本文整理汇总了Java中com.jme3.util.BufferUtils.populateFromBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java BufferUtils.populateFromBuffer方法的具体用法?Java BufferUtils.populateFromBuffer怎么用?Java BufferUtils.populateFromBuffer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类com.jme3.util.BufferUtils
的用法示例。
在下文中一共展示了BufferUtils.populateFromBuffer方法的12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: apply
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
/**
* Applies the offsets of this pose to the vertex buffer given by the blend factor.
*
* @param blend Blend factor, 0 = no change to vert buf, 1 = apply full offsets
* @param vertbuf Vertex buffer to apply this pose to
*/
public void apply(float blend, FloatBuffer vertbuf){
for (int i = 0; i < indices.length; i++){
Vector3f offset = offsets[i];
int vertIndex = indices[i];
tempVec.set(offset).multLocal(blend);
// aquire vert
BufferUtils.populateFromBuffer(tempVec2, vertbuf, vertIndex);
// add offset multiplied by factor
tempVec2.addLocal(tempVec);
// write modified vert
BufferUtils.setInBuffer(tempVec2, vertbuf, vertIndex);
}
}
示例2: getTriangle
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
/**
* Gets the triangle vertex positions at the given triangle index
* and stores them into the v1, v2, v3 arguments.
*
* @param index The index of the triangle.
* Should be between 0 and {@link #getTriangleCount()}.
*
* @param v1 Vector to contain first vertex position
* @param v2 Vector to contain second vertex position
* @param v3 Vector to contain third vertex position
*/
public void getTriangle(int index, Vector3f v1, Vector3f v2, Vector3f v3){
VertexBuffer pb = getBuffer(Type.Position);
IndexBuffer ib = getIndicesAsList();
if (pb != null && pb.getFormat() == Format.Float && pb.getNumComponents() == 3){
FloatBuffer fpb = (FloatBuffer) pb.getData();
// aquire triangle's vertex indices
int vertIndex = index * 3;
int vert1 = ib.get(vertIndex);
int vert2 = ib.get(vertIndex+1);
int vert3 = ib.get(vertIndex+2);
BufferUtils.populateFromBuffer(v1, fpb, vert1);
BufferUtils.populateFromBuffer(v2, fpb, vert2);
BufferUtils.populateFromBuffer(v3, fpb, vert3);
}else{
throw new UnsupportedOperationException("Position buffer not set or "
+ " has incompatible format");
}
}
示例3: convertNormals
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
private static void convertNormals(FloatBuffer input, ByteBuffer output){
if (output.capacity() < input.capacity())
throw new RuntimeException("Output must be at least as large as input!");
input.clear();
output.clear();
Vector3f temp = new Vector3f();
int vertexCount = input.capacity() / 3;
for (int i = 0; i < vertexCount; i++){
BufferUtils.populateFromBuffer(temp, input, i);
// offset and scale vector into -128 ... 127
temp.multLocal(127).addLocal(0.5f, 0.5f, 0.5f);
// quantize
byte v1 = (byte) temp.getX();
byte v2 = (byte) temp.getY();
byte v3 = (byte) temp.getZ();
// store
output.put(v1).put(v2).put(v3);
}
}
示例4: convertTexCoords2D
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
private static void convertTexCoords2D(FloatBuffer input, Buffer output){
if (output.capacity() < input.capacity())
throw new RuntimeException("Output must be at least as large as input!");
input.clear();
output.clear();
Vector2f temp = new Vector2f();
int vertexCount = input.capacity() / 2;
ShortBuffer sb = null;
IntBuffer ib = null;
if (output instanceof ShortBuffer)
sb = (ShortBuffer) output;
else if (output instanceof IntBuffer)
ib = (IntBuffer) output;
else
throw new UnsupportedOperationException();
for (int i = 0; i < vertexCount; i++){
BufferUtils.populateFromBuffer(temp, input, i);
if (sb != null){
sb.put( (short) (temp.getX()*Short.MAX_VALUE) );
sb.put( (short) (temp.getY()*Short.MAX_VALUE) );
}else{
int v1 = (int) (temp.getX() * ((float)(1 << 16)));
int v2 = (int) (temp.getY() * ((float)(1 << 16)));
ib.put(v1).put(v2);
}
}
}
示例5: getColor
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
public static ColorRGBA getColor( Geometry geom, Vector3f pt, int index, Tweed tweed ) {
MatParam param = geom.getMaterial().getParam( "DiffuseMap" );
ImageRaster ir = ImageRaster.create( tweed.getAssetManager().loadTexture( ((Texture2D)param.getValue()).getName() ).getImage() );
Mesh mesh = geom.getMesh();
// geom.getMaterial().getMaterialDef().
