/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.scene.control; import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingSphere; import com.jme3.bounding.BoundingVolume; import com.jme3.math.FastMath; /** * <code>AreaUtils</code> is used to calculate the area of various objects, such as bounding volumes. These * functions are very loose approximations. * @author Joshua Slack * @version $Id: AreaUtils.java 4131 2009-03-19 20:15:28Z blaine.dev $ */ public class AreaUtils { /** * Estimate the screen area of a bounding volume. If the volume isn't a * BoundingSphere, BoundingBox, or OrientedBoundingBox, 0 is returned. * * @param bound The bounds to calculate the volume from. * @param distance The distance from camera to object. * @param screenWidth The width of the screen. * @return The area in pixels on the screen of the bounding volume. */ public static float calcScreenArea(BoundingVolume bound, float distance, float screenWidth) { if (bound.getType() == BoundingVolume.Type.Sphere){ return calcScreenArea((BoundingSphere) bound, distance, screenWidth); }else if (bound.getType() == BoundingVolume.Type.AABB){ return calcScreenArea((BoundingBox) bound, distance, screenWidth); } return 0.0f; } private static float calcScreenArea(BoundingSphere bound, float distance, float screenWidth) { // Where is the center point and a radius point that lies in a plan parallel to the view plane? // // Calc radius based on these two points and plug into circle area formula. // Vector2f centerSP = null; // Vector2f outerSP = null; // float radiusSq = centerSP.subtract(outerSP).lengthSquared(); float radius = (bound.getRadius() * screenWidth) / (distance * 2); return radius * radius * FastMath.PI; } private static float calcScreenArea(BoundingBox bound, float distance, float screenWidth) { // Calc as if we are a BoundingSphere for now... float radiusSquare = bound.getXExtent() * bound.getXExtent() + bound.getYExtent() * bound.getYExtent() + bound.getZExtent() * bound.getZExtent(); return ((radiusSquare * screenWidth * screenWidth) / (distance * distance * 4)) * FastMath.PI; } }