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Java MeshView.getMesh方法代码示例

本文整理汇总了Java中javafx.scene.shape.MeshView.getMesh方法的典型用法代码示例。如果您正苦于以下问题:Java MeshView.getMesh方法的具体用法?Java MeshView.getMesh怎么用?Java MeshView.getMesh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javafx.scene.shape.MeshView的用法示例。


在下文中一共展示了MeshView.getMesh方法的5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: getMeshNormal

import javafx.scene.shape.MeshView; //导入方法依赖的package包/类
private static Point3D getMeshNormal(MeshView mesh){
    TriangleMesh tm = (TriangleMesh) mesh.getMesh();
    float[] fPoints = new float[tm.getPoints().size()];
    tm.getPoints().toArray(fPoints);
    Point3D BA = new Point3D(fPoints[3] - fPoints[0], fPoints[4] - fPoints[1], fPoints[5] - fPoints[2]);
    Point3D CA = new Point3D(fPoints[6] - fPoints[0], fPoints[7] - fPoints[1], fPoints[8] - fPoints[2]);
    Point3D normal = BA.crossProduct(CA);
    Affine a = new Affine(mesh.getTransforms().get(0));
    return a.transform(normal.normalize());
}
 
开发者ID:gluonhq,项目名称:gluon-samples,代码行数:11,代码来源:Utils.java

示例2: getMeshNormal

import javafx.scene.shape.MeshView; //导入方法依赖的package包/类
private static Point3D getMeshNormal(MeshView mesh){
    TriangleMesh tm=(TriangleMesh)mesh.getMesh();
    float[] fPoints=new float[tm.getPoints().size()];
    tm.getPoints().toArray(fPoints);
    Point3D BA=new Point3D(fPoints[3]-fPoints[0],fPoints[4]-fPoints[1],fPoints[5]-fPoints[2]);
    Point3D CA=new Point3D(fPoints[6]-fPoints[0],fPoints[7]-fPoints[1],fPoints[8]-fPoints[2]);
    Point3D normal=BA.crossProduct(CA);
    Affine a=new Affine(mesh.getTransforms().get(0));
    return a.transform(normal.normalize());
}
 
开发者ID:jperedadnr,项目名称:RubikFX,代码行数:11,代码来源:Utils.java

示例3: optimizeFaces

import javafx.scene.shape.MeshView; //导入方法依赖的package包/类
private void optimizeFaces() {
        int total = 0, sameIndexes = 0, samePoints = 0, smallArea = 0;
        ObservableIntegerArray newFaces = FXCollections.observableIntegerArray();
        ObservableIntegerArray newFaceSmoothingGroups = FXCollections.observableIntegerArray();
        for (MeshView meshView : meshViews) {
            TriangleMesh mesh = (TriangleMesh) meshView.getMesh();
            ObservableIntegerArray faces = mesh.getFaces();
            ObservableIntegerArray faceSmoothingGroups = mesh.getFaceSmoothingGroups();
            ObservableFloatArray points = mesh.getPoints();
            newFaces.clear();
            newFaces.ensureCapacity(faces.size());
            newFaceSmoothingGroups.clear();
            newFaceSmoothingGroups.ensureCapacity(faceSmoothingGroups.size());
            int pointElementSize = mesh.getPointElementSize();
            int faceElementSize = mesh.getFaceElementSize();
            for (int i = 0; i < faces.size(); i += faceElementSize) {
                total++;
                int i1 = faces.get(i) * pointElementSize;
                int i2 = faces.get(i + 2) * pointElementSize;
                int i3 = faces.get(i + 4) * pointElementSize;
                if (i1 == i2 || i1 == i3 || i2 == i3) {
                    sameIndexes++;
                    continue;
                }
                Point3D p1 = new Point3D(points.get(i1), points.get(i1 + 1), points.get(i1 + 2));
                Point3D p2 = new Point3D(points.get(i2), points.get(i2 + 1), points.get(i2 + 2));
                Point3D p3 = new Point3D(points.get(i3), points.get(i3 + 1), points.get(i3 + 2));
                if (p1.equals(p2) || p1.equals(p3) || p2.equals(p3)) {
                    samePoints++;
                    continue;
                }
                double a = p1.distance(p2);
                double b = p2.distance(p3);
                double c = p3.distance(p1);
                double p = (a + b + c) / 2;
                double sqarea = p * (p - a) * (p - b) * (p - c);

                final float DEAD_FACE = 1.f/1024/1024/1024/1024; // taken from MeshNormal code

                if (sqarea < DEAD_FACE) {
                    smallArea++;
//                    System.out.printf("a = %e, b = %e, c = %e, sqarea = %e\n"
//                            + "p1 = %s\np2 = %s\np3 = %s\n", a, b, c, sqarea, p1.toString(), p2.toString(), p3.toString());
                    continue;
                }
                newFaces.addAll(faces, i, faceElementSize);
                int fIndex = i / faceElementSize;
                if (fIndex < faceSmoothingGroups.size()) {
                    newFaceSmoothingGroups.addAll(faceSmoothingGroups.get(fIndex));
                }
            }
            faces.setAll(newFaces);
            faceSmoothingGroups.setAll(newFaceSmoothingGroups);
            faces.trimToSize();
            faceSmoothingGroups.trimToSize();
        }
        int badTotal = sameIndexes + samePoints + smallArea;
        System.out.printf("Removed %d (%.2f%%) faces with same point indexes, "
                + "%d (%.2f%%) faces with same points, "
                + "%d (%.2f%%) faces with small area. "
                + "Total %d (%.2f%%) bad faces out of %d total.\n",
                sameIndexes, 100d * sameIndexes / total,
                samePoints, 100d * samePoints / total,
                smallArea, 100d * smallArea / total,
                badTotal, 100d * badTotal / total, total);
    }
 
