Esempio n. 1
0
  public Vector3f calculateForce(
      Vector3f location,
      Vector3f velocity,
      float collisionRadius,
      float speed,
      float turnSpeed,
      float tpf,
      List<Obstacle> obstacles) {
    float cautionRange = speed * 1.5f / turnSpeed;
    Line line = new Line(location, velocity.normalize());
    Plane plane = new Plane(velocity, 1);
    Vector3f closest = Vector3f.ZERO;
    float shortestDistance = -1;

    for (Obstacle obs : obstacles) {

      Vector3f target = obs.getLocation();

      Vector3f loc = target.subtract(location);

      // If the obstacle isn't ahead of him, just ignore it
      if (plane.whichSide(loc) != Side.Positive) {
        continue;
      }

      // Check if the target is inside the check range
      if (location.distance(target) <= collisionRadius + cautionRange + obs.getRadius()) {

        // Check if the target will collide with the source
        if (obs.distance(line) < collisionRadius) {

          float newDistance = obs.distance(location);
          // Store the closest target
          if (shortestDistance == -1 || newDistance < shortestDistance)
            shortestDistance = newDistance;
          closest = target;
        }
      }
    }

    // If any target was found
    if (shortestDistance != -1) {

      // Find in wich side the target is
      // To do that, we do a signed distance by
      // subtracing the location from the target
      // and the dot product between the line's normal
      float dot = closest.subtract(location).dot(line.getDirection().cross(Vector3f.UNIT_Y));

      if (dot <= 0) return velocity.cross(Vector3f.UNIT_Y);
      else return velocity.cross(Vector3f.UNIT_Y).negate();
    }

    // No target found, just return a zero value
    return Vector3f.ZERO;
  }
  public static TriangleData processTriangle(int[] index, Vector3f[] v, Vector2f[] t) {
    Vector3f edge1 = new Vector3f();
    Vector3f edge2 = new Vector3f();
    Vector2f edge1uv = new Vector2f();
    Vector2f edge2uv = new Vector2f();

    Vector3f tangent = new Vector3f();
    Vector3f binormal = new Vector3f();
    Vector3f normal = new Vector3f();

    t[1].subtract(t[0], edge1uv);
    t[2].subtract(t[0], edge2uv);
    float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;

    boolean normalize = false;
    if (Math.abs(det) < ZERO_TOLERANCE) {
      //			log.log(Level.WARNING, "Colinear uv coordinates for triangle " + "[{0}, {1}, {2}]; tex0 =
      // [{3}, {4}], " + "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
      //					new Object[] { index[0], index[1], index[2], t[0].x, t[0].y, t[1].x, t[1].y, t[2].x,
      // t[2].y });
      det = 1;
      normalize = true;
    }

    v[1].subtract(v[0], edge1);
    v[2].subtract(v[0], edge2);

    tangent.set(edge1);
    tangent.normalizeLocal();
    binormal.set(edge2);
    binormal.normalizeLocal();

    if (Math.abs(Math.abs(tangent.dot(binormal)) - 1) < ZERO_TOLERANCE) {
      //			log.log(Level.WARNING, "Vertices are on the same line " + "for triangle [{0}, {1},
      // {2}].", new Object[] { index[0], index[1], index[2] });
    }

    float factor = 1 / det;
    tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
    tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
    tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
    if (normalize) {
      tangent.normalizeLocal();
    }

    binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
    binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
    binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
    if (normalize) {
      binormal.normalizeLocal();
    }

    tangent.cross(binormal, normal);
    normal.normalizeLocal();

    return new TriangleData(tangent, binormal, normal);
  }
Esempio n. 3
0
  /**
   * Rebuilds the cylinder based on a new set of parameters.
   *
   * @param axisSamples the number of samples along the axis.
   * @param radialSamples the number of samples around the radial.
   * @param radius the radius of the bottom of the cylinder.
   * @param radius2 the radius of the top of the cylinder.
   * @param height the cylinder's height.
   * @param closed should the cylinder have top and bottom surfaces.
   * @param inverted is the cylinder is meant to be viewed from the inside.
   */
  public void updateGeometry(
      int axisSamples,
      int radialSamples,
      float radius,
      float radius2,
      float height,
      boolean closed,
      boolean inverted) {
    this.axisSamples = axisSamples + (closed ? 2 : 0);
    this.radialSamples = radialSamples;
    this.radius = radius;
    this.radius2 = radius2;
    this.height = height;
    this.closed = closed;
    this.inverted = inverted;