VertexBuffer pb = mesh.getBuffer(Type.Position);
VertexBuffer tb = mesh.getBuffer( Type.TexCoord );
IndexBuffer ib = mesh.getIndicesAsList();
Vector2f uva = new Vector2f(), uvb = new Vector2f(), uvc = new Vector2f();
Vector3f la = new Vector3f(), lb = new Vector3f(), lc = new Vector3f();
if (pb != null && pb.getFormat() == Format.Float && pb.getNumComponents() == 3) {
FloatBuffer fpb = (FloatBuffer) pb.getData();
FloatBuffer ftb = (FloatBuffer) tb.getData();
// aquire triangle's vertex indices
int vertIndex = index * 3;
int va = ib.get(vertIndex);
int vb = ib.get(vertIndex+1);
int vc = ib.get(vertIndex+2);
BufferUtils.populateFromBuffer( la, fpb, va );
BufferUtils.populateFromBuffer( lb, fpb, vb );
BufferUtils.populateFromBuffer( lc, fpb, vc );
BufferUtils.populateFromBuffer( uva, ftb, va );
BufferUtils.populateFromBuffer( uvb, ftb, vb );
BufferUtils.populateFromBuffer( uvc, ftb, vc );
// PaintThing.debug.put(1, new Line ( la.x, la.z, lb.x, lb.z) );
// PaintThing.debug.put(2, new Line ( lb.x, lb.z, lc.x, lc.z) );
// PaintThing.debug.put(3, new Line ( lc.x, lc.z, la.x, la.z) );
float[] bary = barycentric( pt, la, lb, lc );
int x = (int)( ( uva.x * bary[0] + uvb.x * bary[1] + uvc.x * bary[2] ) * ir.getWidth ()) ,
y = (int)( ( uva.y * bary[0] + uvb.y * bary[1] + uvc.y * bary[2] ) * ir.getHeight()) ;
ColorRGBA out = ir.getPixel( x, y );//ir.getHeight() - y -1 );
// for (Pair<Vector3f, Vector2f> pair : new Pair[]{ new Pair( la, uva), new Pair (lb, uvb), new Pair (lc, uvc)}) {
//
// int xx = (int)(pair.second().x * ir.getWidth () ),
// yy = (int)(pair.second().y * ir.getHeight() );
//
// System.out.println("xx "+xx+" yy "+ yy );
//
// ColorRGBA o = ir.getPixel(
// xx,
// yy );
//
// PaintThing.debug.put(1, new ColPt( pair.first().x, pair.first().z, o.r, o.g, o.b ));
// }
// System.out.println("<< "+ ((Texture2D)param.getValue()).getName());
// System.out.println( x + " " + y + " :: " + bary[ 0 ] + " " + bary[ 1 ] + " " + bary[ 2 ] +
// " --> " + out.r + "," + out.g + "," + out.b );
return out;
}else{
throw new UnsupportedOperationException("Position buffer not set or has incompatible format");
}
}
示例6: orthogonalLineFit
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
public void orthogonalLineFit(FloatBuffer points) {
if (points == null) {
return;
}
TempVars vars = TempVars.get();
Vector3f compVec1 = vars.vect1;
Vector3f compVec2 = vars.vect2;
Matrix3f compMat1 = vars.tempMat3;
Eigen3f compEigen1 = vars.eigen;
points.rewind();
// compute average of points
int length = points.remaining() / 3;
BufferUtils.populateFromBuffer(origin, points, 0);
for (int i = 1; i < length; i++) {
BufferUtils.populateFromBuffer(compVec1, points, i);
origin.addLocal(compVec1);
}
origin.multLocal(1f / (float) length);
// compute sums of products
float sumXX = 0.0f, sumXY = 0.0f, sumXZ = 0.0f;
float sumYY = 0.0f, sumYZ = 0.0f, sumZZ = 0.0f;
points.rewind();
for (int i = 0; i < length; i++) {
BufferUtils.populateFromBuffer(compVec1, points, i);
compVec1.subtract(origin, compVec2);
sumXX += compVec2.x * compVec2.x;
sumXY += compVec2.x * compVec2.y;
sumXZ += compVec2.x * compVec2.z;
sumYY += compVec2.y * compVec2.y;
sumYZ += compVec2.y * compVec2.z;
sumZZ += compVec2.z * compVec2.z;
}
//find the smallest eigen vector for the direction vector
