I given that I have a bitmap which is used as a texture for a Sphere - I would like to write a function which gets a point coordinate on that bitmap and a sphere geometry (U,V,Sphere) and returns a Vector3f of the closest sphere vertex to that given bitmap U,V
Does anyone knows the Math or does JME3 has a ready to use function for calculating it?
I need to maintain all kind of “events” around the globe. each event can be represented by some special effect. An event might happen in a geographic location which is currently hidden but still I want to do something there (start a particle system for example) therefore I don’t think that finding a picking point is good for this use case
Let’s say I want to make it simple and track just the first Vertex position - I wrote this code in the simpleUpdate() func:
float x = buff.get(0);
float y = buff.get(1);
float z = buff.get(2);
But even though I constantly rotate my sphereGeo I always get the same values for x,y,z. What am I missing?
I need to write a 3D simulation at work where things happens in a specific geographic points (things might be data flowing to that points or some kind of alerts raised).
I want to present those things (events) with an effect or particle system node but the globe (earth) is always rotating and i need in real-time to find the current position of a geographic location (say Eiffel Tower) on my globe so I can correctly position the effect node.
Do you want to do this in a shader? If so, I do have some glsl code that I wrote for damage splating. I pass the collision point point to the material and the shader has a buffer of locations that it translates to texture coordinates so that it can overlay the damage texture at that point on the mesh. I can dig up the code. It translates, in the shader, the mesh position to the texture position regardless of the mesh complexity or UV mapping.