/**
* CSGMesh.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.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.fxyz3d.geometry.Face3;
import org.fxyz3d.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();
}
}