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Java Mesh.getNumLodLevels方法代码示例

本文整理汇总了Java中com.jme3.scene.Mesh.getNumLodLevels方法的典型用法代码示例。如果您正苦于以下问题:Java Mesh.getNumLodLevels方法的具体用法?Java Mesh.getNumLodLevels怎么用?Java Mesh.getNumLodLevels使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jme3.scene.Mesh的用法示例。


在下文中一共展示了Mesh.getNumLodLevels方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: setSpatial

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
@Override
public void setSpatial(Spatial spatial) {
    if (!(spatial instanceof Geometry)) {
        throw new IllegalArgumentException("LodControl can only be attached to Geometry!");
    }

    super.setSpatial(spatial);
    Geometry geom = (Geometry) spatial;
    Mesh mesh = geom.getMesh();
    numLevels = mesh.getNumLodLevels();
    
    for (int i = 0; i < numLevels; i++)
    	if (mesh.getLodLevel( i ) == null)
    		numLevels--;
    
    numTris = new int[numLevels];
    for (int i = numLevels - 1; i >= 0; i--) {
        numTris[i] = mesh.getTriangleCount(i);
    }
}
 
开发者ID:twak,项目名称:chordatlas,代码行数:21,代码来源:GISLodControl.java

示例2: updateItem

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
@Override
protected void updateItem(@Nullable final Integer level, final boolean empty) {
    super.updateItem(level, empty);

    final Geometry geometry = getEditObject();
    final Mesh mesh = geometry.getMesh();

    if (level == null || mesh == null) {
        setText("None");
        return;
    }

    int elements;

    if (level < mesh.getNumLodLevels()) {
        final VertexBuffer lodLevel = mesh.getLodLevel(level);
        elements = lodLevel.getNumElements();
    } else {
        elements = mesh.getTriangleCount();
    }

    setText(Messages.MODEL_PROPERTY_LEVEL + ": " + level + " (" + elements + " " +
            Messages.MODEL_PROPERTY_TRIANGLE_COUNT + ")");
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:25,代码来源:LodLevelPropertyControl.java

示例3: reload

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
@Override
@FXThread
protected void reload() {
    if (!hasEditObject()) return;

    final Geometry geometry = getEditObject();
    final Mesh mesh = geometry.getMesh();
    if (mesh == null) return;

    final Integer element = getPropertyValue();
    final ComboBox<Integer> levelComboBox = getLevelComboBox();
    final ObservableList<Integer> items = levelComboBox.getItems();
    items.clear();

    final int numLodLevels = mesh.getNumLodLevels();

    for (int i = 0; i < numLodLevels; i++) {
        items.add(i);
    }

    if (items.isEmpty()) {
        items.add(0);
    }

    levelComboBox.getSelectionModel().select(element);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:27,代码来源:LodLevelPropertyControl.java

示例4: renderMeshVertexArray

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
private void renderMeshVertexArray(Mesh mesh, int lod, int count) {
        if (mesh.getId() == -1){
            updateVertexArray(mesh);
        }else{
            // TODO: Check if it was updated
        }

        if (context.boundVertexArray != mesh.getId()) {
            ARBVertexArrayObject.glBindVertexArray(mesh.getId());
            context.boundVertexArray = mesh.getId();
        }

//        IntMap<VertexBuffer> buffers = mesh.getBuffers();
        VertexBuffer indices = null;
        if (mesh.getNumLodLevels() > 0) {
            indices = mesh.getLodLevel(lod);
        } else {
            indices = mesh.getBuffer(Type.Index);
        }
        if (indices != null) {
            drawTriangleList(indices, mesh, count);
        } else {
            drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
        }
        clearVertexAttribs();
        clearTextureUnits();
    }
 
开发者ID:mleoking,项目名称:PhET,代码行数:28,代码来源:LwjglRenderer.java

示例5: setSpatial

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
@Override
public void setSpatial(Spatial spatial){
    if (!(spatial instanceof Geometry))
        throw new IllegalArgumentException("LodControl can only be attached to Geometry!");

    super.setSpatial(spatial);
    Geometry geom = (Geometry) spatial;
    Mesh mesh = geom.getMesh();
    numLevels = mesh.getNumLodLevels();
    numTris = new int[numLevels];
    for (int i = numLevels - 1; i >= 0; i--)
        numTris[i] = mesh.getTriangleCount(i);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:14,代码来源:LodControl.java