    //        VertexBuffer pvb = getBuffer(Type.Position);
    //        VertexBuffer nvb = getBuffer(Type.Normal);
    //        VertexBuffer tvb = getBuffer(Type.TexCoord);

    // Vertices
    int vertCount = axisSamples * (radialSamples + 1) + (closed ? 2 : 0);

    setBuffer(Type.Position, 3, createVector3Buffer(getFloatBuffer(Type.Position), vertCount));

    // Normals
    setBuffer(Type.Normal, 3, createVector3Buffer(getFloatBuffer(Type.Normal), vertCount));

    // Texture co-ordinates
    setBuffer(Type.TexCoord, 2, createVector2Buffer(vertCount));

    int triCount = ((closed ? 2 : 0) + 2 * (axisSamples - 1)) * radialSamples;

    setBuffer(Type.Index, 3, createShortBuffer(getShortBuffer(Type.Index), 3 * triCount));

    // generate geometry
    float inverseRadial = 1.0f / radialSamples;
    float inverseAxisLess = 1.0f / (closed ? axisSamples - 3 : axisSamples - 1);
    float inverseAxisLessTexture = 1.0f / (axisSamples - 1);
    float halfHeight = 0.5f * height;

    // Generate points on the unit circle to be used in computing the mesh
    // points on a cylinder slice.
    float[] sin = new float[radialSamples + 1];
    float[] cos = new float[radialSamples + 1];

    for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
      float angle = FastMath.TWO_PI * inverseRadial * radialCount;
      cos[radialCount] = FastMath.cos(angle);
      sin[radialCount] = FastMath.sin(angle);
    }
    sin[radialSamples] = sin[0];
    cos[radialSamples] = cos[0];

    // calculate normals
    Vector3f[] vNormals = null;
    Vector3f vNormal = Vector3f.UNIT_Z;

    if ((height != 0.0f) && (radius != radius2)) {
      vNormals = new Vector3f[radialSamples];
      Vector3f vHeight = Vector3f.UNIT_Z.mult(height);
      Vector3f vRadial = new Vector3f();

      for (int radialCount = 0; radialCount < radialSamples; radialCount++) {
        vRadial.set(cos[radialCount], sin[radialCount], 0.0f);
        Vector3f vRadius = vRadial.mult(radius);
        Vector3f vRadius2 = vRadial.mult(radius2);
        Vector3f vMantle = vHeight.subtract(vRadius2.subtract(vRadius));
        Vector3f vTangent = vRadial.cross(Vector3f.UNIT_Z);
        vNormals[radialCount] = vMantle.cross(vTangent).normalize();
      }
    }

    FloatBuffer nb = getFloatBuffer(Type.Normal);
    FloatBuffer pb = getFloatBuffer(Type.Position);
    FloatBuffer tb = getFloatBuffer(Type.TexCoord);

    // generate the cylinder itself
    Vector3f tempNormal = new Vector3f();
    for (int axisCount = 0, i = 0; axisCount < axisSamples; axisCount++, i++) {
      float axisFraction;
      float axisFractionTexture;
      int topBottom = 0;
      if (!closed) {
        axisFraction = axisCount * inverseAxisLess; // in [0,1]
        axisFractionTexture = axisFraction;
      } else {
        if (axisCount == 0) {
          topBottom = -1; // bottom
          axisFraction = 0;
          axisFractionTexture = inverseAxisLessTexture;
        } else if (axisCount == axisSamples - 1) {
          topBottom = 1; // top
          axisFraction = 1;
          axisFractionTexture = 1 - inverseAxisLessTexture;
        } else {
          axisFraction = (axisCount - 1) * inverseAxisLess;
          axisFractionTexture = axisCount * inverseAxisLessTexture;
        }
      }

