int divisions = ((divisions + 3) / 4) * 4; final int div2 = divisions / 2; final int nPoints = divisions * (div2 - 1) + 2; final int nTexCoords = (divisions + 1) * (div2 - 1) + divisions * 2; final float rDiv = 1.f / divisions; float points[] = new float[nPoints * 3]; float texcoords[] = new float[nTexCoords * 2]; int pPos = 0, tPos = 0; for (int y = 0; y < div2 - 1; ++y) { float va = rDiv * (y + 1 - div2 / 2) * 2 * (float) Math.PI; float sin_va = (float) Math.sin(va); float cos_va = (float) Math.cos(va); float ty = 0.5f + sin_va * 0.5f; for (int i = 0; i < divisions; ++i) { double a = rDiv * i * 2 * (float) Math.PI; float hSin = (float) Math.sin(a); float hCos = (float) Math.cos(a); points[pPos + 0] = hSin * cos_va * radius; points[pPos + 2] = hCos * cos_va * radius; points[pPos + 1] = sin_va * radius; texcoords[tPos + 0] = 1 - rDiv * i; texcoords[tPos + 1] = ty; pPos += 3; tPos += 2; } texcoords[tPos + 0] = 0; texcoords[tPos + 1] = ty; tPos += 2; } points[pPos + 0] = 0; points[pPos + 1] = -radius; points[pPos + 2] = 0; points[pPos + 3] = 0; points[pPos + 4] = radius; points[pPos + 5] = 0; pPos += 6; int pS = (div2 - 1) * divisions; float textureDelta = 1.f / 256; for (int i = 0; i < divisions; ++i) { texcoords[tPos + 0] = rDiv * (0.5f + i); texcoords[tPos + 1] = textureDelta; tPos += 2; } for (int i = 0; i < divisions; ++i) { texcoords[tPos + 0] = rDiv * (0.5f + i); texcoords[tPos + 1] = 1 - textureDelta; tPos += 2; } // 建立TriangleMesh TriangleMesh trianglemesh = new TriangleMesh(); // 設定頂點座標 trianglemesh.getPoints().addAll(points); // 設定貼圖座標 trianglemesh.getTexCoords().addAll(texcoords); final int nFaces = divisions * (div2 - 2) * 2 + divisions * 2; int faces[] = new int[nFaces * 6]; int fIndex = 0; for (int y = 0; y < div2 - 2; ++y) { for (int x = 0; x < divisions; ++x) { int p0 = y * divisions + x; int p1 = p0 + 1; int p2 = p0 + divisions; int p3 = p1 + divisions; int t0 = p0 + y; int t1 = t0 + 1; int t2 = t0 + (divisions + 1); int t3 = t1 + (divisions + 1); // add p0, p1, p2 faces[fIndex + 0] = p0; faces[fIndex + 1] = t0; faces[fIndex + 2] = p1 % divisions == 0 ? p1 - divisions : p1; faces[fIndex + 3] = t1; faces[fIndex + 4] = p2; faces[fIndex + 5] = t2; fIndex += 6; // add p3, p2, p1 faces[fIndex + 0] = p3 % divisions == 0 ? p3 - divisions : p3; faces[fIndex + 1] = t3; faces[fIndex + 2] = p2; faces[fIndex + 3] = t2; faces[fIndex + 4] = p1 % divisions == 0 ? p1 - divisions : p1; faces[fIndex + 5] = t1; fIndex += 6; } } // 設定各三角形的面 trianglemesh.getFaces().addAll(faces); // 建立MeshView MeshView meshview; meshview = new MeshView(createMesh(150, 100)); ...【參考資料】
[1] Java Official Web Site:http://www.oracle.com/technetwork/java/index.html
[2] JavaFX:http://www.oracle.com/technetwork/java/javafx
[3] JavaFX 8.0 API Specification.
[4] Java Platform, Standard Edition 8 API Specification.
[5] JDK 8 Certified System Configurations.
[6] H. M. Cundy, A. P. Rollett, Mathematical Models, Tarquin Publications, 1981.
[7] G. Sellers, R. S. Wright, N. Haemel, OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), Addison-Wesley Professional, 2013.
[8] 黃嘉輝, JavaFX 8技術手冊, ISBN: 9789863474050, 碁峰資訊, 2014.
© Chia-Hui Huang
[2] JavaFX:http://www.oracle.com/technetwork/java/javafx
[3] JavaFX 8.0 API Specification.
[4] Java Platform, Standard Edition 8 API Specification.
[5] JDK 8 Certified System Configurations.
[6] H. M. Cundy, A. P. Rollett, Mathematical Models, Tarquin Publications, 1981.
[7] G. Sellers, R. S. Wright, N. Haemel, OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), Addison-Wesley Professional, 2013.
[8] 黃嘉輝, JavaFX 8技術手冊, ISBN: 9789863474050, 碁峰資訊, 2014.
© Chia-Hui Huang
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