]> gerrit.simantics Code Review - simantics/3d.git/blobdiff - org.simantics.g3d/src/org/simantics/g3d/shape/Box.java
Mesh API to use Tuple3d instead of Vector3d
[simantics/3d.git] / org.simantics.g3d / src / org / simantics / g3d / shape / Box.java
index 6fab2b80d29094e06af04085c20c79ab9abe54a3..fa716b7438266214829a6d61724f91b36aaa0f7d 100644 (file)
@@ -1,96 +1,96 @@
-package org.simantics.g3d.shape;\r
-\r
-import java.util.ArrayList;\r
-import java.util.List;\r
-\r
-import javax.vecmath.Vector3d;\r
-\r
-public class Box {\r
-       \r
-       Vector3d min;\r
-       Vector3d max;\r
-       \r
-       public Vector3d getMin() {\r
-               return min;\r
-       }\r
-       public Vector3d getMax() {\r
-               return max;\r
-       }\r
-       \r
-       public Box(Vector3d min, Vector3d max) {\r
-               this.max = max;\r
-               this.min = min;\r
-       }\r
-       \r
-       public Box(double minx, double miny, double minz, double maxx, double maxy, double maxz) {\r
-               min = new Vector3d(minx, miny, minz);\r
-               max = new Vector3d(maxx, maxy, maxz);\r
-       }\r
-       \r
-       public Box(double min[], double max[]) {\r
-               this.min = new Vector3d(min);\r
-               this.max = new Vector3d(max);\r
-       }\r
-       \r
-       public Mesh createMesh() {\r
-               List<Vector3d> vertices = new ArrayList<Vector3d>();\r
-               vertices.add(new Vector3d(min.x, min.y, min.z));\r
-               vertices.add(new Vector3d(min.x, min.y, max.z));\r
-               vertices.add(new Vector3d(min.x, max.y, min.z));\r
-               vertices.add(new Vector3d(min.x, max.y, max.z));\r
-               vertices.add(new Vector3d(max.x, min.y, min.z));\r
-               vertices.add(new Vector3d(max.x, min.y, max.z));\r
-               vertices.add(new Vector3d(max.x, max.y, min.z));\r
-               vertices.add(new Vector3d(max.x, max.y, max.z));\r
-               List<Integer> indices = new ArrayList<Integer>();\r
-               indices.add(0);\r
-               indices.add(2);\r
-               indices.add(1);\r
-               \r
-               indices.add(1);\r
-               indices.add(2);\r
-               indices.add(3);\r
-               \r
-               indices.add(2);\r
-               indices.add(6);\r
-               indices.add(3);\r
-               \r
-               indices.add(3);\r
-               indices.add(6);\r
-               indices.add(7);\r
-               \r
-               indices.add(5);\r
-               indices.add(1);\r
-               indices.add(7);\r
-               \r
-               indices.add(1);\r
-               indices.add(3);\r
-               indices.add(7);\r
-               \r
-               indices.add(4);\r
-               indices.add(5);\r
-               indices.add(6);\r
-               \r
-               indices.add(5);\r
-               indices.add(7);\r
-               indices.add(6);\r
-               \r
-               indices.add(0);\r
-               indices.add(4);\r
-               indices.add(2);\r
-               \r
-               indices.add(2);\r
-               indices.add(4);\r
-               indices.add(6);\r
-               \r
-               indices.add(0);\r
-               indices.add(1);\r
-               indices.add(4);\r
-               \r
-               indices.add(5);\r
-               indices.add(4);\r
-               indices.add(1);\r
-               return new Mesh(vertices, indices);\r
-       }\r
-\r
-}\r
+package org.simantics.g3d.shape;
+
+import java.util.ArrayList;
+import java.util.List;
+
+import javax.vecmath.Vector3d;
+
+public class Box {
+       
+       Vector3d min;
+       Vector3d max;
+       
+       public Vector3d getMin() {
+               return min;
+       }
+       public Vector3d getMax() {
+               return max;
+       }
+       
+       public Box(Vector3d min, Vector3d max) {
+               this.max = max;
+               this.min = min;
+       }
+       
+       public Box(double minx, double miny, double minz, double maxx, double maxy, double maxz) {
+               min = new Vector3d(minx, miny, minz);
+               max = new Vector3d(maxx, maxy, maxz);
+       }
+       
+       public Box(double min[], double max[]) {
+               this.min = new Vector3d(min);
+               this.max = new Vector3d(max);
+       }
+       
+       public Mesh createMesh() {
+               List<Vector3d> vertices = new ArrayList<Vector3d>();
+               vertices.add(new Vector3d(min.x, min.y, min.z));
+               vertices.add(new Vector3d(min.x, min.y, max.z));
+               vertices.add(new Vector3d(min.x, max.y, min.z));
+               vertices.add(new Vector3d(min.x, max.y, max.z));
+               vertices.add(new Vector3d(max.x, min.y, min.z));
+               vertices.add(new Vector3d(max.x, min.y, max.z));
+               vertices.add(new Vector3d(max.x, max.y, min.z));
+               vertices.add(new Vector3d(max.x, max.y, max.z));
+               List<Integer> indices = new ArrayList<Integer>();
+               indices.add(0);
+               indices.add(2);
+               indices.add(1);
+               
+               indices.add(1);
+               indices.add(2);
+               indices.add(3);
+               
+               indices.add(2);
+               indices.add(6);
+               indices.add(3);
+               
+               indices.add(3);
+               indices.add(6);
+               indices.add(7);
+               
+               indices.add(5);
+               indices.add(1);
+               indices.add(7);
+               
+               indices.add(1);
+               indices.add(3);
+               indices.add(7);
+               
+               indices.add(4);
+               indices.add(5);
+               indices.add(6);
+               
+               indices.add(5);
+               indices.add(7);
+               indices.add(6);
+               
+               indices.add(0);
+               indices.add(4);
+               indices.add(2);
+               
+               indices.add(2);
+               indices.add(4);
+               indices.add(6);
+               
+               indices.add(0);
+               indices.add(1);
+               indices.add(4);
+               
+               indices.add(5);
+               indices.add(4);
+               indices.add(1);
+               return Mesh.create(vertices, indices);
+       }
+
+}