Java Code Examples for javafx.scene.shape.MeshView#setCullFace()

The following examples show how to use javafx.scene.shape.MeshView#setCullFace() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: MeshGeneratorJobManager.java    From paintera with GNU General Public License v2.0 6 votes vote down vote up
private static MeshView makeMeshView(final PainteraTriangleMesh verticesAndNormals)
{
	final float[]      vertices = verticesAndNormals.getVertices();
	final float[]      normals  = verticesAndNormals.getNormals();
	final TriangleMesh mesh     = new TriangleMesh();
	mesh.getPoints().addAll(vertices);
	mesh.getNormals().addAll(normals);
	mesh.getTexCoords().addAll(0, 0);
	mesh.setVertexFormat(VertexFormat.POINT_NORMAL_TEXCOORD);
	final int[] faceIndices = new int[vertices.length];
	for (int i = 0, k = 0; i < faceIndices.length; i += 3, ++k)
	{
		faceIndices[i + 0] = k;
		faceIndices[i + 1] = k;
		faceIndices[i + 2] = 0;
	}
	mesh.getFaces().addAll(faceIndices);
	final PhongMaterial material = Meshes.painteraPhongMaterial();
	final MeshView mv = new MeshView(mesh);
	mv.setOpacity(1.0);
	mv.setCullFace(CullFace.FRONT);
	mv.setMaterial(material);
	mv.setDrawMode(DrawMode.FILL);
	return mv;
}
 
Example 2
Source File: ObjImporter.java    From gluon-samples with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
public MeshView buildMeshView(String key) {
    MeshView meshView = new MeshView();
    meshView.setId(key);
    meshView.setMaterial(materials.get(key));
    meshView.setMesh(meshes.get(key));
    meshView.setCullFace(CullFace.NONE);
    return meshView;
}
 
Example 3
Source File: CatmaidJsonLoader.java    From paintera with GNU General Public License v2.0 4 votes vote down vote up
public static void main(String[] args) throws IOException {
		PlatformImpl.startup(() -> {});
		final Path path = Paths.get(System.getProperty("user.home"), "Downloads", "catmaid-meshes", "Block3.json");
		final TriangleMesh mesh = new CatmaidJsonLoader().loadMesh(path);
		final double[] min = {Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY};
		final double[] max = {Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY};
		for (int i = 0; i < mesh.getPoints().size(); i += 3) {
			for (int d = 0; d < 3; ++d) {
				min[d] = Math.min(min[d], mesh.getPoints().get(i + d));
				max[d] = Math.max(max[d], mesh.getPoints().get(i + d));
			}
		}
		System.out.print(Arrays.toString(min) +" " + Arrays.toString(max));
		final Interval interval = Intervals.smallestContainingInterval(new FinalRealInterval(min, max));
		final MeshView mv = new MeshView(mesh);
		mv.setMaterial(Meshes.painteraPhongMaterial(Color.WHITE));
		mv.setDrawMode(DrawMode.FILL);
		mv.setCullFace(CullFace.BACK);
		final Viewer3DFX viewer = new Viewer3DFX(800, 600);
		viewer.meshesEnabledProperty().set(true);
		mv.setOpacity(1.0);
		viewer.setInitialTransformToInterval(interval);
		final MeshView mv2 = new MeshView(mesh);
		mv.setMaterial(Meshes.painteraPhongMaterial());
		mv.setDrawMode(DrawMode.FILL);
		mv.setCullFace(CullFace.BACK);
		mv2.setTranslateX(100);
		viewer.meshesGroup().getChildren().addAll(mv, mv2);
		Platform.setImplicitExit(true);
		Platform.runLater(() -> {
			final Scene scene = new Scene(viewer);
			final Stage stage = new Stage();
			stage.setScene(scene);
			stage.setWidth(800);
			stage.setHeight(600);
			stage.show();
		});
//		final String mesh = "<IndexedTriangleSet  index='0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35'><Coordinate point='440474 99212 136120 440474 119212 136120 460474 99212 136120 460474 99212 136120 440474 119212 136120 460474 119212 136120 440474 99212 136120 460474 99212 136120 460474 99212 156120 440474 99212 136120 460474 99212 156120 440474 99212 156120 440474 119212 136120 440474 119212 156120 460474 119212 156120 440474 119212 136120 460474 119212 156120 460474 119212 136120 440474 99212 156120 460474 119212 156120 440474 119212 156120 440474 99212 156120 460474 99212 156120 460474 119212 156120 440474 99212 136120 440474 119212 156120 440474 119212 136120 440474 99212 136120 440474 99212 156120 440474 119212 156120 460474 99212 136120 460474 119212 136120 460474 99212 156120 460474 119212 136120 460474 119212 156120 460474 99212 156120'/></IndexedTriangleSet>";
//		final Document doc = Jsoup.parse(mesh);
//		System.out.println(doc);
//		System.out.println(doc.select("IndexedTriangleSet").attr("index"));
	}
 
