Being too lazy to compute vertices and normals for the kinds of shapes I'd like
to display,
I'm trying to convert Java3D shapes (for which Sun has several nice ones built
in, e.g. spheres)
to VisAD shapes, and *almost* succeeding, in that the shape (a sphere in this
case) is recognizable
but some of the vertexes are connected wrong. It's close enough in appearance
that I think it might
be a small thing to fix though - hopefully somebody can spot what's wrong with
this code:
/*
import javax.media.j3d.Appearance;
import javax.media.j3d.GeometryArray;
import com.sun.j3d.utils.geometry.Sphere;
*/
// Get a Java3d shape
Sphere sphere_j3d = new Sphere(1.0f, new Appearance());
GeometryArray sphere_geom =
(GeometryArray)sphere_j3d.getShape().getGeometry();
VisADTriangleArray sphere = new VisADTriangleArray();
sphere.vertexCount = sphere_geom.getValidVertexCount();
float[] coords = new float[3*sphere_geom.getValidVertexCount()];
float[] normals = new float[3*sphere_geom.getValidVertexCount()];
float[] vec = new float[3];
for (int i=0; i<sphere_geom.getValidVertexCount(); ++i)
{
sphere_geom.getCoordinate(i, vec);
coords[3*i] = vec[0];
coords[3*i + 1] = vec[1];
coords[3*i + 2] = vec[2];
sphere_geom.getNormal(i, vec);
normals[3*i] = vec[0];
normals[3*i + 1] = vec[1];
normals[3*i + 2] = vec[2];
}
sphere.coordinates = coords;
sphere.normals = normals;
// ////////////////////////////////////////////////////////////
// This shorter way has the same effect
//float[] sphere_vertexes = new float[3*sphere_geom.getVertexCount()];
//sphere_geom.getCoordinates(0, sphere_vertexes);
//sphere.coordinates = sphere_vertexes;
//float[] sphere_normals = new float[3*sphere_geom.getVertexCount()];
//sphere_geom.getNormals(0, sphere_normals);
//sphere.normals = sphere_normals;