      // compute center of slice
      float z = -halfHeight + height * axisFraction;
      Vector3f sliceCenter = new Vector3f(0, 0, z);

      // compute slice vertices with duplication at end point
      int save = i;
      for (int radialCount = 0; radialCount < radialSamples; radialCount++, i++) {
        float radialFraction = radialCount * inverseRadial; // in [0,1)
        tempNormal.set(cos[radialCount], sin[radialCount], 0.0f);

        if (vNormals != null) {
          vNormal = vNormals[radialCount];
        } else if (radius == radius2) {
          vNormal = tempNormal;
        }

        if (topBottom == 0) {
          if (!inverted) nb.put(vNormal.x).put(vNormal.y).put(vNormal.z);
          else nb.put(-vNormal.x).put(-vNormal.y).put(-vNormal.z);
        } else {
          nb.put(0).put(0).put(topBottom * (inverted ? -1 : 1));
        }

        tempNormal.multLocal((radius - radius2) * axisFraction + radius2).addLocal(sliceCenter);
        pb.put(tempNormal.x).put(tempNormal.y).put(tempNormal.z);

        tb.put((inverted ? 1 - radialFraction : radialFraction)).put(axisFractionTexture);
      }

      BufferUtils.copyInternalVector3(pb, save, i);
      BufferUtils.copyInternalVector3(nb, save, i);

      tb.put((inverted ? 0.0f : 1.0f)).put(axisFractionTexture);
    }

    if (closed) {
      pb.put(0).put(0).put(-halfHeight); // bottom center
      nb.put(0).put(0).put(-1 * (inverted ? -1 : 1));
      tb.put(0.5f).put(0);
      pb.put(0).put(0).put(halfHeight); // top center
      nb.put(0).put(0).put(1 * (inverted ? -1 : 1));
      tb.put(0.5f).put(1);
    }

    IndexBuffer ib = getIndexBuffer();
    int index = 0;
    // Connectivity
    for (int axisCount = 0, axisStart = 0; axisCount < axisSamples - 1; axisCount++) {
      int i0 = axisStart;
      int i1 = i0 + 1;
      axisStart += radialSamples + 1;
      int i2 = axisStart;
      int i3 = i2 + 1;
      for (int i = 0; i < radialSamples; i++) {
        if (closed && axisCount == 0) {
          if (!inverted) {
            ib.put(index++, i0++);
            ib.put(index++, vertCount - 2);
            ib.put(index++, i1++);
          } else {
            ib.put(index++, i0++);
            ib.put(index++, i1++);
            ib.put(index++, vertCount - 2);
          }
        } else if (closed && axisCount == axisSamples - 2) {
          ib.put(index++, i2++);
          ib.put(index++, inverted ? vertCount - 1 : i3++);
          ib.put(index++, inverted ? i3++ : vertCount - 1);
        } else {
          ib.put(index++, i0++);
          ib.put(index++, inverted ? i2 : i1);
          ib.put(index++, inverted ? i1 : i2);
          ib.put(index++, i1++);
          ib.put(index++, inverted ? i2++ : i3++);
          ib.put(index++, inverted ? i3++ : i2++);
        }
      }
    }

    updateBound();
  }
Esempio n. 4
0
  /**
   * Updates the points array to contain the frustum corners of the given camera. The nearOverride
   * and farOverride variables can be used to override the camera's near/far values with own values.
   *
   * <p>TODO: Reduce creation of new vectors
   *
   * @param viewCam
   * @param nearOverride
   * @param farOverride
   */
  public static void updateFrustumPoints(
      Camera viewCam, float nearOverride, float farOverride, float scale, Vector3f[] points) {

