1/*
2 * Copyright (c) 2009-2010 jMonkeyEngine
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31 */
32
33package jme3test.model.shape;
34
35import com.jme3.app.SimpleApplication;
36import com.jme3.material.Material;
37import com.jme3.math.ColorRGBA;
38import com.jme3.math.Vector2f;
39import com.jme3.math.Vector3f;
40import com.jme3.scene.Geometry;
41import com.jme3.scene.Mesh;
42import com.jme3.scene.VertexBuffer.Type;
43import com.jme3.util.BufferUtils;
44
45/**
46 * How to create custom meshes by specifying vertices
47 * We render the mesh in three different ways, once with a solid blue color,
48 * once with vertex colors, and once with a wireframe material.
49 * @author KayTrance
50 */
51public class TestCustomMesh extends SimpleApplication {
52
53    public static void main(String[] args){
54        TestCustomMesh app = new TestCustomMesh();
55        app.start();
56    }
57
58    @Override
59    public void simpleInitApp() {
60
61        Mesh m = new Mesh();
62
63        // Vertex positions in space
64        Vector3f [] vertices = new Vector3f[4];
65        vertices[0] = new Vector3f(0,0,0);
66        vertices[1] = new Vector3f(3,0,0);
67        vertices[2] = new Vector3f(0,3,0);
68        vertices[3] = new Vector3f(3,3,0);
69
70        // Texture coordinates
71        Vector2f [] texCoord = new Vector2f[4];
72        texCoord[0] = new Vector2f(0,0);
73        texCoord[1] = new Vector2f(1,0);
74        texCoord[2] = new Vector2f(0,1);
75        texCoord[3] = new Vector2f(1,1);
76
77        // Indexes. We define the order in which mesh should be constructed
78        int [] indexes = {2,0,1,1,3,2};
79
80        // Setting buffers
81        m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
82        m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord));
83        m.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(indexes));
84        m.updateBound();
85
86        // *************************************************************************
87        // First mesh uses one solid color
88        // *************************************************************************
89
90        // Creating a geometry, and apply a single color material to it
91        Geometry geom = new Geometry("OurMesh", m);
92        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
93        mat.setColor("Color", ColorRGBA.Blue);
94        geom.setMaterial(mat);
95
96        // Attaching our geometry to the root node.
97        rootNode.attachChild(geom);
98
99        // *************************************************************************
100        // Second mesh uses vertex colors to color each vertex
101        // *************************************************************************
102        Mesh cMesh = m.clone();
103        Geometry coloredMesh = new Geometry ("ColoredMesh", cMesh);
104        Material matVC = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
105        matVC.setBoolean("VertexColor", true);
106
107        //We have 4 vertices and 4 color values for each of them.
108        //If you have more vertices, you need 'new float[yourVertexCount * 4]' here!
109        float[] colorArray = new float[4*4];
110        int colorIndex = 0;
111
112        //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f
113        for(int i = 0; i < 4; i++){
114           // Red value (is increased by .2 on each next vertex here)
115           colorArray[colorIndex++]= 0.1f+(.2f*i);
116           // Green value (is reduced by .2 on each next vertex)
117           colorArray[colorIndex++]= 0.9f-(0.2f*i);
118           // Blue value (remains the same in our case)
119           colorArray[colorIndex++]= 0.5f;
120           // Alpha value (no transparency set here)
121           colorArray[colorIndex++]= 1.0f;
122        }
123        // Set the color buffer
124        cMesh.setBuffer(Type.Color, 4, colorArray);
125        coloredMesh.setMaterial(matVC);
126        // move mesh a bit so that it doesn't intersect with the first one
127        coloredMesh.setLocalTranslation(4, 0, 0);
128        rootNode.attachChild(coloredMesh);
129
130//        /** Alternatively, you can show the mesh vertixes as points
131//          * instead of coloring the faces. */
132//        cMesh.setMode(Mesh.Mode.Points);
133//        cMesh.setPointSize(10f);
134//        cMesh.updateBound();
135//        cMesh.setStatic();
136//        Geometry points = new Geometry("Points", m);
137//        points.setMaterial(mat);
138//        rootNode.attachChild(points);
139
140        // *************************************************************************
141        // Third mesh will use a wireframe shader to show wireframe
142        // *************************************************************************
143        Mesh wfMesh = m.clone();
144        Geometry wfGeom = new Geometry("wireframeGeometry", wfMesh);
145        Material matWireframe = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
146        matWireframe.setColor("Color", ColorRGBA.Green);
147        matWireframe.getAdditionalRenderState().setWireframe(true);
148        wfGeom.setMaterial(matWireframe);
149        wfGeom.setLocalTranslation(4, 4, 0);
150        rootNode.attachChild(wfGeom);
151
152    }
153}
154