/*
* Copyright (C) 2013-2015 F(X)yz,
* Sean Phillips, Jason Pollastrini and Jose Pereda
* All rights reserved.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.fxyz.shapes.composites;
import java.util.List;
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;
import org.fxyz.geometry.Point3D;
/**
*
* @author Sean
*/
public class PolyLine3D extends Group {
public List<Point3D> points;
public int width = 2;
public Color color = Color.WHITE;
private TriangleMesh mesh;
public MeshView meshView;
public PhongMaterial material;
public PolyLine3D(List<Point3D> points, int width, Color color) {
this.points = points;
this.width = width;
this.color = color;
setDepthTest(DepthTest.ENABLE);
mesh = new TriangleMesh();
//add each point. For each point add another point shifted on Z axis by width
//This extra point allows us to build triangles later
for(Point3D point: points) {
mesh.getPoints().addAll(point.x,point.y,point.z);
mesh.getPoints().addAll(point.x,point.y,point.z+width);
}
//add dummy Texture Coordinate
mesh.getTexCoords().addAll(0,0);
//Now generate trianglestrips for each line segment
for(int i=2;i<points.size()*2;i+=2) { //add each segment
//Vertices wound counter-clockwise which is the default front face of any Triange
//These triangles live on the frontside of the line facing the camera
mesh.getFaces().addAll(i,0,i-2,0,i+1,0); //add primary face
mesh.getFaces().addAll(i+1,0,i-2,0,i-1,0); //add secondary Width face
//Add the same faces but wind them clockwise so that the color looks correct when camera is rotated
//These triangles live on the backside of the line facing away from initial the camera
mesh.getFaces().addAll(i+1,0,i-2,0,i,0); //add primary face
mesh.getFaces().addAll(i-1,0,i-2,0,i+1,0); //add secondary Width face
}
//Need to add the mesh to a MeshView before adding to our 3D scene
meshView = new MeshView(mesh);
meshView.setDrawMode(DrawMode.FILL); //Fill so that the line shows width
material = new PhongMaterial(color);
material.setDiffuseColor(color);
material.setSpecularColor(color);
meshView.setMaterial(material);
//Make sure you Cull the Back so that no black shows through
meshView.setCullFace(CullFace.BACK);
//Add some ambient light so folks can see it
AmbientLight light = new AmbientLight(Color.WHITE);
light.getScope().add(meshView);
getChildren().add(light);
getChildren().add(meshView);
}
}