/* * 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 jme3test.model.shape; import com.jme3.app.SimpleApplication; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer.Type; import com.jme3.util.BufferUtils; /** * How to create custom meshes by specifying vertices * We render the mesh in three different ways, once with a solid blue color, * once with vertex colors, and once with a wireframe material. * @author KayTrance */ public class TestCustomMesh extends SimpleApplication { public static void main(String[] args){ TestCustomMesh app = new TestCustomMesh(); app.start(); } @Override public void simpleInitApp() { Mesh m = new Mesh(); // Vertex positions in space Vector3f [] vertices = new Vector3f[4]; vertices[0] = new Vector3f(0,0,0); vertices[1] = new Vector3f(3,0,0); vertices[2] = new Vector3f(0,3,0); vertices[3] = new Vector3f(3,3,0); // Texture coordinates Vector2f [] texCoord = new Vector2f[4]; texCoord[0] = new Vector2f(0,0); texCoord[1] = new Vector2f(1,0); texCoord[2] = new Vector2f(0,1); texCoord[3] = new Vector2f(1,1); // Indexes. We define the order in which mesh should be constructed short[] indexes = {2, 0, 1, 1, 3, 2}; // Setting buffers m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices)); m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord)); m.setBuffer(Type.Index, 1, BufferUtils.createShortBuffer(indexes)); m.updateBound(); // ************************************************************************* // First mesh uses one solid color // ************************************************************************* // Creating a geometry, and apply a single color material to it Geometry geom = new Geometry("OurMesh", m); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Blue); geom.setMaterial(mat); // Attaching our geometry to the root node. rootNode.attachChild(geom); // ************************************************************************* // Second mesh uses vertex colors to color each vertex // ************************************************************************* Mesh cMesh = m.clone(); Geometry coloredMesh = new Geometry ("ColoredMesh", cMesh); Material matVC = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); matVC.setBoolean("VertexColor", true); //We have 4 vertices and 4 color values for each of them. //If you have more vertices, you need 'new float[yourVertexCount * 4]' here! float[] colorArray = new float[4*4]; int colorIndex = 0; //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f for(int i = 0; i < 4; i++){ // Red value (is increased by .2 on each next vertex here) colorArray[colorIndex++]= 0.1f+(.2f*i); // Green value (is reduced by .2 on each next vertex) colorArray[colorIndex++]= 0.9f-(0.2f*i); // Blue value (remains the same in our case) colorArray[colorIndex++]= 0.5f; // Alpha value (no transparency set here) colorArray[colorIndex++]= 1.0f; } // Set the color buffer cMesh.setBuffer(Type.Color, 4, colorArray); coloredMesh.setMaterial(matVC); // move mesh a bit so that it doesn't intersect with the first one coloredMesh.setLocalTranslation(4, 0, 0); rootNode.attachChild(coloredMesh); // /** Alternatively, you can show the mesh vertixes as points // * instead of coloring the faces. */ // cMesh.setMode(Mesh.Mode.Points); // cMesh.setPointSize(10f); // cMesh.updateBound(); // cMesh.setStatic(); // Geometry points = new Geometry("Points", m); // points.setMaterial(mat); // rootNode.attachChild(points); // ************************************************************************* // Third mesh will use a wireframe shader to show wireframe // ************************************************************************* Mesh wfMesh = m.clone(); Geometry wfGeom = new Geometry("wireframeGeometry", wfMesh); Material matWireframe = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); matWireframe.setColor("Color", ColorRGBA.Green); matWireframe.getAdditionalRenderState().setWireframe(true); wfGeom.setMaterial(matWireframe); wfGeom.setLocalTranslation(4, 4, 0); rootNode.attachChild(wfGeom); } }