/**
* SphereSegment.java
*
* Copyright (c) 2013-2016, F(X)yz
* 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 F(X)yz, any associated website, 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 F(X)yz 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 org.fxyz3d.shapes;
import javafx.geometry.Point3D;
import javafx.scene.AmbientLight;
import javafx.scene.DepthTest;
import javafx.scene.Group;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.CullFace;
import javafx.scene.shape.DrawMode;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.TriangleMesh;
/**
*
* @author Sean
*/
public class SphereSegment extends Group {
public boolean selfLightEnabled = true;
public AmbientLight selfLight = new AmbientLight(Color.WHITE);
public double radius;
public Color color;
public double phimin;
public double phimax;
public double thetamin;
public double thetamax;
public int granularity;
public boolean ambient;
public boolean fill;
public TriangleMesh mesh;
public MeshView meshView;
/**
* @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 >
* phimin.
* @param thetamin The starting polar angle [rad], -pi/2-pi/2.
* @param thetamax The ending polar angle [rad], -pi/2-pi/2, thetamax >
* thetamin.
* @param granularity The number of segments of curves approximations,
* granulariy > 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);
}
}
}