Class TriangleMesh


  • public class TriangleMesh
    extends Mesh
    Defines a 3D triangle mesh that consists of its associated VertexFormat and a set of separate arrays of vertex components such as points, normals, texture coordinates, and an array of faces that define the individual triangles of the mesh.

    Note that the term point, as used in the method names and method descriptions, actually refers to a 3D point (x, y, z) in space representing the position of a single vertex. The term points (plural) is used to indicate sets of 3D points for multiple vertices. Similarly, the term normal is used to indicate a 3D vector (nx, ny, nz) in space representing the direction of a single vertex. The term normals (plural) is used to indicate sets of 3D vectors for multiple vertices. The term texCoord is used to indicate a single pair of 2D texture coordinates (u, v) for a single vertex, while the term texCoords (plural) is used to indicate sets of texture coordinates for multiple vertices. Lastly, the term face is used to indicate 3 sets of interleaving points, normals (optional, depending on the associated VertexFormat) 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 with VertexFormat.POINT_TEXCOORD that represent a single textured rectangle, using 2 triangles, have 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

    ]

    whereas the faces with VertexFormat.POINT_NORMAL_TEXCOORD that represent a single textured rectangle, using 2 triangles, have the following data order: [

    p0, n0, t0, p1, n1, t1, p3, n3, t3, // First triangle of a textured rectangle

    p1, n1, t1, p2, n2, t2, p3, n3, t3 // Second triangle of a textured rectangle

    ]

    where p0, p1, p2 and p3 are indices into the points array, n0, n1, n2 and n3 are indices into the normals 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, normals, and texCoords must be divisible by 3, 3, and 2 respectively. The length of faces must be divisible by 6 if it is of VertexFormat.POINT_TEXCOORD else it must be divisible by 9 if it is of VertexFormat.POINT_NORMAL_TEXCOORD. 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, within the range of the number of vertices in the normals array (0 to normals.length / 3 - 1) for the normal 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.

    Since:
    JavaFX 8.0
    • Constructor Detail

      • TriangleMesh

        public TriangleMesh()
        Creates a new instance of TriangleMesh class with the default VertexFormat.POINT_TEXCOORD format type.
      • TriangleMesh

        public TriangleMesh​(VertexFormat vertexFormat)
        Creates a new instance of TriangleMesh class with the specified VertexFormat.
        Parameters:
        vertexFormat - specifies the vertex format type.
        Since:
        JavaFX 8u40
    • Method Detail

      • setVertexFormat

        public final void setVertexFormat​(VertexFormat value)
        Sets the value of the property vertexFormat.
        Property description:
        Specifies the vertex format of this TriangleMesh, one of VertexFormat.POINT_TEXCOORD or VertexFormat.POINT_NORMAL_TEXCOORD.
        Default value:
        VertexFormat.POINT_TEXCOORD
        Since:
        JavaFX 8u40
      • getVertexFormat

        public final VertexFormat getVertexFormat()
        Gets the value of the property vertexFormat.
        Property description:
        Specifies the vertex format of this TriangleMesh, one of VertexFormat.POINT_TEXCOORD or VertexFormat.POINT_NORMAL_TEXCOORD.
        Default value:
        VertexFormat.POINT_TEXCOORD
        Since:
        JavaFX 8u40
      • getPointElementSize

        public final int getPointElementSize()
        Returns the number of elements that represents a point.
        Returns:
        number of elements
      • getNormalElementSize

        public final int getNormalElementSize()
        Returns the number of elements that represents a normal.
        Returns:
        number of elements
        Since:
        JavaFX 8u40
      • getTexCoordElementSize

        public final int getTexCoordElementSize()
        Returns the number of elements that represents a texture coordinates.
        Returns:
        number of elements
      • getFaceElementSize

        public final int getFaceElementSize()
        Returns the number of elements that represents a face.
        Returns:
        number of elements
      • getPoints

        public final ObservableFloatArray getPoints()
        Gets the points array of this TriangleMesh.
        Returns:
        points array where each point is represented by 3 float values x, y and z, in that order.
      • getNormals

        public final ObservableFloatArray getNormals()
        Gets the normals array of this TriangleMesh.
        Returns:
        normals array where each normal is represented by 3 float values nx, ny and nz, in that order.
        Since:
        JavaFX 8u40
      • getTexCoords

        public final ObservableFloatArray getTexCoords()
        Gets the 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].
        Returns:
        texCoord array where each texture coordinate is represented by 2 float values: u and v, in that order.
      • getFaces

        public final ObservableFaceArray getFaces()
        Gets the faces array, indices into the points, normals (optional, if it is a VertexFormat.POINT_NORMAL_TEXCOORD mesh) and texCoords arrays, of this TriangleMesh. All indices are in terms of elements in to the points, normals or texCoords arrays not individual floats.
        Returns:
        faces array where each face is of 3 * VertexFormat.getVertexIndexSize() integers.
      • getFaceSmoothingGroups

        public final ObservableIntegerArray getFaceSmoothingGroups()
        Gets the 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.

        If faceSmoothingGroups is not empty, its size must be equal to number of faces.

        This faceSmoothingGroups has no effect on its TriangleMesh if it is of VertexFormat.POINT_NORMAL_TEXCOORD format.

        Returns:
        the faceSmoothingGroups array of this TriangleMesh