compMat1.m00 = sumYY + sumZZ;
compMat1.m01 = -sumXY;
compMat1.m02 = -sumXZ;
compMat1.m10 = -sumXY;
compMat1.m11 = sumXX + sumZZ;
compMat1.m12 = -sumYZ;
compMat1.m20 = -sumXZ;
compMat1.m21 = -sumYZ;
compMat1.m22 = sumXX + sumYY;
compEigen1.calculateEigen(compMat1);
direction = compEigen1.getEigenVector(0);
vars.release();
}
示例7: computeLodEntropy
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
public static float computeLodEntropy(Mesh terrainBlock, IntBuffer lodIndices){
// Bounding box for the terrain block
BoundingBox bbox = (BoundingBox) terrainBlock.getBound();
// Vertex positions for the block
FloatBuffer positions = terrainBlock.getFloatBuffer(Type.Position);
// Prepare to cast rays
Vector3f pos = new Vector3f();
Vector3f dir = new Vector3f(0, -1, 0);
Ray ray = new Ray(pos, dir);
// Prepare collision results
CollisionResults results = new CollisionResults();
// Set the LOD indices on the block
VertexBuffer originalIndices = terrainBlock.getBuffer(Type.Index);
terrainBlock.clearBuffer(Type.Index);
terrainBlock.setBuffer(Type.Index, 3, lodIndices);
// Recalculate collision mesh
terrainBlock.createCollisionData();
float entropy = 0;
for (int i = 0; i < positions.capacity() / 3; i++){
BufferUtils.populateFromBuffer(pos, positions, i);
float realHeight = pos.y;
pos.addLocal(0, bbox.getYExtent(), 0);
ray.setOrigin(pos);
results.clear();
terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results);
if (results.size() > 0){
Vector3f contactPoint = results.getClosestCollision().getContactPoint();
float delta = Math.abs(realHeight - contactPoint.y);
entropy = Math.max(delta, entropy);
}
}
// Restore original indices
terrainBlock.clearBuffer(Type.Index);
terrainBlock.setBuffer(originalIndices);
return entropy;
}
示例8: containAABB
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
/**
* <code>containAABB</code> creates a minimum-volume axis-aligned bounding
* box of the points, then selects the smallest enclosing sphere of the box
* with the sphere centered at the boxes center.
*
* @param points
* the list of points.
*/
public void containAABB(FloatBuffer points) {
if (points == null) {
return;
}
points.rewind();
if (points.remaining() <= 2) // we need at least a 3 float vector
{
return;
}
TempVars vars = TempVars.get();
BufferUtils.populateFromBuffer(vars.vect1, points, 0);
float minX = vars.vect1.x, minY = vars.vect1.y, minZ = vars.vect1.z;
float maxX = vars.vect1.x, maxY = vars.vect1.y, maxZ = vars.vect1.z;
for (int i = 1, len = points.remaining() / 3; i < len; i++) {
BufferUtils.populateFromBuffer(vars.vect1, points, i);
if (vars.vect1.x < minX) {
minX = vars.vect1.x;
} else if (vars.vect1.x > maxX) {
maxX = vars.vect1.x;
}
if (vars.vect1.y < minY) {
minY = vars.vect1.y;
} else if (vars.vect1.y > maxY) {
maxY = vars.vect1.y;
}
if (vars.vect1.z < minZ) {
minZ = vars.vect1.z;
} else if (vars.vect1.z > maxZ) {
maxZ = vars.vect1.z;
}
}
vars.release();
center.set(minX + maxX, minY + maxY, minZ + maxZ);
center.multLocal(0.5f);
xExtent = maxX - center.x;
yExtent = maxY - center.y;
zExtent = maxZ - center.z;
}
示例9: recurseMini
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
/**
* Used from calcWelzl. This function recurses to calculate a minimum
* bounding sphere a few points at a time.
