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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package jme3test.model.shape;
     34 
     35 import com.jme3.app.SimpleApplication;
     36 import com.jme3.material.Material;
     37 import com.jme3.math.ColorRGBA;
     38 import com.jme3.math.Vector2f;
     39 import com.jme3.math.Vector3f;
     40 import com.jme3.scene.Geometry;
     41 import com.jme3.scene.Mesh;
     42 import com.jme3.scene.VertexBuffer.Type;
     43 import com.jme3.util.BufferUtils;
     44 
     45 /**
     46  * How to create custom meshes by specifying vertices
     47  * We render the mesh in three different ways, once with a solid blue color,
     48  * once with vertex colors, and once with a wireframe material.
     49  * @author KayTrance
     50  */
     51 public class TestCustomMesh extends SimpleApplication {
     52 
     53     public static void main(String[] args){
     54         TestCustomMesh app = new TestCustomMesh();
     55         app.start();
     56     }
     57 
     58     @Override
     59     public void simpleInitApp() {
     60 
     61         Mesh m = new Mesh();
     62 
     63         // Vertex positions in space
     64         Vector3f [] vertices = new Vector3f[4];
     65         vertices[0] = new Vector3f(0,0,0);
     66         vertices[1] = new Vector3f(3,0,0);
     67         vertices[2] = new Vector3f(0,3,0);
     68         vertices[3] = new Vector3f(3,3,0);
     69 
     70         // Texture coordinates
     71         Vector2f [] texCoord = new Vector2f[4];
     72         texCoord[0] = new Vector2f(0,0);
     73         texCoord[1] = new Vector2f(1,0);
     74         texCoord[2] = new Vector2f(0,1);
     75         texCoord[3] = new Vector2f(1,1);
     76 
     77         // Indexes. We define the order in which mesh should be constructed
     78         int [] indexes = {2,0,1,1,3,2};
     79 
     80         // Setting buffers
     81         m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
     82         m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord));
     83         m.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(indexes));
     84         m.updateBound();
     85 
     86         // *************************************************************************
     87         // First mesh uses one solid color
     88         // *************************************************************************
     89 
     90         // Creating a geometry, and apply a single color material to it
     91         Geometry geom = new Geometry("OurMesh", m);
     92         Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
     93         mat.setColor("Color", ColorRGBA.Blue);
     94         geom.setMaterial(mat);
     95 
     96         // Attaching our geometry to the root node.
     97         rootNode.attachChild(geom);
     98 
     99         // *************************************************************************
    100         // Second mesh uses vertex colors to color each vertex
    101         // *************************************************************************
    102         Mesh cMesh = m.clone();
    103         Geometry coloredMesh = new Geometry ("ColoredMesh", cMesh);
    104         Material matVC = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    105         matVC.setBoolean("VertexColor", true);
    106 
    107         //We have 4 vertices and 4 color values for each of them.
    108         //If you have more vertices, you need 'new float[yourVertexCount * 4]' here!
    109         float[] colorArray = new float[4*4];
    110         int colorIndex = 0;
    111 
    112         //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f
    113         for(int i = 0; i < 4; i++){
    114            // Red value (is increased by .2 on each next vertex here)
    115            colorArray[colorIndex++]= 0.1f+(.2f*i);
    116            // Green value (is reduced by .2 on each next vertex)
    117            colorArray[colorIndex++]= 0.9f-(0.2f*i);
    118            // Blue value (remains the same in our case)
    119            colorArray[colorIndex++]= 0.5f;
    120            // Alpha value (no transparency set here)
    121            colorArray[colorIndex++]= 1.0f;
    122         }
    123         // Set the color buffer
    124         cMesh.setBuffer(Type.Color, 4, colorArray);
    125         coloredMesh.setMaterial(matVC);
    126         // move mesh a bit so that it doesn't intersect with the first one
    127         coloredMesh.setLocalTranslation(4, 0, 0);
    128         rootNode.attachChild(coloredMesh);
    129 
    130 //        /** Alternatively, you can show the mesh vertixes as points
    131 //          * instead of coloring the faces. */
    132 //        cMesh.setMode(Mesh.Mode.Points);
    133 //        cMesh.setPointSize(10f);
    134 //        cMesh.updateBound();
    135 //        cMesh.setStatic();
    136 //        Geometry points = new Geometry("Points", m);
    137 //        points.setMaterial(mat);
    138 //        rootNode.attachChild(points);
    139 
    140         // *************************************************************************
    141         // Third mesh will use a wireframe shader to show wireframe
    142         // *************************************************************************
    143         Mesh wfMesh = m.clone();
    144         Geometry wfGeom = new Geometry("wireframeGeometry", wfMesh);
    145         Material matWireframe = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    146         matWireframe.setColor("Color", ColorRGBA.Green);
    147         matWireframe.getAdditionalRenderState().setWireframe(true);
    148         wfGeom.setMaterial(matWireframe);
    149         wfGeom.setLocalTranslation(4, 4, 0);
    150         rootNode.attachChild(wfGeom);
    151 
    152     }
    153 }
    154