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+/*
+ * Copyright (c) 2009-2010 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 jme3test.model.shape;
+
+import com.jme3.app.SimpleApplication;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.math.Vector2f;
+import com.jme3.math.Vector3f;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.Mesh;
+import com.jme3.scene.VertexBuffer.Type;
+import com.jme3.util.BufferUtils;
+
+/**
+ * How to create custom meshes by specifying vertices
+ * We render the mesh in three different ways, once with a solid blue color,
+ * once with vertex colors, and once with a wireframe material.
+ * @author KayTrance
+ */
+public class TestCustomMesh extends SimpleApplication {
+
+ public static void main(String[] args){
+ TestCustomMesh app = new TestCustomMesh();
+ app.start();
+ }
+
+ @Override
+ public void simpleInitApp() {
+
+ Mesh m = new Mesh();
+
+ // Vertex positions in space
+ Vector3f [] vertices = new Vector3f[4];
+ vertices[0] = new Vector3f(0,0,0);
+ vertices[1] = new Vector3f(3,0,0);
+ vertices[2] = new Vector3f(0,3,0);
+ vertices[3] = new Vector3f(3,3,0);
+
+ // Texture coordinates
+ Vector2f [] texCoord = new Vector2f[4];
+ texCoord[0] = new Vector2f(0,0);
+ texCoord[1] = new Vector2f(1,0);
+ texCoord[2] = new Vector2f(0,1);
+ texCoord[3] = new Vector2f(1,1);
+
+ // Indexes. We define the order in which mesh should be constructed
+ int [] indexes = {2,0,1,1,3,2};
+
+ // Setting buffers
+ m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
+ m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord));
+ m.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(indexes));
+ m.updateBound();
+
+ // *************************************************************************
+ // First mesh uses one solid color
+ // *************************************************************************
+
+ // Creating a geometry, and apply a single color material to it
+ Geometry geom = new Geometry("OurMesh", m);
+ Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ mat.setColor("Color", ColorRGBA.Blue);
+ geom.setMaterial(mat);
+
+ // Attaching our geometry to the root node.
+ rootNode.attachChild(geom);
+
+ // *************************************************************************
+ // Second mesh uses vertex colors to color each vertex
+ // *************************************************************************
+ Mesh cMesh = m.clone();
+ Geometry coloredMesh = new Geometry ("ColoredMesh", cMesh);
+ Material matVC = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ matVC.setBoolean("VertexColor", true);
+
+ //We have 4 vertices and 4 color values for each of them.
+ //If you have more vertices, you need 'new float[yourVertexCount * 4]' here!
+ float[] colorArray = new float[4*4];
+ int colorIndex = 0;
+
+ //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f
+ for(int i = 0; i < 4; i++){
+ // Red value (is increased by .2 on each next vertex here)
+ colorArray[colorIndex++]= 0.1f+(.2f*i);
+ // Green value (is reduced by .2 on each next vertex)
+ colorArray[colorIndex++]= 0.9f-(0.2f*i);
+ // Blue value (remains the same in our case)
+ colorArray[colorIndex++]= 0.5f;
+ // Alpha value (no transparency set here)
+ colorArray[colorIndex++]= 1.0f;
+ }
+ // Set the color buffer
+ cMesh.setBuffer(Type.Color, 4, colorArray);
+ coloredMesh.setMaterial(matVC);
+ // move mesh a bit so that it doesn't intersect with the first one
+ coloredMesh.setLocalTranslation(4, 0, 0);
+ rootNode.attachChild(coloredMesh);
+
+// /** Alternatively, you can show the mesh vertixes as points
+// * instead of coloring the faces. */
+// cMesh.setMode(Mesh.Mode.Points);
+// cMesh.setPointSize(10f);
+// cMesh.updateBound();
+// cMesh.setStatic();
+// Geometry points = new Geometry("Points", m);
+// points.setMaterial(mat);
+// rootNode.attachChild(points);
+
+ // *************************************************************************
+ // Third mesh will use a wireframe shader to show wireframe
+ // *************************************************************************
+ Mesh wfMesh = m.clone();
+ Geometry wfGeom = new Geometry("wireframeGeometry", wfMesh);
+ Material matWireframe = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ matWireframe.setColor("Color", ColorRGBA.Green);
+ matWireframe.getAdditionalRenderState().setWireframe(true);
+ wfGeom.setMaterial(matWireframe);
+ wfGeom.setLocalTranslation(4, 4, 0);
+ rootNode.attachChild(wfGeom);
+
+ }
+}