*
* @param points
* The array of points to look through.
* @param p
* The size of the list to be used.
* @param b
* The number of points currently considering to include with the
* sphere.
* @param ap
* A variable simulating pointer arithmatic from C++, and offset
* in <code>points</code>.
*/
private void recurseMini(FloatBuffer points, int p, int b, int ap) {
TempVars vars = TempVars.get();
Vector3f tempA = vars.vect1;
Vector3f tempB = vars.vect2;
Vector3f tempC = vars.vect3;
Vector3f tempD = vars.vect4;
switch (b) {
case 0:
this.radius = 0;
this.center.set(0, 0, 0);
break;
case 1:
this.radius = 1f - RADIUS_EPSILON;
BufferUtils.populateFromBuffer(center, points, ap - 1);
break;
case 2:
BufferUtils.populateFromBuffer(tempA, points, ap - 1);
BufferUtils.populateFromBuffer(tempB, points, ap - 2);
setSphere(tempA, tempB);
break;
case 3:
BufferUtils.populateFromBuffer(tempA, points, ap - 1);
BufferUtils.populateFromBuffer(tempB, points, ap - 2);
BufferUtils.populateFromBuffer(tempC, points, ap - 3);
setSphere(tempA, tempB, tempC);
break;
case 4:
BufferUtils.populateFromBuffer(tempA, points, ap - 1);
BufferUtils.populateFromBuffer(tempB, points, ap - 2);
BufferUtils.populateFromBuffer(tempC, points, ap - 3);
BufferUtils.populateFromBuffer(tempD, points, ap - 4);
setSphere(tempA, tempB, tempC, tempD);
vars.release();
return;
}
for (int i = 0; i < p; i++) {
BufferUtils.populateFromBuffer(tempA, points, i + ap);
if (tempA.distanceSquared(center) - (radius * radius) > RADIUS_EPSILON - 1f) {
for (int j = i; j > 0; j--) {
BufferUtils.populateFromBuffer(tempB, points, j + ap);
BufferUtils.populateFromBuffer(tempC, points, j - 1 + ap);
BufferUtils.setInBuffer(tempC, points, j + ap);
BufferUtils.setInBuffer(tempB, points, j - 1 + ap);
}
vars.release();
recurseMini(points, i, b + 1, ap + 1);
}
}
vars.release();
}
示例10: createCone
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
private static Mesh createCone(int radialSamples, float radius, float height) {
Mesh cone = new Mesh();
float fInvRS = 1.0f / radialSamples;
// Generate points on the unit circle to be used in computing the mesh
// points on a dome slice.
float[] afSin = new float[radialSamples];
float[] afCos = new float[radialSamples];
for (int i = 0; i < radialSamples; i++) {
float fAngle = FastMath.TWO_PI * fInvRS * i;
afCos[i] = FastMath.cos(fAngle);
afSin[i] = FastMath.sin(fAngle);
}
FloatBuffer vb = BufferUtils.createVector3Buffer(radialSamples + 2);
cone.setBuffer(Type.Position, 3, vb);
TempVars vars = TempVars.get();
Vector3f tempVa = vars.vect1;
for (int i = 0; i < radialSamples; i++) {
Vector3f kRadial = tempVa.set(afCos[i], 0, afSin[i]);
kRadial.mult(radius, tempVa);
vb.put(tempVa.x).put(tempVa.y).put(tempVa.z);
BufferUtils.populateFromBuffer(tempVa, vb, i);
}
vars.release();
// top of the cone
vb.put(0).put(height).put(0);
// base of the cone
vb.put(0).put(0).put(0);
ShortBuffer ib = BufferUtils.createShortBuffer(3 * (radialSamples) * 2);
cone.setBuffer(Type.Index, 3, ib);
short top = (short) radialSamples;
short bot = (short) (radialSamples + 1);
for (int i = 0; i < radialSamples; i++) {
short a = (short) i;
short b = (short) ((i + 1) % radialSamples);
ib.put(top);
ib.put(b);
ib.put(a);
ib.put(a);
ib.put(b);
ib.put(bot);
}
cone.updateBound();
return cone;
}
示例11: createCone
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
public static Mesh createCone(int radialSamples, float radius, float height) {
Mesh cone = new Mesh();
float fInvRS = 1.0f / radialSamples;
// Generate points on the unit circle to be used in computing the mesh
// points on a dome slice.