Example 4
Source File: ObjLoader.java    From paintera with GNU General Public License v2.0 4 votes vote down vote up
public static void main(String[] args) throws IOException {
		PlatformImpl.startup(() -> {});
		// https://people.sc.fsu.edu/~jburkardt/data/obj/obj.html
//		final String objFile = "al.obj";
//		final String objFile = "diamond.obj";
		final String objFile = "alfa147.obj";
		final Path path = Paths.get(System.getProperty("user.home"), "Downloads", objFile);
		final TriangleMesh mesh = new ObjLoader().loadMesh(path);
		final double[] min = {Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY};
		final double[] max = {Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY};
		for (int i = 0; i < mesh.getPoints().size(); i += 3) {
			for (int d = 0; d < 3; ++d) {
				min[d] = Math.min(min[d], mesh.getPoints().get(i + d));
				max[d] = Math.max(max[d], mesh.getPoints().get(i + d));
			}
		}
		final Interval interval = Intervals.smallestContainingInterval(new FinalRealInterval(min, max));
		final MeshView mv = new MeshView(mesh);
		mv.setMaterial(Meshes.painteraPhongMaterial(Color.WHITE));
		mv.setDrawMode(DrawMode.FILL);
		mv.setCullFace(CullFace.BACK);
		final Viewer3DFX viewer = new Viewer3DFX(800, 600);
		viewer.meshesEnabledProperty().set(true);
		mv.setOpacity(1.0);
		viewer.setInitialTransformToInterval(interval);
		final MeshView mv2 = new MeshView(mesh);
		mv.setMaterial(Meshes.painteraPhongMaterial());
		mv.setDrawMode(DrawMode.FILL);
		mv.setCullFace(CullFace.BACK);
		mv2.setTranslateX(100);
		viewer.meshesGroup().getChildren().addAll(mv, mv2);
//		final double factor = 1;
//		final double w = 1*factor, h = 2*factor, d = 3*factor;
//		final Box box = new Box(w, h, d);
//		box.setCullFace(CullFace.NONE);
//		box.setOpacity(1.0);
//		box.setMaterial(Meshes.painteraPhongMaterial(Color.RED));
//		viewer.meshesGroup().getChildren().add(box);
		Platform.setImplicitExit(true);
		Platform.runLater(() -> {
			final Scene scene = new Scene(viewer);
			final Stage stage = new Stage();
			stage.setScene(scene);
			stage.setWidth(800);
			stage.setHeight(600);
			stage.show();
		});
	}
 
Example 5
Source File: SurfacePlot.java    From FXyzLib with GNU General Public License v3.0 4 votes vote down vote up
public void setHeightData(float[][] arrayY, int spacing, Color color, boolean ambient, boolean fill) {
    material = new PhongMaterial();
    material.setSpecularColor(color);
    material.setDiffuseColor(color);

    mesh = new TriangleMesh();

    // Fill Points
    for (int x = 0; x < arrayY.length; x++) {
        for (int z = 0; z < arrayY[0].length; z++) {
            mesh.getPoints().addAll(x * spacing, arrayY[x][z], z * spacing);
        }
    }

