/* * Copyright (C) 2013-2015 F(X)yz, * Sean Phillips, Jason Pollastrini and Jose Pereda * All rights reserved. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package org.fxyz.shapes.primitives; import eu.mihosoft.vrl.v3d.CSG; import eu.mihosoft.vrl.v3d.Vertex; import java.util.ArrayList; import java.util.List; import javafx.scene.DepthTest; import javafx.scene.shape.CullFace; import javafx.scene.shape.DrawMode; import javafx.scene.shape.TriangleMesh; import org.fxyz.geometry.Face3; import org.fxyz.geometry.Point3D; /** * * @author José Pereda Llamas * Created on 01-may-2015 - 12:20:06 */ public class CSGMesh extends TexturedMesh { private final CSG primitive; public CSGMesh(CSG primitive){ this.primitive=primitive; updateMesh(); setCullFace(CullFace.BACK); setDrawMode(DrawMode.FILL); setDepthTest(DepthTest.ENABLE); } @Override protected final void updateMesh() { setMesh(null); mesh=createCSGMesh(); setMesh(mesh); } private TriangleMesh createCSGMesh(){ List<Vertex> vertices = new ArrayList<>(); List<List<Integer>> indices = new ArrayList<>(); listVertices.clear(); primitive.getPolygons().forEach(p -> { List<Integer> polyIndices = new ArrayList<>(); p.vertices.forEach(v -> { if (!vertices.contains(v)) { vertices.add(v); listVertices.add(new Point3D((float)v.pos.x, (float)v.pos.y, (float)v.pos.z)); polyIndices.add(vertices.size()); } else { polyIndices.add(vertices.indexOf(v) + 1); } }); indices.add(polyIndices); }); textureCoords=new float[]{0f,0f}; listTextures.clear(); listFaces.clear(); indices.forEach(pVerts-> { int index1 = pVerts.get(0); for (int i = 0; i < pVerts.size() - 2; i++) { int index2 = pVerts.get(i + 1); int index3 = pVerts.get(i + 2); listTextures.add(new Face3(0, 0, 0)); listFaces.add(new Face3(index1-1, index2-1, index3-1)); } }); int[] faceSmoothingGroups = new int[listFaces.size()]; smoothingGroups=faceSmoothingGroups; return createMesh(); } }