    Vector3f pos = viewCam.getLocation();
    Vector3f dir = viewCam.getDirection();
    Vector3f up = viewCam.getUp();

    float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear();
    float near = nearOverride;
    float far = farOverride;
    float ftop = viewCam.getFrustumTop();
    float fright = viewCam.getFrustumRight();
    float ratio = fright / ftop;

    float near_height;
    float near_width;
    float far_height;
    float far_width;

    if (viewCam.isParallelProjection()) {
      near_height = ftop;
      near_width = near_height * ratio;
      far_height = ftop;
      far_width = far_height * ratio;
    } else {
      near_height = depthHeightRatio * near;
      near_width = near_height * ratio;
      far_height = depthHeightRatio * far;
      far_width = far_height * ratio;
    }

    Vector3f right = dir.cross(up).normalizeLocal();

    Vector3f temp = new Vector3f();
    temp.set(dir).multLocal(far).addLocal(pos);
    Vector3f farCenter = temp.clone();
    temp.set(dir).multLocal(near).addLocal(pos);
    Vector3f nearCenter = temp.clone();

    Vector3f nearUp = temp.set(up).multLocal(near_height).clone();
    Vector3f farUp = temp.set(up).multLocal(far_height).clone();
    Vector3f nearRight = temp.set(right).multLocal(near_width).clone();
    Vector3f farRight = temp.set(right).multLocal(far_width).clone();

    points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight);
    points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight);
    points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight);
    points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight);

    points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight);
    points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight);
    points[6].set(farCenter).addLocal(farUp).addLocal(farRight);
    points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight);

    if (scale != 1.0f) {
      // find center of frustum
      Vector3f center = new Vector3f();
      for (int i = 0; i < 8; i++) {
        center.addLocal(points[i]);
      }
      center.divideLocal(8f);

      Vector3f cDir = new Vector3f();
      for (int i = 0; i < 8; i++) {
        cDir.set(points[i]).subtractLocal(center);
        cDir.multLocal(scale - 1.0f);
        points[i].addLocal(cDir);
      }
    }
  }
  private static Mesh genTangentLines(Mesh mesh, float scale) {
    FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
    FloatBuffer normalBuffer = (FloatBuffer) mesh.getBuffer(Type.Normal).getData();
    FloatBuffer tangentBuffer = (FloatBuffer) mesh.getBuffer(Type.Tangent).getData();

    FloatBuffer binormalBuffer = null;
    if (mesh.getBuffer(Type.Binormal) != null) {
      binormalBuffer = (FloatBuffer) mesh.getBuffer(Type.Binormal).getData();
    }

    ColorRGBA originColor = ColorRGBA.White;
    ColorRGBA tangentColor = ColorRGBA.Red;
    ColorRGBA binormalColor = ColorRGBA.Green;
    ColorRGBA normalColor = ColorRGBA.Blue;

    Mesh lineMesh = new Mesh();
    lineMesh.setMode(Mesh.Mode.Lines);

    Vector3f origin = new Vector3f();
    Vector3f point = new Vector3f();
    Vector3f tangent = new Vector3f();
    Vector3f normal = new Vector3f();

    IntBuffer lineIndex = BufferUtils.createIntBuffer(vertexBuffer.limit() / 3 * 6);
    FloatBuffer lineVertex = BufferUtils.createFloatBuffer(vertexBuffer.limit() * 4);
    FloatBuffer lineColor = BufferUtils.createFloatBuffer(vertexBuffer.limit() / 3 * 4 * 4);

    boolean hasParity = mesh.getBuffer(Type.Tangent).getNumComponents() == 4;
    float tangentW = 1;

    for (int i = 0; i < vertexBuffer.limit() / 3; i++) {
      populateFromBuffer(origin, vertexBuffer, i);
      populateFromBuffer(normal, normalBuffer, i);

      if (hasParity) {
        tangent.x = tangentBuffer.get(i * 4);
        tangent.y = tangentBuffer.get(i * 4 + 1);
        tangent.z = tangentBuffer.get(i * 4 + 2);
        tangentW = tangentBuffer.get(i * 4 + 3);
      } else {
        populateFromBuffer(tangent, tangentBuffer, i);
      }

      int index = i * 4;

      int id = i * 6;
      lineIndex.put(id, index);
      lineIndex.put(id + 1, index + 1);
      lineIndex.put(id + 2, index);
      lineIndex.put(id + 3, index + 2);
      lineIndex.put(id + 4, index);
      lineIndex.put(id + 5, index + 3);

      setInBuffer(origin, lineVertex, index);
      setInBuffer(originColor, lineColor, index);

      point.set(tangent);
      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 1);
      setInBuffer(tangentColor, lineColor, index + 1);