    //for now we'll just make an empty texCoordinate group
    mesh.getTexCoords().addAll(0, 0);
    int total = arrayY.length * arrayY.length;
    int nextRow = arrayY.length;
    //Add the faces "winding" the points generally counter clock wise
    for (int i = 0; i < total - nextRow -1; i++) {
        //Top upper left triangle
        mesh.getFaces().addAll(i,0,i+nextRow,0,i+1,0);
        //Top lower right triangle
        mesh.getFaces().addAll(i+nextRow,0,i+nextRow + 1,0,i+1,0);
        
        //Bottom            
    }
    //Create a viewable MeshView to be added to the scene
    //To add a TriangleMesh to a 3D scene you need a MeshView container object
    meshView = new MeshView(mesh);
    //The MeshView allows you to control how the TriangleMesh is rendered
    if(fill) { 
        meshView.setDrawMode(DrawMode.FILL);
    } else {
        meshView.setDrawMode(DrawMode.LINE); //show lines only by default
    }
    meshView.setCullFace(CullFace.BACK); //Removing culling to show back lines

    getChildren().add(meshView);
    meshView.setMaterial(material);
    if (ambient) {
        selfLight.getScope().add(meshView);
        if(!getChildren().contains(selfLight))
            getChildren().add(selfLight);
    }
    else if(getChildren().contains(selfLight))
        getChildren().remove(selfLight);
    setDepthTest(DepthTest.ENABLE);
}
 
Example 6
Source File: PolyLine3D.java    From FXyzLib with GNU General Public License v3.0 4 votes vote down vote up
public PolyLine3D(List<Point3D> points, int width, Color color) {
    this.points = points;
    this.width = width;
    this.color = color;
    setDepthTest(DepthTest.ENABLE);        
    mesh  = new TriangleMesh();
    //add each point. For each point add another point shifted on Z axis by width
    //This extra point allows us to build triangles later
    for(Point3D point: points) {
        mesh.getPoints().addAll(point.x,point.y,point.z);
        mesh.getPoints().addAll(point.x,point.y,point.z+width);
    }
    //add dummy Texture Coordinate
    mesh.getTexCoords().addAll(0,0); 
    //Now generate trianglestrips for each line segment
    for(int i=2;i<points.size()*2;i+=2) {  //add each segment
        //Vertices wound counter-clockwise which is the default front face of any Triange
        //These triangles live on the frontside of the line facing the camera
        mesh.getFaces().addAll(i,0,i-2,0,i+1,0); //add primary face
        mesh.getFaces().addAll(i+1,0,i-2,0,i-1,0); //add secondary Width face
        //Add the same faces but wind them clockwise so that the color looks correct when camera is rotated
        //These triangles live on the backside of the line facing away from initial the camera
        mesh.getFaces().addAll(i+1,0,i-2,0,i,0); //add primary face
        mesh.getFaces().addAll(i-1,0,i-2,0,i+1,0); //add secondary Width face
    }
    //Need to add the mesh to a MeshView before adding to our 3D scene 
    meshView = new MeshView(mesh);
    meshView.setDrawMode(DrawMode.FILL);  //Fill so that the line shows width
    material = new PhongMaterial(color);
    material.setDiffuseColor(color);
    material.setSpecularColor(color);
    meshView.setMaterial(material); 
    //Make sure you Cull the Back so that no black shows through
    meshView.setCullFace(CullFace.BACK);

    //Add some ambient light so folks can see it
    AmbientLight light = new AmbientLight(Color.WHITE);
    light.getScope().add(meshView);
    getChildren().add(light);
    getChildren().add(meshView);           
}
 
Example 7
Source File: ScatterPlotMesh.java    From FXyzLib with GNU General Public License v3.0 4 votes vote down vote up
public void setXYZData(ArrayList<Double> xData, ArrayList<Double> yData, ArrayList<Double> zData) {
        xAxisData = xData;
        yAxisData = yData;
        zAxisData = zData;
        getChildren().clear();
        //for now we will always default to x axis
        //later we could maybe dynamically determine the smallest axis and then
        //uses 0's for the other axes that are larger.
        ArrayList<Point3D> point3DList = new ArrayList<>();

