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modules/javafx.graphics/src/main/java/javafx/scene/shape/TriangleMesh.java

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   1 /*
   2  * Copyright (c) 2013, 2017, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any


  32 import com.sun.javafx.geom.BoxBounds;
  33 import com.sun.javafx.geom.PickRay;
  34 import com.sun.javafx.geom.Vec3d;
  35 import com.sun.javafx.scene.input.PickResultChooser;
  36 import com.sun.javafx.scene.shape.TriangleMeshHelper;
  37 import com.sun.javafx.sg.prism.NGTriangleMesh;
  38 import javafx.beans.property.ObjectProperty;
  39 import javafx.beans.property.SimpleObjectProperty;
  40 import javafx.collections.ArrayChangeListener;
  41 import javafx.collections.FXCollections;
  42 import javafx.collections.ObservableArray;
  43 import javafx.collections.ObservableFloatArray;
  44 import javafx.collections.ObservableIntegerArray;
  45 import javafx.geometry.Point2D;
  46 import javafx.geometry.Point3D;
  47 import javafx.scene.Node;
  48 import javafx.scene.input.PickResult;
  49 import javafx.scene.transform.Affine;
  50 import javafx.scene.transform.NonInvertibleTransformException;
  51 import javafx.scene.transform.Rotate;
  52 import sun.util.logging.PlatformLogger;
  53 
  54 /**
  55  * Defines a 3D triangle mesh that consists of its associated {@code VertexFormat}
  56  * and a set of separate arrays of vertex components such as points, normals,
  57  * texture coordinates, and an array of faces that define the individual triangles
  58  * of the mesh.
  59  *<p>
  60  * Note that the term point, as used in the method names and method
  61  * descriptions, actually refers to a 3D point (x, y, z) in space
  62  * representing the position of a single vertex. The term points (plural) is
  63  * used to indicate sets of 3D points for multiple vertices.
  64  * Similarly, the term normal is used to indicate a 3D vector (nx, ny, nz) in space
  65  * representing the direction of a single vertex. The term normals (plural) is
  66  * used to indicate sets of 3D vectors for multiple vertices.
  67  * The term texCoord is used to indicate a single pair of 2D texture
  68  * coordinates (u, v) for a single vertex, while the term texCoords (plural) is used
  69  * to indicate sets of texture coordinates for multiple vertices.
  70  * Lastly, the term face is used to indicate 3 sets of interleaving points,
  71  * normals (optional, depending on the associated VertexFormat)
  72  * and texture coordinates that together represent the geometric topology of a


   1 /*
   2  * Copyright (c) 2013, 2018, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any


  32 import com.sun.javafx.geom.BoxBounds;
  33 import com.sun.javafx.geom.PickRay;
  34 import com.sun.javafx.geom.Vec3d;
  35 import com.sun.javafx.scene.input.PickResultChooser;
  36 import com.sun.javafx.scene.shape.TriangleMeshHelper;
  37 import com.sun.javafx.sg.prism.NGTriangleMesh;
  38 import javafx.beans.property.ObjectProperty;
  39 import javafx.beans.property.SimpleObjectProperty;
  40 import javafx.collections.ArrayChangeListener;
  41 import javafx.collections.FXCollections;
  42 import javafx.collections.ObservableArray;
  43 import javafx.collections.ObservableFloatArray;
  44 import javafx.collections.ObservableIntegerArray;
  45 import javafx.geometry.Point2D;
  46 import javafx.geometry.Point3D;
  47 import javafx.scene.Node;
  48 import javafx.scene.input.PickResult;
  49 import javafx.scene.transform.Affine;
  50 import javafx.scene.transform.NonInvertibleTransformException;
  51 import javafx.scene.transform.Rotate;
  52 import com.sun.javafx.logging.PlatformLogger;
  53 
  54 /**
  55  * Defines a 3D triangle mesh that consists of its associated {@code VertexFormat}
  56  * and a set of separate arrays of vertex components such as points, normals,
  57  * texture coordinates, and an array of faces that define the individual triangles
  58  * of the mesh.
  59  *<p>
  60  * Note that the term point, as used in the method names and method
  61  * descriptions, actually refers to a 3D point (x, y, z) in space
  62  * representing the position of a single vertex. The term points (plural) is
  63  * used to indicate sets of 3D points for multiple vertices.
  64  * Similarly, the term normal is used to indicate a 3D vector (nx, ny, nz) in space
  65  * representing the direction of a single vertex. The term normals (plural) is
  66  * used to indicate sets of 3D vectors for multiple vertices.
  67  * The term texCoord is used to indicate a single pair of 2D texture
  68  * coordinates (u, v) for a single vertex, while the term texCoords (plural) is used
  69  * to indicate sets of texture coordinates for multiple vertices.
  70  * Lastly, the term face is used to indicate 3 sets of interleaving points,
  71  * normals (optional, depending on the associated VertexFormat)
  72  * and texture coordinates that together represent the geometric topology of a


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