float[] afSin = new float[radialSamples];
float[] afCos = new float[radialSamples];
for (int i = 0; i < radialSamples; i++) {
float fAngle = FastMath.TWO_PI * fInvRS * i;
afCos[i] = FastMath.cos(fAngle);
afSin[i] = FastMath.sin(fAngle);
}
FloatBuffer vb = BufferUtils.createVector3Buffer(radialSamples + 2);
cone.setBuffer(VertexBuffer.Type.Position, 3, vb);
TempVars vars = TempVars.get();
Vector3f tempVa = vars.vect1;
for (int i = 0; i < radialSamples; i++) {
Vector3f kRadial = tempVa.set(afCos[i], 0, afSin[i]);
kRadial.mult(radius, tempVa);
vb.put(tempVa.x).put(tempVa.y).put(tempVa.z);
BufferUtils.populateFromBuffer(tempVa, vb, i);
}
vars.release();
// top of the cone
vb.put(0).put(height).put(0);
// base of the cone
vb.put(0).put(0).put(0);
ShortBuffer ib = BufferUtils.createShortBuffer(3 * (radialSamples) * 2);
cone.setBuffer(VertexBuffer.Type.Index, 3, ib);
short top = (short) radialSamples;
short bot = (short) (radialSamples + 1);
for (int i = 0; i < radialSamples; i++) {
short a = (short) i;
short b = (short) ((i + 1) % radialSamples);
ib.put(top);
ib.put(b);
ib.put(a);
ib.put(a);
ib.put(b);
ib.put(bot);
}
cone.updateBound();
return cone;
}
示例12: processTriangleStrip
import com.jme3.util.BufferUtils; //导入方法依赖的package包/类
private static List<VertexData> processTriangleStrip(Mesh mesh, int[] index, Vector3f[] v, Vector2f[] t) {
IndexBuffer indexBuffer = mesh.getIndexBuffer();
FloatBuffer vertexBuffer = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
FloatBuffer textureBuffer = (FloatBuffer) mesh.getBuffer(Type.TexCoord).getData();
List<VertexData> vertices = initVertexData(vertexBuffer.limit() / 3);
index[0] = indexBuffer.get(0);
index[1] = indexBuffer.get(1);
populateFromBuffer(v[0], vertexBuffer, index[0]);
populateFromBuffer(v[1], vertexBuffer, index[1]);
populateFromBuffer(t[0], textureBuffer, index[0]);
populateFromBuffer(t[1], textureBuffer, index[1]);
for (int i = 2; i < indexBuffer.size(); i++) {
index[2] = indexBuffer.get(i);
BufferUtils.populateFromBuffer(v[2], vertexBuffer, index[2]);
BufferUtils.populateFromBuffer(t[2], textureBuffer, index[2]);
boolean isDegenerate = isDegenerateTriangle(v[0], v[1], v[2]);
TriangleData triData = processTriangle(index, v, t);
if (triData != null && !isDegenerate) {
vertices.get(index[0]).triangles.add(triData);
vertices.get(index[1]).triangles.add(triData);
vertices.get(index[2]).triangles.add(triData);
}
Vector3f vTemp = v[0];
v[0] = v[1];
v[1] = v[2];
v[2] = vTemp;
Vector2f tTemp = t[0];
t[0] = t[1];
t[1] = t[2];
t[2] = tTemp;
index[0] = index[1];
index[1] = index[2];
}
return vertices;
}