示例6: buildForImpl

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
@Override
@FXThread
protected void buildForImpl(@NotNull final Object object, @Nullable final Object parent, @NotNull final VBox container,
                            @NotNull final ModelChangeConsumer changeConsumer) {

    if (!(object instanceof Mesh)) return;

    final Mesh mesh = (Mesh) object;
    final Mesh.Mode mode = mesh.getMode();

    final int id = mesh.getId();
    final int instanceCount = mesh.getInstanceCount();
    final int vertexCount = mesh.getVertexCount();
    final int numLodLevels = mesh.getNumLodLevels();
    final int triangleCount = mesh.getTriangleCount();

    final DefaultSinglePropertyControl<ModelChangeConsumer, Mesh, Integer> idControl =
            new DefaultSinglePropertyControl<>(id, Messages.MODEL_PROPERTY_ID, changeConsumer);

    idControl.setSyncHandler(Mesh::getId);
    idControl.setToStringFunction(value -> Integer.toString(value));
    idControl.setEditObject(mesh);

    final DefaultSinglePropertyControl<ModelChangeConsumer, Mesh, Integer> instanceCountControl =
            new DefaultSinglePropertyControl<>(instanceCount, Messages.MODEL_PROPERTY_INSTANCE_COUNT, changeConsumer);

    instanceCountControl.setSyncHandler(Mesh::getInstanceCount);
    instanceCountControl.setToStringFunction(value -> Integer.toString(value));
    instanceCountControl.setEditObject(mesh);

    final DefaultSinglePropertyControl<ModelChangeConsumer, Mesh, Integer> vertexCountControl =
            new DefaultSinglePropertyControl<>(vertexCount, Messages.MODEL_PROPERTY_VERTEX_COUNT, changeConsumer);

    vertexCountControl.setSyncHandler(Mesh::getVertexCount);
    vertexCountControl.setToStringFunction(value -> Integer.toString(value));
    vertexCountControl.setEditObject(mesh);

    final DefaultSinglePropertyControl<ModelChangeConsumer, Mesh, Integer> triangleCountControl =
            new DefaultSinglePropertyControl<>(triangleCount, Messages.MODEL_PROPERTY_TRIANGLE_COUNT, changeConsumer);

    triangleCountControl.setSyncHandler(Mesh::getTriangleCount);
    triangleCountControl.setToStringFunction(value -> Integer.toString(value));
    triangleCountControl.setEditObject(mesh);

    final DefaultSinglePropertyControl<ModelChangeConsumer, Mesh, Integer> numLodLevelsControl =
            new DefaultSinglePropertyControl<>(numLodLevels, Messages.MODEL_PROPERTY_NUM_LOD_LEVELS, changeConsumer);

    numLodLevelsControl.setSyncHandler(Mesh::getNumLodLevels);
    numLodLevelsControl.setToStringFunction(value -> Integer.toString(value));
    numLodLevelsControl.setEditObject(mesh);

    final EnumPropertyControl<ModelChangeConsumer, Mesh, Mesh.Mode> modeControl =
            new EnumPropertyControl<>(mode, Messages.MODEL_PROPERTY_MODE, changeConsumer, MODES);
    modeControl.setApplyHandler(Mesh::setMode);
    modeControl.setSyncHandler(Mesh::getMode);
    modeControl.setEditObject(mesh);

    FXUtils.addToPane(idControl, container);
    FXUtils.addToPane(instanceCountControl, container);
    FXUtils.addToPane(vertexCountControl, container);
    FXUtils.addToPane(triangleCountControl, container);
    FXUtils.addToPane(numLodLevelsControl, container);
    FXUtils.addToPane(modeControl, container);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:65,代码来源:MeshPropertyBuilder.java

示例7: processGenerate

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
/**
 * Process of generating.
 */
@FXThread
private void processGenerate() {

    final Geometry geometry = getGeometry();
    final Mesh mesh = getMesh();
    final int currentLevels = mesh.getNumLodLevels();

    final VertexBuffer[] prevLodLevels = new VertexBuffer[currentLevels];

    for (int i = 0; i < currentLevels; i++) {
        prevLodLevels[i] = mesh.getLodLevel(i);
    }

    final ReductionMethod method = getMethod();
    final TriangleReductionMethod resultMethod =
            method == ReductionMethod.CONSTANT ? TriangleReductionMethod.CONSTANT :
                    TriangleReductionMethod.PROPORTIONAL;

    final ListView<Number> levelsList = getLevelsList();
    final ObservableList<Number> items = levelsList.getItems();
    final float[] values = new float[items.size()];

    for (int i = 0; i < items.size(); i++) {
        values[i] = items.get(i).floatValue();
    }

    final LodGenerator generator = new LodGenerator(geometry);
    final VertexBuffer[] newLodLevels = generator.computeLods(resultMethod, values);

