@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); }
private static IndexedFaceSet bigMesh(int discretization, double cameraHeight, double size) { int n = discretization; QuadMeshFactory factory = new QuadMeshFactory(); factory.setULineCount(n); factory.setVLineCount(n); factory.setGenerateEdgesFromFaces(true); factory.setGenerateTextureCoordinates(false); double totalAngle = Math.atan(size / cameraHeight); double dt = 2 * totalAngle / (n - 1); double[] normal = new double[] {0, 0, -1}; double[][] normals = new double[n * n][]; Arrays.fill(normals, normal); double[][][] coords = new double[n][n][3]; for (int i = 0; i < n; i++) { double y = cameraHeight * Math.tan(-totalAngle + i * dt); for (int j = 0; j < n; j++) { coords[i][j][0] = cameraHeight * Math.tan(-totalAngle + j * dt); coords[i][j][1] = y; } } double[][][] texCoords = new double[n][n][2]; for (int i = 0; i < n; i++) { for (int j = 0; j < n; j++) { texCoords[i][j][0] = coords[i][j][0]; texCoords[i][j][1] = coords[i][j][1]; } } factory.setVertexCoordinates(coords); factory.setVertexNormals(normals); factory.setVertexTextureCoordinates(texCoords); factory.update(); return factory.getIndexedFaceSet(); }