        for(int i=0;i<xAxisData.size();i++) {
            //some safety checks for array sizes
            double translateY = 0.0;
            double translateZ = 0.0;            
            if(!yAxisData.isEmpty() && yAxisData.size() > i)
                translateY = yAxisData.get(i);
            if(!zAxisData.isEmpty() && zAxisData.size() > i)
                translateZ = zAxisData.get(i);
            setTranslateX(xAxisData.get(i));
            //Convert to Floats and build list of adjusted points
            point3DList.add(new Point3D(new Float(xAxisData.get(i)), new Float(translateY), new Float(translateZ)));

            float width = 1;
            final TriangleMesh mesh = new TriangleMesh();
            //add each point. For each point add another point shifted on Z axis by width
            //This extra point allows us to build triangles later
            for(Point3D point: point3DList) {
                //Rear points
                //top right rear point
                mesh.getPoints().addAll(point.x+width,point.y+width,point.z+width);
                //top left rear point
                mesh.getPoints().addAll(point.x-width,point.y+width,point.z+width);
                //bottom right rear point
                mesh.getPoints().addAll(point.x+width,point.y-width,point.z+width);
                //bottom left rear point
                mesh.getPoints().addAll(point.x-width,point.y-width,point.z+width);
                //Front points
                //top right front point
                mesh.getPoints().addAll(point.x+width,point.y+width,point.z-width);
                //top left front point
                mesh.getPoints().addAll(point.x-width,point.y+width,point.z-width);
                //bottom right front point
                mesh.getPoints().addAll(point.x+width,point.y-width,point.z-width);
                //bottom left front point
                mesh.getPoints().addAll(point.x-width,point.y-width,point.z-width);
            }
            //add dummy Texture Coordinate
            mesh.getTexCoords().addAll(0,0);
            //Now generate nodes for each point
            for(int p=8;p<point3DList.size()*7;p+=8) {  //add each segment
                //Wind the next 8 vertices as a cube.  The cube itself will represent the data
                //Vertices wound counter-clockwise which is the default front face of any Triangle
                //Rear triangle faces should be wound clockwise to face away from center
                mesh.getFaces().addAll(p,0,p+3,0,p+2,0); //TRR,BLR,BRR
                mesh.getFaces().addAll(p+3,0,p,0,p+1,0); //BLR,TRR,TLR
                //left side faces
                mesh.getFaces().addAll(p+1,0,p+5,0,p+3,0); //TLR,TLF,BLR
                mesh.getFaces().addAll(p+5,0,p+7,0,p+3,0); //TLF,BLR,BLF
                //front side faces
                mesh.getFaces().addAll(p+5,0,p+7,0,p+4,0); //TLF,BLF,TLR
                mesh.getFaces().addAll(p+4,0,p+7,0,p+6,0); //TRF,BLF,BRF
                //front side faces
                mesh.getFaces().addAll(p+4,0,p+6,0,p+2,0); //TRF,BRF,BRR
                mesh.getFaces().addAll(p+4,0,p+2,0,p,0); //TRF,BRR,TRR
               
                //Top faces
                mesh.getFaces().addAll(p,0,p+1,0,p+3,0); //TRR,TLR,TRF
                mesh.getFaces().addAll(p+1,0,p+5,0,p+3,0); //TLR,TLF,TRF
               
                //bottom faces
                mesh.getFaces().addAll(p+3,0,p+7,0,p+6,0); //BLR,BLF,BRF
                mesh.getFaces().addAll(p+3,0,p+6,0,p+2,0); //BLR,BRF,BRR
            }
           
            //Need to add the mesh to a MeshView before adding to our 3D scene
            MeshView meshView = new MeshView(mesh);
            meshView.setDrawMode(DrawMode.FILL);  //Fill so that the line shows width
                              
            Color hsb = Color.hsb((new Double(i)  / 12) * 360, 1.0, 1.0, 0.5);
            PhongMaterial material = new PhongMaterial(hsb);
            material.setDiffuseColor(hsb);
            material.setSpecularColor(hsb);
            meshView.setMaterial(material);
            //Make sure you Cull the Back so that no black shows through
            meshView.setCullFace(CullFace.BACK);    
//            //Add some ambient light so folks can see it
//            Group line = new Group();
//            AmbientLight light = new AmbientLight(Color.WHITE);
//            light.getScope().add(meshView);
//            line.getChildren().add(light);
//            line.getChildren().add(meshView);           
            getChildren().addAll(meshView);           
        }
    }
 