      // wvBinormal = cross(wvNormal, wvTangent) * -inTangent.w

      if (binormalBuffer == null) {
        normal.cross(tangent, point);
        point.multLocal(-tangentW);
        point.normalizeLocal();
      } else {
        populateFromBuffer(point, binormalBuffer, i);
      }

      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 2);
      setInBuffer(binormalColor, lineColor, index + 2);

      point.set(normal);
      point.multLocal(scale);
      point.addLocal(origin);
      setInBuffer(point, lineVertex, index + 3);
      setInBuffer(normalColor, lineColor, index + 3);
    }

    lineMesh.setBuffer(Type.Index, 1, lineIndex);
    lineMesh.setBuffer(Type.Position, 3, lineVertex);
    lineMesh.setBuffer(Type.Color, 4, lineColor);

    lineMesh.setStatic();
    // lineMesh.setInterleaved();
    return lineMesh;
  }
  private static void processTriangleData(
      Mesh mesh, List<VertexData> vertices, boolean approxTangent, boolean splitMirrored) {
    ArrayList<VertexInfo> vertexMap = linkVertices(mesh, splitMirrored);

    FloatBuffer tangents = BufferUtils.createFloatBuffer(vertices.size() * 4);

    ColorRGBA[] cols = null;
    if (debug) {
      cols = new ColorRGBA[vertices.size()];
    }

    Vector3f tangent = new Vector3f();
    Vector3f binormal = new Vector3f();
    // Vector3f normal = new Vector3f();
    Vector3f givenNormal = new Vector3f();

    Vector3f tangentUnit = new Vector3f();
    Vector3f binormalUnit = new Vector3f();

    for (int k = 0; k < vertexMap.size(); k++) {
      float wCoord = -1;

      VertexInfo vertexInfo = vertexMap.get(k);

      givenNormal.set(vertexInfo.normal);
      givenNormal.normalizeLocal();

      TriangleData firstTriangle = vertices.get(vertexInfo.indices.get(0)).triangles.get(0);

      // check tangent and binormal consistency
      tangent.set(firstTriangle.tangent);
      tangent.normalizeLocal();
      binormal.set(firstTriangle.binormal);
      binormal.normalizeLocal();

      for (int i : vertexInfo.indices) {
        ArrayList<TriangleData> triangles = vertices.get(i).triangles;

        for (int j = 0; j < triangles.size(); j++) {
          TriangleData triangleData = triangles.get(j);

          tangentUnit.set(triangleData.tangent);
          tangentUnit.normalizeLocal();
          if (tangent.dot(tangentUnit) < toleranceDot) {
            // log.log(Level.WARNING,
            // "Angle between tangents exceeds tolerance "
            // + "for vertex {0}.", i);
            break;
          }

          if (!approxTangent) {
            binormalUnit.set(triangleData.binormal);
            binormalUnit.normalizeLocal();
            if (binormal.dot(binormalUnit) < toleranceDot) {
              // log.log(Level.WARNING,
              // "Angle between binormals exceeds tolerance "
              // + "for vertex {0}.", i);
              break;
            }
          }
        }
      }