开发者ID:lyrachord,项目名称:FX3DAndroid,代码行数:67,代码来源:Optimizer.java

示例4: optimizePoints

import javafx.scene.shape.MeshView; //导入方法依赖的package包/类
private void optimizePoints() {
        int total = 0, duplicates = 0, check = 0;

        Map<Point3D, Integer> pp = new HashMap<>();
        ObservableIntegerArray reindex = FXCollections.observableIntegerArray();
        ObservableFloatArray newPoints = FXCollections.observableFloatArray();

        for (MeshView meshView : meshViews) {
            TriangleMesh mesh = (TriangleMesh) meshView.getMesh();
            ObservableFloatArray points = mesh.getPoints();
            int pointElementSize = mesh.getPointElementSize();
            int os = points.size() / pointElementSize;

            pp.clear();
            newPoints.clear();
            newPoints.ensureCapacity(points.size());
            reindex.clear();
            reindex.resize(os);

            for (int i = 0, oi = 0, ni = 0; i < points.size(); i += pointElementSize, oi++) {
                float x = points.get(i);
                float y = points.get(i + 1);
                float z = points.get(i + 2);
                Point3D p = new Point3D(x, y, z);
                Integer index = pp.get(p);
                if (index == null) {
                    pp.put(p, ni);
                    reindex.set(oi, ni);
                    newPoints.addAll(x, y, z);
                    ni++;
                } else {
                    reindex.set(oi, index);
                }
            }

            int ns = newPoints.size() / pointElementSize;

            int d = os - ns;
            duplicates += d;
            total += os;

            points.setAll(newPoints);
            points.trimToSize();

            ObservableIntegerArray faces = mesh.getFaces();
            for (int i = 0; i < faces.size(); i += 2) {
                faces.set(i, reindex.get(faces.get(i)));
            }

//            System.out.printf("There are %d (%.2f%%) duplicate points out of %d total for mesh '%s'.\n",
//                    d, 100d * d / os, os, meshView.getId());

            check += mesh.getPoints().size() / pointElementSize;
        }
        System.out.printf("There are %d (%.2f%%) duplicate points out of %d total.\n",
                duplicates, 100d * duplicates / total, total);
        System.out.printf("Now we have %d points.\n", check);
    }
 
开发者ID:lyrachord,项目名称:FX3DAndroid,代码行数:59,代码来源:Optimizer.java

示例5: optimizeTexCoords

import javafx.scene.shape.MeshView; //导入方法依赖的package包/类
private void optimizeTexCoords() {
        int total = 0, duplicates = 0, check = 0;

        Map<Point2D, Integer> pp = new HashMap<>();
        ObservableIntegerArray reindex = FXCollections.observableIntegerArray();
        ObservableFloatArray newTexCoords = FXCollections.observableFloatArray();

        for (MeshView meshView : meshViews) {
            TriangleMesh mesh = (TriangleMesh) meshView.getMesh();
            ObservableFloatArray texcoords = mesh.getTexCoords();
            int texcoordElementSize = mesh.getTexCoordElementSize();
            int os = texcoords.size() / texcoordElementSize;

            pp.clear();
            newTexCoords.clear();
            newTexCoords.ensureCapacity(texcoords.size());
            reindex.clear();
            reindex.resize(os);

            for (int i = 0, oi = 0, ni = 0; i < texcoords.size(); i += texcoordElementSize, oi++) {
                float x = texcoords.get(i);
                float y = texcoords.get(i + 1);
                Point2D p = new Point2D(x, y);
                Integer index = pp.get(p);
                if (index == null) {
                    pp.put(p, ni);
                    reindex.set(oi, ni);
                    newTexCoords.addAll(x, y);
                    ni++;
                } else {
                    reindex.set(oi, index);
                }
            }

            int ns = newTexCoords.size() / texcoordElementSize;

            int d = os - ns;
            duplicates += d;
            total += os;

            texcoords.setAll(newTexCoords);
            texcoords.trimToSize();

            ObservableIntegerArray faces = mesh.getFaces();
            for (int i = 1; i < faces.size(); i += 2) {
                faces.set(i, reindex.get(faces.get(i)));
            }

//            System.out.printf("There are %d (%.2f%%) duplicate texcoords out of %d total for mesh '%s'.\n",
//                    d, 100d * d / os, os, meshView.getId());

            check += mesh.getTexCoords().size() / texcoordElementSize;
        }
        System.out.printf("There are %d (%.2f%%) duplicate texcoords out of %d total.\n",
                duplicates, 100d * duplicates / total, total);
        System.out.printf("Now we have %d texcoords.\n", check);
    }
 
开发者ID:lyrachord,项目名称:FX3DAndroid,代码行数:58,代码来源:Optimizer.java


注:本文中的javafx.scene.shape.MeshView.getMesh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。