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
-
Property Summary
TypePropertyDescriptionfinal ObjectProperty
<VertexFormat> Specifies the vertex format of thisTriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
. -
Constructor Summary
ConstructorDescriptionCreates a new instance ofTriangleMesh
class with the defaultVertexFormat.POINT_TEXCOORD
format type.TriangleMesh
(VertexFormat vertexFormat) Creates a new instance ofTriangleMesh
class with the specifiedVertexFormat
. -
Method Summary
Modifier and TypeMethodDescriptionfinal int
Returns the number of elements that represents a face.final ObservableFaceArray
getFaces()
Gets thefaces
array, indices into thepoints
,normals
(optional, if it is aVertexFormat.POINT_NORMAL_TEXCOORD
mesh) andtexCoords
arrays, of thisTriangleMesh
.final ObservableIntegerArray
Gets thefaceSmoothingGroups
array of thisTriangleMesh
.final int
Returns the number of elements that represents a normal.final ObservableFloatArray
Gets thenormals
array of thisTriangleMesh
.final int
Returns the number of elements that represents a point.final ObservableFloatArray
Gets thepoints
array of thisTriangleMesh
.final int
Returns the number of elements that represents a texture coordinates.final ObservableFloatArray
Gets thetexCoords
array of thisTriangleMesh
.final VertexFormat
Gets the value of thevertexFormat
property.final void
setVertexFormat
(VertexFormat value) Sets the value of thevertexFormat
property.final ObjectProperty
<VertexFormat> Specifies the vertex format of thisTriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
.
-
Property Details
-
vertexFormat
Specifies the vertex format of thisTriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
.- Default value:
- VertexFormat.POINT_TEXCOORD
- Since:
- JavaFX 8u40
- See Also:
-
-
Constructor Details
-
TriangleMesh
public TriangleMesh()Creates a new instance ofTriangleMesh
class with the defaultVertexFormat.POINT_TEXCOORD
format type. -
TriangleMesh
Creates a new instance ofTriangleMesh
class with the specifiedVertexFormat
.- Parameters:
vertexFormat
- specifies the vertex format type.- Since:
- JavaFX 8u40
-
-
Method Details
-
setVertexFormat
Sets the value of thevertexFormat
property.- Property description:
- Specifies the vertex format of this
TriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
. - Default value:
- VertexFormat.POINT_TEXCOORD
- Parameters:
value
- the value for thevertexFormat
property- Since:
- JavaFX 8u40
- See Also:
-
getVertexFormat
Gets the value of thevertexFormat
property.- Property description:
- Specifies the vertex format of this
TriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
. - Default value:
- VertexFormat.POINT_TEXCOORD
- Returns:
- the value of the
vertexFormat
property - Since:
- JavaFX 8u40
- See Also:
-
vertexFormatProperty
Specifies the vertex format of thisTriangleMesh
, one ofVertexFormat.POINT_TEXCOORD
orVertexFormat.POINT_NORMAL_TEXCOORD
.- Default value:
- VertexFormat.POINT_TEXCOORD
- Returns:
- the
vertexFormat
property - Since:
- JavaFX 8u40
- See Also:
-
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
Gets thepoints
array of thisTriangleMesh
.- Returns:
points
array where each point is represented by 3 float values x, y and z, in that order.
-
getNormals
Gets thenormals
array of thisTriangleMesh
.- Returns:
normals
array where each normal is represented by 3 float values nx, ny and nz, in that order.- Since:
- JavaFX 8u40
-
getTexCoords
Gets thetexCoords
array of thisTriangleMesh
. 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
Gets thefaces
array, indices into thepoints
,normals
(optional, if it is aVertexFormat.POINT_NORMAL_TEXCOORD
mesh) andtexCoords
arrays, of thisTriangleMesh
. 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
Gets thefaceSmoothingGroups
array of thisTriangleMesh
. 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 ofVertexFormat.POINT_NORMAL_TEXCOORD
format.- Returns:
- the
faceSmoothingGroups
array of thisTriangleMesh
-