/** * obtains the unit length normal vector of this triangle, if set or * calculated * * @return the normal vector */ public Vector3f getNormal() { if (normal == null) { calculateNormal(); } return normal; }
public Triangle getTriangle(Triangle store){ if (store == null) store = new Triangle(); Mesh m = geometry.getMesh(); m.getTriangle(triangleIndex, store); store.calculateCenter(); store.calculateNormal(); return store; }
/** * obtains the unit length normal vector of this triangle, if set or * calculated * * @return the normal vector */ public Vector3f getNormal() { if (normal == null) { calculateNormal(); } return normal; }
/** * obtains the unit length normal vector of this triangle, if set or * calculated * * @return the normal vector */ public Vector3f getNormal() { if (normal == null) { calculateNormal(); } return normal; }
public Triangle getTriangle(Triangle store){ if (store == null) store = new Triangle(); Mesh m = geometry.getMesh(); m.getTriangle(triangleIndex, store); store.calculateCenter(); store.calculateNormal(); return store; }
public Triangle getTriangle(Triangle store){ if (store == null) store = new Triangle(); Mesh m = geometry.getMesh(); m.getTriangle(triangleIndex, store); store.calculateCenter(); store.calculateNormal(); return store; }
private FloatBuffer generateNormals(FloatBuffer positions, Mesh mesh) { FloatBuffer normals = BufferUtils.createFloatBuffer(positions.capacity()); for (int i = 0; i < positions.capacity(); i += 3) { float x = positions.get(i); float y = positions.get(i + 1); float z = positions.get(i + 2); Vector3f n = new Vector3f(); List<Triangle> triangles = getTrianglesSharingIndex(i / 3, mesh); for (Triangle t : triangles) { t.calculateNormal(); n.addLocal(t.getNormal()); } n.normalizeLocal(); normals.put(n.x).put(n.y).put(n.z); // normals.put(0).put(0).put(0); } normals.flip(); return normals; }
t.calculateNormal(); addTriangle(t, t.getNormal(), index, vertexArray, normalArray, uvArray, indexArray); index += 3; t.calculateNormal(); addTriangle(t, t.getNormal(), index, vertexArray, normalArray, uvArray, indexArray); index += 3;
t.calculateNormal(); addTriangle(t, t.getNormal(), index, vertexArray, normalArray, uvArray, indexArray); index += 3; t.calculateNormal(); addTriangle(t, t.getNormal(), index, vertexArray, normalArray, uvArray, indexArray); index += 3;