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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a flat, rectangular grid.
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* <p>
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* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX
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* effects to it, use MeshFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects!
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*/
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public class MeshFlat extends MeshObject
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{
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private int mCols, mRows;
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private int remainingVert;
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private static float[] mBoundingVert = new float[] { -0.5f,+0.5f,0.0f,
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-0.5f,-0.5f,0.0f,
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+0.5f,+0.5f,0.0f,
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+0.5f,-0.5f,0.0f };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Create a flat, full grid.
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private void computeNumberOfVertices(int cols, int rows)
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{
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mRows=rows;
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mCols=cols;
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if( cols==1 && rows==1 )
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{
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dataLength = 4;
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}
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else
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{
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dataLength = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) +
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(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1);
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}
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//android.util.Log.e("BITMAP","vertices="+dataLength+" rows="+mRows+" cols="+mCols);
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remainingVert = dataLength;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int addVertex(int vertex, float x, float y, float[] position, float[] normal, float[] texture)
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{
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remainingVert--;
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position[3*vertex ] = x-0.5f;
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position[3*vertex+1] = 0.5f-y;
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position[3*vertex+2] = 0;
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texture[2*vertex ] = x;
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texture[2*vertex+1] = 1.0f-y;
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normal[3*vertex ] = 0.0f;
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normal[3*vertex+1] = 0.0f;
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normal[3*vertex+2] = 1.0f;
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return vertex+1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int repeatLast(int vertex, float[] position, float[] normal, float[] texture)
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{
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remainingVert--;
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//android.util.Log.e("BITMAP", "repeating last vertex!");
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if( vertex>0 )
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{
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position[3*vertex ] = position[3*vertex-3];
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position[3*vertex+1] = position[3*vertex-2];
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position[3*vertex+2] = position[3*vertex-1];
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normal[3*vertex ] = normal[3*vertex-3];
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normal[3*vertex+1] = normal[3*vertex-2];
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normal[3*vertex+2] = normal[3*vertex-1];
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texture[2*vertex ] = texture[2*vertex-2];
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texture[2*vertex+1] = texture[2*vertex-1];
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vertex++;
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}
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return vertex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void buildGrid(float[] position, float[] normal, float[] texture)
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{
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boolean lastBlockIsNE = false;
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boolean currentBlockIsNE;
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int vertex = 0;
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float x,y;
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final float X = 1.0f/mCols;
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final float Y = 1.0f/mRows;
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//android.util.Log.d("BITMAP", "buildGrid");
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y = 0.0f;
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for(int row=0; row<mRows; row++)
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{
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x = 0.0f;
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for(int col=0; col<mCols; col++)
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{
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currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1);
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if( col==0 || (lastBlockIsNE^currentBlockIsNE) )
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture);
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), position, normal, texture);
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture);
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if( lastBlockIsNE^currentBlockIsNE) vertex = repeatLast(vertex,position,normal,texture);
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), position, normal, texture);
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}
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), position, normal, texture);
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), position, normal, texture);
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lastBlockIsNE = currentBlockIsNE;
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x+=X;
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}
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y+=Y;
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}
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//android.util.Log.d("BITMAP", "buildGrid done");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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private static String debug(float[] val, int stop)
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{
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String ret="";
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for(int i=0; i<val.length; i++)
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{
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if( i%stop==0 ) ret+="\n";
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ret+=(" "+val[i]);
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}
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return ret;
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}
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getBoundingVertices()
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{
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return mBoundingVert;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Creates the underlying grid of vertices, normals and texture coords.
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*
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* @param cols Number of columns in the grid.
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* @param rows Number of rows in the grid.
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*/
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public MeshFlat(int cols, int rows)
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{
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super(0.0f);
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computeNumberOfVertices(cols,rows);
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float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
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float[] normalData = new float[NORMAL_DATA_SIZE *dataLength];
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float[] textureData = new float[TEX_DATA_SIZE *dataLength];
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buildGrid(positionData,normalData,textureData);
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//android.util.Log.e("CUBES","dataLen="+dataLength);
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//android.util.Log.d("CUBES", "position: "+debug(positionData,3) );
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//android.util.Log.d("CUBES", "normal: " +debug( normalData,3) );
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//android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
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if( remainingVert!=0 )
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android.util.Log.d("BITMAP", "remainingVert " +remainingVert );
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mMeshPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mMeshPositions.put(positionData).position(0);
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mMeshNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mMeshNormals.put(normalData).position(0);
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mMeshTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mMeshTexture.put(textureData).position(0);
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}
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}
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