q1 = getParent().getLocalRotation().clone();
      Quaternion q2 = getParent().getParent().getLocalRotation().clone();
      // Align to Zero rotation.
      getParent().setLocalRotation(Quaternion.IDENTITY);
      getParent().getParent().setLocalRotation(Quaternion.IDENTITY);
      setLocalRotation(Quaternion.IDENTITY);

      // Discard previous mesh then reload it
      if (meshGeometry != null) {
        detachChild(meshGeometry);
      }

      // Build the hull again.
      Mesh mesh = buildPreviewMesh();

      // Re-attach the hull
      meshGeometry = new Geometry("OurMesh", mesh);
      // meshGeometry.setMaterial(Primitive.showNormalsWireframeMaterial);
      // meshGeometry.setMaterial(Primitive.showNormalsMaterial);
      meshGeometry.setMaterial(Primitive.simpleLightMaterial);
      // meshGeometry.setMaterial(Primitive.simpleLightWireframeMaterial);

      attachChild(meshGeometry);
      meshGeometry.setShadowMode(ShadowMode.CastAndReceive);

      // Restore rotation
      getParent().setLocalRotation(q1);
      getParent().getParent().setLocalRotation(q2);

      // Hide all frames.
      for (Primitive a : primitives) {
        a.setCullHint(CullHint.Always);
      }
    }
  }