      // find average tangent
      tangent.set(0, 0, 0);
      binormal.set(0, 0, 0);

      int triangleCount = 0;
      for (int i : vertexInfo.indices) {
        ArrayList<TriangleData> triangles = vertices.get(i).triangles;
        triangleCount += triangles.size();
        if (debug) {
          cols[i] = ColorRGBA.White;
        }

        for (int j = 0; j < triangles.size(); j++) {
          TriangleData triangleData = triangles.get(j);
          tangent.addLocal(triangleData.tangent);
          binormal.addLocal(triangleData.binormal);
        }
      }

      int blameVertex = vertexInfo.indices.get(0);

      if (tangent.length() < ZERO_TOLERANCE) {
        log.log(Level.WARNING, "Shared tangent is zero for vertex {0}.", blameVertex);
        // attempt to fix from binormal
        if (binormal.length() >= ZERO_TOLERANCE) {
          binormal.cross(givenNormal, tangent);
          tangent.normalizeLocal();
        } // if all fails use the tangent from the first triangle
        else {
          tangent.set(firstTriangle.tangent);
        }
      } else {
        tangent.divideLocal(triangleCount);
      }

      tangentUnit.set(tangent);
      tangentUnit.normalizeLocal();
      if (Math.abs(Math.abs(tangentUnit.dot(givenNormal)) - 1) < ZERO_TOLERANCE) {
        log.log(Level.WARNING, "Normal and tangent are parallel for vertex {0}.", blameVertex);
      }

      if (!approxTangent) {
        if (binormal.length() < ZERO_TOLERANCE) {
          log.log(Level.WARNING, "Shared binormal is zero for vertex {0}.", blameVertex);
          // attempt to fix from tangent
          if (tangent.length() >= ZERO_TOLERANCE) {
            givenNormal.cross(tangent, binormal);
            binormal.normalizeLocal();
          } // if all fails use the binormal from the first triangle
          else {
            binormal.set(firstTriangle.binormal);
          }
        } else {
          binormal.divideLocal(triangleCount);
        }

        binormalUnit.set(binormal);
        binormalUnit.normalizeLocal();
        if (Math.abs(Math.abs(binormalUnit.dot(givenNormal)) - 1) < ZERO_TOLERANCE) {
          log.log(Level.WARNING, "Normal and binormal are parallel for vertex {0}.", blameVertex);
        }

        if (Math.abs(Math.abs(binormalUnit.dot(tangentUnit)) - 1) < ZERO_TOLERANCE) {
          log.log(Level.WARNING, "Tangent and binormal are parallel for vertex {0}.", blameVertex);
        }
      }

      Vector3f finalTangent = new Vector3f();
      Vector3f tmp = new Vector3f();
      for (int i : vertexInfo.indices) {
        if (approxTangent) {
          // Gram-Schmidt orthogonalize
          finalTangent
              .set(tangent)
              .subtractLocal(tmp.set(givenNormal).multLocal(givenNormal.dot(tangent)));
          finalTangent.normalizeLocal();

          wCoord = tmp.set(givenNormal).crossLocal(tangent).dot(binormal) < 0f ? -1f : 1f;

          tangents.put((i * 4), finalTangent.x);
          tangents.put((i * 4) + 1, finalTangent.y);
          tangents.put((i * 4) + 2, finalTangent.z);
          tangents.put((i * 4) + 3, wCoord);
        } else {
          tangents.put((i * 4), tangent.x);
          tangents.put((i * 4) + 1, tangent.y);
          tangents.put((i * 4) + 2, tangent.z);
          tangents.put((i * 4) + 3, wCoord);

          // setInBuffer(binormal, binormals, i);
        }
      }
    }
    tangents.limit(tangents.capacity());
    // If the model already had a tangent buffer, replace it with the regenerated one
    mesh.clearBuffer(Type.Tangent);
    mesh.setBuffer(Type.Tangent, 4, tangents);

    if (mesh.isAnimated()) {
      mesh.clearBuffer(Type.BindPoseNormal);
      mesh.clearBuffer(Type.BindPosePosition);
      mesh.clearBuffer(Type.BindPoseTangent);
      mesh.generateBindPose(true);
    }

    if (debug) {
      writeColorBuffer(vertices, cols, mesh);
    }
    mesh.updateBound();
    mesh.updateCounts();
  }