/* * 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.terrain.geomipmap.lodcalc.util; import com.jme3.bounding.BoundingBox; import com.jme3.collision.CollisionResults; import com.jme3.math.Matrix4f; import com.jme3.math.Ray; import com.jme3.math.Vector3f; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer; import com.jme3.scene.VertexBuffer.Type; import com.jme3.util.BufferUtils; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; /** * Computes the entropy value δ (delta) for a given terrain block and * LOD level. * See the geomipmapping paper section * "2.3.1 Choosing the appropriate GeoMipMap level" * * @author Kirill Vainer */ public class EntropyComputeUtil { public static float computeLodEntropy(Mesh terrainBlock, Buffer lodIndices){ // Bounding box for the terrain block BoundingBox bbox = (BoundingBox) terrainBlock.getBound(); // Vertex positions for the block FloatBuffer positions = terrainBlock.getFloatBuffer(Type.Position); // Prepare to cast rays Vector3f pos = new Vector3f(); Vector3f dir = new Vector3f(0, -1, 0); Ray ray = new Ray(pos, dir); // Prepare collision results CollisionResults results = new CollisionResults(); // Set the LOD indices on the block VertexBuffer originalIndices = terrainBlock.getBuffer(Type.Index); terrainBlock.clearBuffer(Type.Index); if (lodIndices instanceof IntBuffer) terrainBlock.setBuffer(Type.Index, 3, (IntBuffer)lodIndices); else if (lodIndices instanceof ShortBuffer) { terrainBlock.setBuffer(Type.Index, 3, (ShortBuffer) lodIndices); } // Recalculate collision mesh terrainBlock.createCollisionData(); float entropy = 0; for (int i = 0; i < positions.limit() / 3; i++){ BufferUtils.populateFromBuffer(pos, positions, i); float realHeight = pos.y; pos.addLocal(0, bbox.getYExtent(), 0); ray.setOrigin(pos); results.clear(); terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results); if (results.size() > 0){ Vector3f contactPoint = results.getClosestCollision().getContactPoint(); float delta = Math.abs(realHeight - contactPoint.y); entropy = Math.max(delta, entropy); } } // Restore original indices terrainBlock.clearBuffer(Type.Index); terrainBlock.setBuffer(originalIndices); return entropy; } }