List of usage examples for javax.media.j3d IndexedQuadArray setTextureCoordinate
public void setTextureCoordinate(int index, float texCoord[])
From source file:ExBackgroundImage.java
public Arch(double startPhi, double endPhi, int nPhi, double startTheta, double endTheta, int nTheta, double startPhiRadius, double endPhiRadius, double startPhiThickness, double endPhiThickness, Appearance app) {/*ww w. j a va 2 s .c om*/ double theta, phi, radius, radius2, thickness; double x, y, z; double[] xyz = new double[3]; float[] norm = new float[3]; float[] tex = new float[3]; // Compute some values for our looping double deltaTheta = (endTheta - startTheta) / (double) (nTheta - 1); double deltaPhi = (endPhi - startPhi) / (double) (nPhi - 1); double deltaTexX = 1.0 / (double) (nTheta - 1); double deltaTexY = 1.0 / (double) (nPhi - 1); double deltaPhiRadius = (endPhiRadius - startPhiRadius) / (double) (nPhi - 1); double deltaPhiThickness = (endPhiThickness - startPhiThickness) / (double) (nPhi - 1); boolean doThickness = true; if (startPhiThickness == 0.0 && endPhiThickness == 0.0) doThickness = false; // Create geometry int vertexCount = nTheta * nPhi; if (doThickness) vertexCount *= 2; int indexCount = (nTheta - 1) * (nPhi - 1) * 4; // Outer surface if (doThickness) { indexCount *= 2; // plus inner surface indexCount += (nPhi - 1) * 4 * 2; // plus left & right edges } IndexedQuadArray polys = new IndexedQuadArray(vertexCount, GeometryArray.COORDINATES | GeometryArray.NORMALS | GeometryArray.TEXTURE_COORDINATE_2, indexCount); // // Compute coordinates, normals, and texture coordinates // theta = startTheta; tex[0] = 0.0f; int index = 0; for (int i = 0; i < nTheta; i++) { phi = startPhi; radius = startPhiRadius; thickness = startPhiThickness; tex[1] = 0.0f; for (int j = 0; j < nPhi; j++) { norm[0] = (float) (Math.cos(phi) * Math.cos(theta)); norm[1] = (float) (Math.sin(phi)); norm[2] = (float) (-Math.cos(phi) * Math.sin(theta)); xyz[0] = radius * norm[0]; xyz[1] = radius * norm[1]; xyz[2] = radius * norm[2]; polys.setCoordinate(index, xyz); polys.setNormal(index, norm); polys.setTextureCoordinate(index, tex); index++; if (doThickness) { radius2 = radius - thickness; xyz[0] = radius2 * norm[0]; xyz[1] = radius2 * norm[1]; xyz[2] = radius2 * norm[2]; norm[0] *= -1.0f; norm[1] *= -1.0f; norm[2] *= -1.0f; polys.setCoordinate(index, xyz); polys.setNormal(index, norm); polys.setTextureCoordinate(index, tex); index++; } phi += deltaPhi; radius += deltaPhiRadius; thickness += deltaPhiThickness; tex[1] += deltaTexY; } theta += deltaTheta; tex[0] += deltaTexX; } // // Compute coordinate indexes // (also used as normal and texture indexes) // index = 0; int phiRow = nPhi; int phiCol = 1; if (doThickness) { phiRow += nPhi; phiCol += 1; } int[] indices = new int[indexCount]; // Outer surface int n; for (int i = 0; i < nTheta - 1; i++) { for (int j = 0; j < nPhi - 1; j++) { n = i * phiRow + j * phiCol; indices[index + 0] = n; indices[index + 1] = n + phiRow; indices[index + 2] = n + phiRow + phiCol; indices[index + 3] = n + phiCol; index += 4; } } // Inner surface if (doThickness) { for (int i = 0; i < nTheta - 1; i++) { for (int j = 0; j < nPhi - 1; j++) { n = i * phiRow + j * phiCol; indices[index + 0] = n + 1; indices[index + 1] = n + phiCol + 1; indices[index + 2] = n + phiRow + phiCol + 1; indices[index + 3] = n + phiRow + 1; index += 4; } } } // Edges if (doThickness) { for (int j = 0; j < nPhi - 1; j++) { n = j * phiCol; indices[index + 0] = n; indices[index + 1] = n + phiCol; indices[index + 2] = n + phiCol + 1; indices[index + 3] = n + 1; index += 4; } for (int j = 0; j < nPhi - 1; j++) { n = (nTheta - 1) * phiRow + j * phiCol; indices[index + 0] = n; indices[index + 1] = n + 1; indices[index + 2] = n + phiCol + 1; indices[index + 3] = n + phiCol; index += 4; } } polys.setCoordinateIndices(0, indices); polys.setNormalIndices(0, indices); polys.setTextureCoordinateIndices(0, indices); // // Build a shape // arch = new Shape3D(); arch.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE); arch.setGeometry(polys); arch.setAppearance(app); addChild(arch); }