    EXECUTOR_MANAGER.addFXTask(() -> {

        final NodeTree<?> nodeTree = getNodeTree();
        final ChangeConsumer consumer = notNull(nodeTree.getChangeConsumer());

        final PropertyOperation<ChangeConsumer, Geometry, VertexBuffer[]> operation =
                new PropertyOperation<>(geometry, Messages.MODEL_PROPERTY_LOD, newLodLevels, prevLodLevels);

        operation.setApplyHandler((geom, buffers) -> geom.getMesh().setLodLevels(buffers));

        consumer.execute(operation);

        EditorUtil.decrementLoading();
    });
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:48,代码来源:GenerateLodLevelsDialog.java

示例8: renderMeshDefault

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
private void renderMeshDefault(Mesh mesh, int lod, int count) {
    VertexBuffer indices = null;

    VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
    if (interleavedData != null && interleavedData.isUpdateNeeded()) {
        updateBufferData(interleavedData);
    }

    //IntMap<VertexBuffer> buffers = mesh.getBuffers();
    ArrayList<VertexBuffer> buffersList = mesh.getBufferList();
    
    if (mesh.getNumLodLevels() > 0) {
        indices = mesh.getLodLevel(lod);
    } else {
        indices = mesh.getBuffer(Type.Index);
    }
    //for (Entry<VertexBuffer> entry : buffers) {
    //     VertexBuffer vb = entry.getValue();
    for (int i = 0; i < buffersList.size(); i++){
        VertexBuffer vb = buffersList.get(i);
        
        if (vb.getBufferType() == Type.InterleavedData
                || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
                || vb.getBufferType() == Type.Index) {
            continue;
        }

        if (vb.getStride() == 0) {
            // not interleaved
            setVertexAttrib(vb);
        } else {
            // interleaved
            setVertexAttrib(vb, interleavedData);
        }
    }
    
    if (indices != null) {
        drawTriangleList(indices, mesh, count);
    } else {
        drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
    }
    clearVertexAttribs();
    clearTextureUnits();
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:45,代码来源:LwjglRenderer.java

示例9: renderMeshDefault

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
private void renderMeshDefault(Mesh mesh, int lod, int count) {
    VertexBuffer indices = null;

    VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
    if (interleavedData != null && interleavedData.isUpdateNeeded()) {
        updateBufferData(interleavedData);
    }

    IntMap<VertexBuffer> buffers = mesh.getBuffers();
    if (mesh.getNumLodLevels() > 0) {
        indices = mesh.getLodLevel(lod);
    } else {
        indices = buffers.get(Type.Index.ordinal());
    }
    for (Entry<VertexBuffer> entry : buffers) {
        VertexBuffer vb = entry.getValue();

        if (vb.getBufferType() == Type.InterleavedData
                || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
                || vb.getBufferType() == Type.Index) {
            continue;
        }

        if (vb.getStride() == 0) {
            // not interleaved
            setVertexAttrib(vb);
        } else {
            // interleaved
            setVertexAttrib(vb, interleavedData);
        }
    }

    if (indices != null) {
        drawTriangleList(indices, mesh, count);
    } else {
        glDrawArrays(convertElementMode(mesh.getMode()), 0, mesh.getVertexCount());
    }
    
    // TODO: Fix these to use IDList??
    clearVertexAttribs();
    clearTextureUnits();
    clearSetFixedFuncBindings();
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:44,代码来源:LwjglGL1Renderer.java

示例10: renderMesh

import com.jme3.scene.Mesh; //导入方法依赖的package包/类
public void renderMesh(Mesh mesh, int lod, int count) {
        if (mesh.getVertexCount() == 0) {
            return;
        }

        if (context.pointSize != mesh.getPointSize()) {
            glPointSize(mesh.getPointSize());
            context.pointSize = mesh.getPointSize();
        }
        if (context.lineWidth != mesh.getLineWidth()) {
            glLineWidth(mesh.getLineWidth());
            context.lineWidth = mesh.getLineWidth();
        }

        boolean dynamic = false;
        if (mesh.getBuffer(Type.InterleavedData) != null) {
            throw new UnsupportedOperationException("Interleaved meshes are not supported");
        }

        if (mesh.getNumLodLevels() == 0) {
            IntMap<VertexBuffer> bufs = mesh.getBuffers();
            for (Entry<VertexBuffer> entry : bufs) {
                if (entry.getValue().getUsage() != VertexBuffer.Usage.Static) {
                    dynamic = true;
                    break;
                }
            }
        } else {
            dynamic = true;
        }

        statistics.onMeshDrawn(mesh, lod);

//        if (!dynamic) {
        // dealing with a static object, generate display list
//            renderMeshDisplayList(mesh);
//        } else {
        renderMeshDefault(mesh, lod, count);
//        }


    }
 
开发者ID:mleoking,项目名称:PhET,代码行数:43,代码来源:LwjglGL1Renderer.java


注:本文中的com.jme3.scene.Mesh.getNumLodLevels方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。