/** * Copyright (c) 2003-2009, Xith3D Project Group all rights reserved. * * Portions based on the Java3D interface, Copyright by Sun Microsystems. * Many thanks to the developers of Java3D and Sun Microsystems for their * innovation and design. * * 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 the 'Xith3D Project Group' 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) A * RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE */ package org.xith3d.effects.celshading; import org.openmali.spatial.bodies.Frustum; import org.openmali.vecmath2.Matrix4f; import org.openmali.vecmath2.Vector3f; import org.xith3d.scenegraph.Appearance; import org.xith3d.scenegraph.Geometry; import org.xith3d.scenegraph.Shape3D; import org.xith3d.scenegraph.UpdatableNode; import org.xith3d.scenegraph.View; /** * Insert type comment here. * * @author Marvin Froehlich (aka Qudus) */ public class SimpleCelShadingFactory extends CelShadingFactory { private static final Vector3f lightDirection = new Vector3f( 0f, 0f, 1f ); private static class CelShadingShape extends Shape3D implements UpdatableNode { private long nextUpdateTime = -1L; private static final void transposeTransform( Matrix4f m, Vector3f v ) { v.set( m.m00() * v.getX() + m.m10() * v.getY() + m.m20() * v.getZ(), m.m01() * v.getX() + m.m11() * v.getY() + m.m21() * v.getZ(), m.m02() * v.getX() + m.m12() * v.getY() + m.m22() * v.getZ() ); } private static final void updateTextureCoordinates( Geometry geometry, Matrix4f matrix ) { Vector3f tmpVector = Vector3f.fromPool(); float tmpShade; int numVertices = geometry.getVertexCount(); for ( int i = 0; i < numVertices; i++ ) { geometry.getNormal( i, tmpVector ); transposeTransform( matrix, tmpVector ); tmpVector.normalize(); tmpShade = tmpVector.dot( lightDirection ); if ( tmpShade < 0.0f ) tmpShade = 0.0f; geometry.setTextureCoordinate( 0, i, tmpShade, 0f ); } Vector3f.toPool( tmpVector ); } public boolean update( View view, Frustum frustum, long nanoTime, long nanoStep ) { if ( nanoTime >= nextUpdateTime ) { Matrix4f m = Matrix4f.fromPool(); this.getWorldTransform().get( m ); m.invert(); updateTextureCoordinates( getGeometry(), m ); Matrix4f.toPool( m ); nextUpdateTime = nanoTime + 10000000L; } return ( true ); } public CelShadingShape( Geometry geometry, Appearance appearance ) { super( geometry, appearance ); } } /** * {@inheritDoc} */ @Override protected Shape3D createMainShape( Geometry geometry ) { Appearance app = getBaseAppearance(); return ( new CelShadingShape( geometry, app ) ); } }