Example 8
Source File: SphereSegment.java    From FXyzLib with GNU General Public License v3.0 4 votes vote down vote up
/**
 * @param radius radius of the sphere segment
 * @param color The sphere segment color.
 * @param phimin The starting azimutal angle [rad], 0-2*pi.
 * @param phimax The ending azimutal angle [rad], 0-2*pi, phimax &gt;
 * phimin.
 * @param thetamin The starting polar angle [rad], -pi/2-pi/2.
 * @param thetamax The ending polar angle [rad], -pi/2-pi/2, thetamax &gt;
 * thetamin.
 * @param granularity The number of segments of curves approximations,
 * granulariy &gt; 2.
 * @param ambient Whether to have an ambient light or not
 * @param fill whether to show filled with the color param or as wire mesh
 */
public SphereSegment(double radius, Color color,
        double phimin, double phimax, double thetamin, double thetamax,
        int granularity, boolean ambient, boolean fill) {

    this.radius = radius;
    this.color = color;
    this.phimin = phimin;
    this.phimax = phimax;
    this.thetamin = thetamin;
    this.thetamax = thetamax;
    this.granularity = granularity;
    this.ambient = ambient;
    this.fill = fill;
    setDepthTest(DepthTest.ENABLE);

    mesh = new TriangleMesh();
    // Fill Points
    double phi = phimin;
    double theta;

    PhongMaterial maxPhong = new PhongMaterial();
    maxPhong.setSpecularColor(color);
    maxPhong.setDiffuseColor(color);

    for (int i = 0; i < granularity + 1; i++) {
        theta = thetamin;
        for (int j = 0; j < granularity + 1; j++) {
            Point3D p3D = new Point3D((float) (radius * Math.cos(theta) * Math.sin(phi)),
                    (float) (radius * Math.cos(theta) * Math.cos(phi)),
                    (float) (radius * Math.sin(theta)));
            mesh.getPoints().addAll(new Float(p3D.getX()), new Float(p3D.getY()), new Float(p3D.getZ()));
            theta += (thetamax - thetamin) / granularity;
        }
        phi += (phimax - phimin) / granularity;
    }

    //for now we'll just make an empty texCoordinate group
    mesh.getTexCoords().addAll(0, 0);
    //Add the faces "winding" the points generally counter clock wise
    for (int i = 0; i < granularity; i++) {
        int multiplier = (i * granularity) + i;
        //Up the Outside
        for (int j = multiplier; j < granularity + multiplier; j++) {
            mesh.getFaces().addAll(j, 0, j + 1, 0, j + granularity + 1, 0); //lower triangle
            mesh.getFaces().addAll(j + granularity + 1, 0, j + 1, 0, j + granularity + 2, 0); //upper triangle
        }
        //Down the Inside            
        for (int j = granularity + multiplier; j > multiplier; j--) {
            mesh.getFaces().addAll(j, 0, j - 1, 0, j + granularity + 1, 0); //lower triangle
            mesh.getFaces().addAll(j - 1, 0, j + granularity, 0, j + granularity + 1, 0); //upper triangle
        }
    }

    //Create a viewable MeshView to be added to the scene
    //To add a TriangleMesh to a 3D scene you need a MeshView container object
    meshView = new MeshView(mesh);
    //The MeshView allows you to control how the TriangleMesh is rendered
    if (fill) {
        meshView.setDrawMode(DrawMode.FILL);
    } else {
        meshView.setDrawMode(DrawMode.LINE); //show lines only by default
    }
    meshView.setCullFace(CullFace.BACK); //Removing culling to show back lines

    getChildren().add(meshView);
    meshView.setMaterial(maxPhong);
    if (ambient) {
        AmbientLight light = new AmbientLight(Color.WHITE);
        light.getScope().add(meshView);
        getChildren().add(light);
    }
}