public class TriangleMesh extends Mesh
Note that the term point, as used in the method names and method descriptions, actually refers to a set of x, y, and z point representing the position of a single vertex. The term points (plural) is used to indicate sets of x, y, and z points for multiple vertices. Similarly, the term texCoord is used to indicate a set of u and v texture coordinates for a single vertex, while the term texCoords (plural) is used to indicate sets of u and v texture coordinates for multiple vertices. Lastly, the term face is used to indicate 3 set of interleaving points and texture coordinates that together represent the geometric topology of a single triangle, while the term faces (plural) is used to indicate sets of triangles (each represent by a face).
For example, the faces that represent a single textured rectangle, using 2 triangles, has the following data order: [
p0, t0, p1, t1, p3, t3, // First triangle of a textured rectangle
p1, t1, p2, t2, p3, t3 // Second triangle of a textured rectangle
]
where p0, p1, p2 and p3 are indices into the points array, and t0, t1, t2 and t3 are indices into the texCoords array.
A triangle has a front and back face. The winding order of a triangle's vertices
determines which side is the front face. JavaFX chooses the counter-clockwise
(or right-hand rule) winding order as the front face. By default, only the
front face of a triangle is rendered. See CullFace
for more
information.
The length of points
, texCoords
, and faces
must be
divisible by 3, 2, and 6 respectively.
The values in the faces array must be within the range of the number of vertices
in the points array (0 to points.length / 3 - 1) for the point indices and
within the range of the number of the vertices in
the texCoords array (0 to texCoords.length / 2 - 1) for the texture coordinate indices.
A warning will be recorded to the logger and the mesh will not be rendered (and will have an empty bounds) if any of the array lengths are invalid or if any of the values in the faces array are out of range.
Constructor and Description |
---|
TriangleMesh()
Creates a new instance of
TriangleMesh class. |
Modifier and Type | Method and Description |
---|---|
int |
getFaceElementSize()
Returns the number of elements that represents a Face.
|
ObservableFaceArray |
getFaces()
Gets the
faces array, indices into the points
and texCoords arrays, of this TriangleMesh |
ObservableIntegerArray |
getFaceSmoothingGroups()
Gets the
faceSmoothingGroups array of this TriangleMesh . |
int |
getPointElementSize()
Returns the number of elements that represents a Point.
|
ObservableFloatArray |
getPoints()
Gets the
points array of this TriangleMesh . |
int |
getTexCoordElementSize()
Returns the number of elements that represents a TexCoord.
|
ObservableFloatArray |
getTexCoords()
Gets the
texCoords array of this TriangleMesh . |
public final int getPointElementSize()
public final int getTexCoordElementSize()
public final int getFaceElementSize()
public final ObservableFloatArray getPoints()
points
array of this TriangleMesh
.points
array where each point is
represented by 3 float values x, y and z, in that order.public final ObservableFloatArray getTexCoords()
texCoords
array of this TriangleMesh
.
The coordinates are proportional, so texture's top-left corner
is at [0, 0] and bottom-right corner is at [1, 1].texCoord
array where each texture coordinate is represented
by 2 float values: u and v, in that order.public final ObservableFaceArray getFaces()
faces
array, indices into the points
and texCoords
arrays, of this TriangleMesh
faces
array where each face is
6 integers p0, t0, p1, t1, p3, t3, where p0, p1 and p2 are indices of
points in points
and t0, t1 and t2 are
indices of texture coordinates in texCoords
.
Both indices are in terms of vertices (points or texture coordinates),
not individual floats.public final ObservableIntegerArray getFaceSmoothingGroups()
faceSmoothingGroups
array of this TriangleMesh
.
Smoothing affects how a mesh is rendered but it does not effect its
geometry. The face smoothing group value is used to control the smoothing
between adjacent faces.
The face smoothing group value is represented by an array of bits and up to 32 unique groups is possible; (1 << 0) to (1 << 31). The face smoothing group value can range from 0 (no smoothing group) to all 32 groups. A face can belong to zero or more smoothing groups. A face is a member of group N if bit N is set, for example, groups |= (1 << N). A value of 0 implies no smoothing group or hard edges. Smoothing is applied when adjacent pair of faces shared a smoothing group. Otherwise the faces are rendered with a hard edge between them.
An empty faceSmoothingGroups implies all faces in this mesh have a smoothing group value of 1.
Note: If faceSmoothingGroups is not empty, is size must be equal to number of faces.
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